The Artifact Player's Handbook

Created By: Emmett O'Brian

Written By: Emmett O'Brian

Cover Art Emmett O’Brian

Interior Art: Emmett O'Brian Aaron O'Brian

Edited By: Alexia O'Brian Rules Editor: Cody Pelz

A Note: This book is designed as a game, in no way are the aliens, monsters, powers, places, and/or governments real. This book does not in any way reflect the author's or company's attitudes or beliefs. If you find any material in any way offensive we give you our sincere apologies. The game enclosed is designed to be fun, and a fantasy version of things in the future.

Dedicated To: Cody for putting up with my crack pot rants. Player's Handbook 1 The Geetin 25 A Report By Evan The Gijorn 26 Rantaa’ Books 26 Larrs 1 Banner Stones 26 The Artifact Itself 1 Science and Medicine 26 Technology 2 Kelrath Parties 27 CCC 2 Oracle 27 LCF 3 Communications Officer's Energy Storage 3 Guide 30 Quantum Liquid Computers 4 Laser Technology 4 Communication 31 Plasma Technology 4 Scrambling Signals 31 Force Fields 5 Reinforcements 32 Anti-Gravity 5 Expert Advice 32 E-suits 5 Tactical Support 32 Subterranean Weather 6 Resupply 33 Surface Weather 6 Translation 33 Biology 6 Observation 33 Water 9 Sensor Inferometry 33 Clothing 9 Conduction Mapping 33 Photosynthetic Biosphere 9 Protection 34 Thermosynthetic Biosphere 9 Countermeasure Assistance 34 The Methane Wastes 10 Chezbah Hex Mainframe Language 10 Virus 35 The Kelrath Language 13 Monitoring for Intrusion 35 The Scimrahn 15 Hacking 36 Intrusion Methods 36 Gadios 15 Advanced Hacking Rules 37 Music 16 Social Engineering 38 Guided by Signs 16 Deploying Viruses 38 Traveling Under Cover 17 Creating A Virus 38 Power Hex Conduits 19 Backdoor 39 Industry Hex Conduits 19 Trojan Viruses 40 Filtration Hex Conduits 19 Hosent Hive Virus 40 Agricultural Hex Conduits 20 The Network 41 Residential Hex Conduits 20 QLC Commands 42 Reservoir Hex Conduits 20 QLC Software 43 The Chezbah 21 Chezbah Reaction 43 Definition and Pronunciation 21 The Chezbah and the Religion 21 Network 44 Masks 21 Kelrath Communications 44 Law 21 Computers and Software 45 Home Life 21 Software 46 Business 22 Engineer's Resource 52 Serving the Priesthood 22 The Engineering Team 52 Serving the Warrior Class 22 Measuring Work 53 Farming 22 Measuring Energy 53 Entertainment 23 Mobility 54 Industry 23 Road Building 55 Military Service 23 Bridge Building 55 Technology 23 Repairing and Starting Hex Visiting the Kelrath 23 Conveyors 56 Kelrath Cities 24 Vertical Transport of Heavy Kelrath Society 25 Equipment 57 Overcoming Enemy Defensive Cutting Charges 76 Blockades 57 Local Sources 76 Common Chezbah Defenses 58 Shaped Charges 76 Chezbah Warrior 58 Maintenance 78 Lookouts 58 Field Repairs 79 Hull Down Positions 58 Field Enhancements 79 Hound Holes 59 Building 81 Buried Demolisher 59 The Manufacturing Process 81 Common Kelrath Defenses 59 Materials 81 Towers 59 Cement 81 Plugged Hex Passages 60 Mud Brick 82 Lookout 60 CCC 82 Kelrath Boobytraps 61 Cloth 83 Berms 61 Dirt 84 Gates 62 Metal 84 Magnetic Mines 62 Plastic 84 Countermobility 63 Build Time 84 Walls 63 Structures 85 Mines 63 Building Equipment 86 CCC Plug 63 Generating Power 86 Wire Obstacle 63 Custom Power Generation 89 Flooding 64 Weapon Build Transforms 95 Electric Wire 64 Building Lasers 96 Traps 64 Building Plasma Weapons 98 Trap Concepts 65 Building Particle Beam Block Dropping 66 Weapons 99 Vehicle Impact Traps 67 Building Meta Atom Weapons 100 E-Suit Leg Snares 67 Building Projectile Weapons 101 Springs 67 Building Mechanical Projectile Snares 68 Weapons 103 Powered 68 Building Electro-Thermal Chemical Planted Weapons 69 Weapons 104 Explosives 69 Building Electro-Magnetic Lasers 69 Weapons 105 Plasma Spray 69 Building Missile Launchers 106 Magnetic Mines 69 Shields 108 Hazardous Ordinance Disposal 70 Ion Cascade Shields 108 Plasma Weapons 70 Kerdi Shields 110 Fuel Stores 70 Sensors and Countermeasures 110 Laser Weapons 70 Sensors 111 Batteries 70 Electro-Magnetic Counter Chemical or Biological Weapons 71 Measures 112 Nanotech Weapons 71 Electro-Magnetic Counter Counter Defense 72 Measures 113 Elevation 72 Illumination 114 Grade 72 Other Items 115 Water Barriers 72 Life Support 115 Channeling Enemy Approach 73 115 Bunkers 73 Arms 115 Earthworks 73 Building Vehicles 118 Trench 74 Vehicle Ratings 119 74 Light Vehicles 119 74 Medium Vehicles 120 Berm 74 Heavy Vehicles 121 Foxholes 75 Super Heavy Vehicles 121 Down and Hull Down 75 Control Systems 122 and Lookouts 75 Computers 123 Demolition 76 Passengers 124 Cargo 124 Drive Types 124 Articulated 125 Land 126 Water 126 Flying 127 Orbital 130 Hull 131 Hull Material 131 Protecting Critical Hit Locations 132 Hull Mass 132 Final Mass Calculations 132 Power Demands 132 Vehicle Design Transforms 133 Critical Hit Locations 134 Equipment Compendium 138 Survival Gear 138 Scientific Hardware 147 Defensive Systems 150 Archaic Weapons 151 ASO / I-CA Weapons 154 Assault Weapon / Submachine Gun 155 Weapons 160 Pistol Ammunition 163 Rifle Ammunition 163 Artillery Ammunition 166 12 Gauge Ammunition 167 Gun Accessories 167 Demolition and Construction 171 Non-Lethal Weapons 174 Chemical Cocktails 180 Acids 180 Scimrahn Survival Gear 182 Scimrahn Weapons 184 Vehicles 186 Earth Vehicles 186 Skid Steer 191 ASO Vehicle 193 C-Suit 194 Scimrahn Vehicle 199 Appendix 202 The Artifact 1 The Artifact Player's Handbook The Player’s Handbook for There is a lot of general information The Artifact RPG is a reference contained in this report is from the work, a tool box and an extensive viewpoint of a character within the expansion to two of the more game. There are no stats, and no complex character types in the game, the specific mention of equipment. This science Communications Officer and the Field report is designed to let the players know a lot Engineer. Through these pages the players get of general information about The Artifact and a treasure trove of information about the its inhabitants. (Players also include the Game world around them starting with a report by a Master in this instance.) This is done to field scientist. encourage role play. Some of the information The science report is an introductory in this book is conjecture on the part of Officer guide to The Artifact. It is told from the Larrs, and may be substantiated or viewpoint of an ASO field scientist Evan Larrs, contradicted at a later time, but for the most giving a report to the ASO training branch. part this volume can be considered authoritative. A Report By Evan Larrs

Hello, my name is Evan Larrs. I sparseness of my documentation. My notes signed up for The Artifact project in 2078 and were recovered from my P.D.A. (personal data in 2079 I was accepted. I am a field scientist apparatus) by an alien thinking machine after for the Artifact Study Organization (ASO) at it was melted by plasma fire. My estimate was the time of this initial writing it is 2086 and that 36% of the information was these are my findings for my first ten months unrecoverable. (My backups were destroyed on the Artifact. I apologize for the occasional six days before by water damage.)

The Artifact Itself When I first arrived on the Artifact I Artifact Potential Population was astounded by it's immensity. Try as I 7,082,960,000,000,000,000 or 7.0E18 might, I can find that no words can prepare you for the vast expanses. Perhaps 17th Plasma Conduits 4068 century sailors would have some sense of how it is to travel for months and not see a soul or 95% of the current population lives in close not have any obvious marker that you had proximity to a plasma conduit in .0002% of gotten anywhere. In my records I found some the habitable area initial calculations of volume. The above are just rough calculations, Total Volume but they do serve one useful purpose. They Science Report 309,510,000,000,000 km^3 convey that even when presented with aspects of the Artifact it is difficult to grasp. Even Core Volume 93,591,200,000,000 km^3 when I see these figures, my mind can scarcely comprehend their enormity. Another statistic Polar Volume that has been difficult to swallow is that at one 215,919,000,000,000 km^3 time, there may have been over nine Trillion inhabitants of The Artifact at one time several Number of Hexes (Grier) 1,500,210,000,000 thousand years ago. The Artifact is very different from Number of incremental cities Earth, more so than it would at first seem. 24,593,616,868 Hexes are at the same time like being inside a structure, and like being outdoors. A single

hex is beyond the engineering capabilities of Artifact. Without it the hexes inside die and earth builders. This all seems academic until cannot support life as we "Earthers" are one is forced to contend with them. The accustomed to. I will go into this later but for structures in the Artifact shape the societies now it is suffice to say that just as we Earthers that live in them. People have to adjust to the look to our Sun for life, the residents of The structures around them. There is no real Artifact look to the super heated plasma gas weather, no day or night. Because radio is that distributes power to bowels of The only good for short range communication Artifact's interior. (10km or less), and wire based The Industry Hexes are readily communication is expensive to implement, available factories able to produce nearly any messengers are vital to communications. machine. This has caused a proliferation of Radar is also a short range (10km) detection manufactured goods, with very few skilled system, so other systems are needed. It is so laborers. difficult to explore the vast number of hexes Science Report that a majority of The Artifact may have never Energy is widely available in the form been seen. For all that we know there could be of plasma energy, this cheap availability of the equivalent to the discovery of America power makes for unusual opportunities. lying in the interior somewhere. Scientists can study high energy physics applications that would blackout a city on Darkness is ever present earth. It has made the inhabitants of The underground, with islands of powered areas Artifact numb to the resources they wield on a that sponsor life. Plasma power that gives daily basis. light, heat, and water is the life blood of The

Technology As amazing as the technology on The none the less impressive. Energy storage is Artifact may seem, there are only a few areas one such field. For the most part, high power that the inhabitants are truly advanced in. The laser technology is dependent on the ability to majority of the advanced technology that the store large amounts of energy. The Scimrahn inhabitants use, are found within The Artifact and Kelrath use a conductive carbon polymer itself. Plasma weapons and tools are an to make their high energy batteries and the imitation of the technology in the plasma Chezbah use a lithium ion formula that is conduits. Many material technologies such as extremely advanced. CCC (Carbon Ceramic Composite) are the Other advancements are evident, such building materials of The Artifact. In addition, as the liquid quantum computers used in most many of the mechanical systems in vehicles computer technologies on The Artifact. Below such as E-suits can be found in Hosent. is a detailed discussion of several of these Several true advancements that are technologies. not found "naturally" within The Artifact are

CCC Carbon ceramic composite (or CCC) is carbon and a ceramic adhesive. The thickness a substance that looks like stone but acts like a of these layers vary with their application. The cross between hard plastic and metal. For it's CCC in Hex (or Grier) walls is a very low grade strength it is very light, having a tensile and the carbon layers are sometimes up to strength only slightly lower than steel. half a centimeter thick. This makes the walls CCC is one of the most common more ridged and brittle. CCC used in every materials in The Artifact. It is the primary day items such as tools is a medium grade and construction material The Artifact is the carbon layers are often in the range of four composed of. It is used by the inhabitants in to five hundred microns thick. High grade most of the places that people from earth CCC is used in vehicle armor and engine would use metal or plastic. There is very little components and uses a higher grade ceramic metal on The Artifact, and no fossil fuels to bonding agent. The ceramic layer is often only make plastic from, although The Artifact's ten to twenty microns thick. inhabitants have made plastics from raw carbon. It is constructed from thin layers of The Artifact 2 The Artifact 3 The Artifact CCC such as Hex walls. They don't have to make the carbon tubes that makes up CCC. Whoever first made The Artifact could not have had the enormous quantity of these tubes required to build The Artifact available The carbon layers of CCC is to them. These raw materials must have been manufactured in individual paper thin sheets created by someone. How this was and then laminated (or "glued") together by accomplished is a question that is still an even thinner layer of ceramic bonding unanswered. agent. The carbon layers are made of The carbon layer of CCC is a good microscopic carbon tubes (essentially rolled conductor of electricity and heat. If the carbon up graphite) that intertwine and hook tubes were to be aligned, CCC would have together to form a flexible sheet. nearly no resistance to the passage of heat and Similar carbon tubes were discovered electricity. However the random alignment of in a laboratory environment on Earth in the the tubes does cause some resistance. late twentieth century. These tubes are very The ceramic layer of CCC however can difficult to manufacture and manipulate on either serve as an insulator to heat and any useful scale. The tubes are so small that electricity, or can be engineered to be a billions of them would hardly be the size of limited conductor of heat, electricity, or both. the period at the end of this sentence. An interesting upshot of this is that The most amazing part of making computerized vehicle or tool can be given a CCC is getting the microscopic tubes to limited sense of touch. A mild electrical field connect together on a large scale. This is is passed through the carbon layers of CCC. accomplished through a chemical soaking that When an object touches the outer hull, a small unbinds the tubes allowing them to be spread current is drawn. The computer detects this like a paste. The paste is then baked in ovens. and registers that the hull is touching The fast drying process causes the tubes to something. If a significant amount of pressure again, curl around each other and become a is applied to the hull, the pressure alters the solid sheet. resistance of the CCC and the computer can HDCCC (High Density Carbon tell how much pressure is being applied by the Ceramic Composite pronounced "H, D, triple number of layers that are affected. Likewise, C") is manufactured using a slower damage to the hull also alters it's electrical manufacturing process and complex drying properties and is sensed as an artificial pain. ovens that are difficult to maintain. This Another application of this is that makes HDCCC a much stronger and a higher computers can communicate by touching the quality. However it is also very scarce. hulls of two vehicles together and sending When the inhabitants of The Artifact data over their "skin". This allows for quiet make CCC they break down already existing communication between vehicles. This feature is included mostly in military vehicles.

LCF

Liquid Carbon Fuel (or LCF) is Invented nearly two thousand years Science Report another carbon based material used by the ago by an unknown Kelrath scientist, LCF is a inhabitants of The Artifact. There are no fossil carbon polymer. This polymer has many times fuels in The Artifact, so for millennia, the explosive force of petroleum based fuels methane from the methane wastes, and used on Earth. It has nearly as much explosive plasma was used for fuel. However methane is power as some solid rocket fuels. difficult to transport to everyone on The Artifact and Plasma is difficult to store.

Energy Storage One of the few places plastics are used cathode of the battery, and a semi-conductive by The Artifact's inhabitants is in manufacture layer becomes the anode. A third insulator of batteries. Conductive plastics form a layer isolates the poles and allows each cell to be given a high voltage charge. Because of These high voltage states allow the battery to this, these batteries act like conventional hold a much higher level of power. batteries, but also behave like capacitors.

Quantum Liquid Computers Quantum Liquid Computers use silicon supplies began to become scarce (in photon energy in a liquid sodium media to 2040), Liquid Quantum Computers have store and calculate information. Although hundreds of times the quibits (Quantum Bits) computers using a similar processors became than those built on earth. more common on earth after transistor grade

Laser Technology Science Report Laser weapons used by the The most efficient laser inhabitants of inhabitants of the planet are a never before The Artifact (namely the Chezbah) have seen free electron laser or FEL design that is devised is a gamma ray laser that uses meta much more efficient than earth designs at material black holes to create the energy converting electrical power to optical power. emission media. However this laser is so These lasers frequently use plasma prohibitively expensive to build it has only mirrors as glass could melt under the energy been installed on the Chezbah's orbital of the laser. A small plasma field is generated defense systems. that is reflective. This method also has the The most widely used laser is an advantage of being rugged. Some Kelrath violet/ultraviolet laser that is still very designs have been known to use diamonds as efficient in contrast to Earth technology. reflecting mirrors but these are often in stationary systems.

Plasma Technology Most of the advanced plasma "slippery", in other words it can seep out of its management seen in many of the everyday magnetic bottle. However, whoever items on The Artifact is either identical to or constructed The Artifact developed a method only slightly modified from the plasma of compressing tesla, or lines of magnetic distribution system on The Artifact. From that force. This naturally happens in iron and fact we know that there has been little or no other ferrous materials but is difficult to advancement since The Artifact's creation. It achieve in air (or a vacuum). This process is seems odd that over thousands of years, this still under study. All of that said, one might technology has remained so stagnant. ask how does a plasma weapon work? The Plasma is in essence superheated gas, system works something like this. A mild well into the tens of thousands of degrees. The negative electrical charge is passed through molecules become so excited that they shed the air before the weapon is discharged. Then off their electrons and take on a positive a condensed magnetic field forces the electrical charge. The problem with plasma is negatively charged air out of the way. Then a that it is difficult to contain. If it touches it's column of plasma is accelerated down the physical container the container melts or the magnetic path. One upside of this method is plasma cools and looses energy. Plasma must that the plasma can be accelerated all the way be kept in a vacuum and away from the walls down the path to it's target by the magnetic of it's container. One natural advantage to field giving the weapons a relatively long containing plasma is it's electrical charge. range. Of course once the negatively charged Because of it's charge plasma reacts with a air is pushed out of the way, electrically magnetic field. It also creates it's own neutral air tries to rush in to fill the void. As a "magnetic bottle", a magnetic containment result the plasma has only a second of time to field. However plasma is notoriously travel to it's target. The Artifact 4 The Artifact 5 The Artifact Force Fields Force fields are high energy devices As matter or energy enter the field, that make use of powerful magnetic fields and they are bombarded by the stream of ions. a cascade of ions to form a temporary curtain Plasmas diffuse and dissipate under this to protect anything inside the force field. barrage. Photons in lasers are diffused or These devices employ similar technologies as absorbed and become harmless light. Solid plasma weapons. Tesla compression, as used object such as bullets are deflected and a in plasma storage, allows more precise ion majority of their energy is absorbed. flow control and density. The emitter launches Standing too close to a force field is a hair ions into the magnetic field at high velocity raising experience (literally). The electrical and because they are electrically charged, they charge of the ions partially discharges in the follow the path of the magnetic field. The ion air and causes a (surprisingly) mild charge in generator must either use the surrounding air the local atmosphere, making hair stand on (if there is any) to replenish ions, or end and causes mild shocks. preferably reclaim them as they curve back along the magnetic field.

Anti-Gravity Anti-Gravity systems vary in different fluctuates to cause the superconductor to spin. applications. Some systems only produce lift, Once the electro magnet reaches one hundred some are used in lift and propulsion. Many thousand RPM the engine has reached it's Scimrahn systems are very simple. As a result optimal lifting capacity. Despite their relative they are often not very efficient or fast. common nature, Anti-grav engines are However some systems are so reliable, they expensive to build because of exacting rarely need any type of maintenance. This is material fabrication. The superconducting because most use magnetic fields and near cone, (also referred to as a core) is an vacuums to eliminate friction. A cone shaped application of nanotechnology. The material super conductor cooled to approximately -120 that makes up the core is a precisely aligned C is suspended by magnetic coils. The field crystal of carbon, boron, and sodium.

E-suits E-suits as a technology is a diverse These "muscles" allow topic. Essentially the root idea behind the E- for quick reflexes that Suit is traveling in harsh conditions. However, would be impossible in most designs are military in nature. Each hydraulic systems. nation has their own strategy to designing E- The most suits. Scimrahn suits are simple systems and impressive feature of the the chassis is designed for easy modifications E-suit is it's complex and repair. Kelrath suits tend to be well armed and elegant control and heavily armored. Chezbah E-suits are system. In the TF-2394 designed to be light, compact, fast and two terrain computers, A TF-2394 engine Science Report maneuverable. E-suits are mainly hydraulic one in each leg, study assembly and protective mechanisms supplying a majority of the sensor data and firewall system's movement. determine how to Scimrahn and Kelrath suits achieve maintain balance. The main computer hydraulic power from internal combustion determine how to proceed according to the engines. pilot's commands. The controlling computer Chezbah suits use electromagnetic uses multiple inputs including manual rails that form a linear motor. Their more controls and voice command. The systems can rugged construction vehicles use a sonic adjust on the fly as to what inputs are being piston to create hydraulic pressure. used. One moment the manual controls are used to target, the next moment, the pilot can Fine motor skills use a metal and a bark out firing co-ordinates. The system's polymer basket weave tube that contract when flexibility it's primary strength. and electrical current is passed through them. Subterranean Weather

One of the ways that the subterranean cools air rushes out. In this way spoor colonies habitat affects the people in it is weather or "breath" (or "romosh" in Scimrahn). This lack of it. Underground is a relatively static suction can at select points become so violent atmosphere. It is most often very cold in many and gust so suddenly, the wind speed can areas underground. Those areas without exceed four hundred kilometers per hour. In power can often have temperatures that drop this way, travelers have been known to be below freezing. These freezing temperatures sucked into areas of spoor. can cause water supply pipes to burst, causing surface ice to form. Psudo-weather In some instances reservoirs have The air filtration system of incremental cities, cracked open flooding an area then freezing when powered, often create a gentle breeze. again, and coating large expanses in ice. On Science Report However these systems can sometimes gusts the flip side of the coin, regions near plasma of twenty kilometers per hour, more than conduits can reach temperatures over forty enough to kick up some dust. five degrees Celsius. This causes a large majority of the population to reside in close Water cycling through the filtration system proximity to plasma conduits. can cause a slow steady rain from hex ceilings as the water pipes drip, but this is often not One way that wind is generated in the hex (grier) wide. However, powered hexes underground is by large expanses of White have rain systems in agricultural areas that Spoor creating electrical discharges. A highly will rain in a measured amount once a day in a active colony can warm the air near them, twenty two hour cycle. Even this rain is often electrical discharges super heat local air and light, unless there is damage to the rain vortexes of cold air rush in, then as the air system.

Surface Weather I have been to the surface only once, travel well inland and lay waste to giant and I was lucky enough to see the vegetation swaths of countryside. Because of the flooding bands. When I first read of the vegetation rains however, is the main reason for the bands, images of tropical rain forests were vegetation band's lush growth. what came to mind. The area of the bands that Conversely, I would expect that the I saw bore no resemblance to a rain forest, but further out one travels from the bands, and rather rolling fields of orchards and rows on the thinner the atmosphere gets, the less rows of giant fern. These farms had no large atmosphere plays a role. Although I have trees, and structures are built into hillsides or heard of "ground lightning" out in the extreme underground. The reason why is the weather. fringes of the atmosphere , where wind In the heavy and rather uncomfortable friction builds up a static charge and a bolt of atmosphere in these regions, massive lightning races along the ground only to be typhoons build up and carry much greater absorbed by the air. force than those on earth. These typhoons

Biology I include this information here because it proved invaluable to me and my troop when it came to food and medicine. Many of the Scimrahn are well versed in much of the native fauna and flora. This is not surprising, as this is native to them and they must rely on whatever foodstuffs they can gather. Much of the life is well documented by other biologists so I have not gone into great detail here. Rather it is my aim to The Artifact 6 The Artifact 7 The Artifact document isn't any less gamy than a Seeter, simple survival but being a herbivore, I'd imagine information they're a lot more nutritious. that I wish we Kaydoo meat tastes like low grade had when we beef, not a lot of flavor and very arrived on the tough. Artifact. Bah-bahreeth: Difficult to catch, as a result they are a bit of a delicacy. Scimrahn To cut to the chase, they're my Diet favorite choice and Mawlk who was In the Scimrahn quite adept at catching them was tribes I was also good at preparing them. Bah- exposed to, the bahreeth I feel foolish saying it, following tastes like chicken. Bah-bahreeth are outlines the found most often in thermosynthetic typical biospheres, their favorite food are the Scimrahn diet, Ekchok that feed off Zah, and Nicoe. and a small While the Bah-bahreeth are for the excerpt about most part harmless, their quarry, the each food in Ekchok are not. In order to find order of Bah-bahreeth you have to find frequency. My Ekchok. One method of catching guide to Bah-bahreeth is to catch an Ekchok Scimrahn and use it as bait. Mawlk preferred to cuisine was a mimic the sounds of an Ekchok to lure very heavily the Bah-bahreeth. This can also built man however bring in more Ekchok. named Mawlk. Berem: I have rarely heard of Mawlk is a anyone but a raider tribe eating Scimrahn Berem. When I asked why, I gatherer for a carrier tribe. He and several received a blank stare, and the reply others would strike out every day, and forage "they're too big". This was a over for whatever food was available. Gathering simplified explanation but it strikes reduces the amount of food the tribe has to home one point, a six hundred carry and provides fresh food. Mawlk kilogram animal takes more time to specialized in harvesting nuts from trees and prepare than most Scimrahn have. catching Bah-bahreeth, so I received an up I myself never had the opportunity close look at the methods involved in each. to sample Berem. Zah: Although I was never much into eating Pettok: A dead Pettok is an insects, living with the Scimrahn soon makes interesting event.The average it a necessity. Zah comprise a majority of the Pettok yields one thousand Scimrahn's protein intake. Surprisingly, Zah three hundred kilograms of aren't all that different from eating shrimp, meat, and it is a lot of meat. aside from having a mild nutty flavor. That much meat can feed a Science Report Seeter: While the Seeter is the largest animal tribe for three months. found in any numbers underground, the The trouble is, few tribes nutrition value of a scavenger isn't the best. that visit the surface have the Although it is a welcome change from Zah. facilities to preserve so much Seeter is stringy and gamy, but it is meat and meat. has a good fat content surprisingly. It all just Vegetation is a breaks down to, Seeters are very good large part of the Scimrahn scavengers, and Seeter meat is better that no diet, however items such meat. I've been told that Seeter tastes like as nuts and seeds tend Duck, but I wouldn't know, I never had duck. to be a bit rare and Kaydoo: Often serve a double duty, they carry can fetch a good your food for a few weeks and if you haven't price in the Poord. gotten there yet, you eat the Kaydoo. Kaydoo The items listed here are in order of frequency Tubers: A variety of tubers make up a bulk of Scimrahn fare. Shek-mog-leech is the most common of these. A starchy pod tasting much like a potato, but with a sourness that is an acquired taste. The leaves of the "shek- mo" as it is often referred to are also eatable, and are often ground and dried to form the closest thing I have ever seen a Scimrahn use as a spice, or garnish. Shek-mo leaves are even more bitter than their root.

Roots: There are two roots that are major Science Report portions of Scimrahn fare. One is the root of the kek-leech, a mildly sweet root that is sometimes Seeds: There are very few plants that bear an processed to make sugar. The eatable quantity of seeds on The Artifact. kek-leech root is soft when Those that do are often frail and difficult to boiled and is a welcome change grow underground. (it's actually not a sunlight from shek-mo. The frich-leech issue, it has more to do with poor soil is another plant with eatable conditions). The most widely consumed seed root, this root is hard and is iis from a bush called Boch-gafr that grows a often gnawed on over time. The pine cone like seed pod. The pod (simply frich-leech root is, from other called Boch) is struck against a hard table scientist's studies rather several times to release all the seeds. Boch nutritious, storing many seeds are fried in animal fat and consumed vitamins and minerals. It also like rice. appears that chewing on this root may be important in maintaining good dental health, as chewing on it cleans the teeth and gums. I Almost immediately the ASO and I-CA have got in the habit of carrying a small stash of begun growing wheat and other grains on The frich-leech and find it satisfying and beneficial Artifact to try to supplement the diets of their to maintaining a healthy diet. men.

Frich-leech is slightly oily and rubbing it on abrasions and light burns has a soothing affect (probably because of a high vitamin E content). This root has a unique taste that is hearty and rich.

Nuts: To say that nuts are not a common food would be incorrect. At the same time, they are consumed in limited quantities. Often only a few nuts would be served with a dish. I had a somewhat disproportionate exposure to nuts when I stayed with Ahadolko, as he was a specialist in harvesting nuts. He maintained a small grove of Thid-gafr tree from which he would harvest his nuts. There are several other verities of nuts that compose a small portion of Scimrahn diet but the thid-gafr nut is the most widely consumed. The Artifact 8 The Artifact 9 The Artifact Water One of the major difficulties in large undertaking. Reservoirs may be frozen, survival on the Artifact can be getting clean requiring the ice be melted to obtain suitable water. Sometimes getting clean water is drinking water, or sometimes a reservoir may simply a matter of filtering, boiling or be "locked down" referring to the valves to the otherwise treating available supplies to make water supply are jammed or frozen shut. In them fit for drinking. Other times water may this instance the only way to get to the water be so heavily contaminated with toxins of is to cut into the reservoir from the top, A heavy metals that making it drinkable is a difficult and time consuming task.

Clothing The majority of clothing worn by the Scimrahn and Kelrath are made from the fronds of the "Giant Fern" (mbahch-leech) This material is best described as hemp like in texture. The less affluent wear a course flax like material that is derived from a reed (kezi-leech) harvested from swamp like fields. While it is very sturdy, It is a rather uncomfortable fabric to wear. Often the layer of clothing closest to the skin is made of Mbahch and the outer layers are of Kezi. Another source of clothing is leathers of various animals, Seeter and Kaydoo being the most common.

Photosynthetic Biosphere The photosynthesis based ecosystem biospheres is wild. Most of the land area is on the Artifact is simple in relation to earth's used in agriculture. multiple biospheres (ie tropical, temperate, Dessert dessert, etc.) There seems to be only three The desserts beyond the vegetation main divisions in photosynthetic biospheres, bands have thin atmosphere and very little these being "Equatorial", "Dessert", and rainfall. The flora and fauna that inhabit these "Subterranean." regions are well suited for these harsh Equatorial conditions. The primary animal life in the

The equatorial biospheres are home desserts is the Kay-doo. This small herd Science Report to some of the largest flora and fauna on The animal is often used as a pack animal. Artifact, despite heavy gravity. Much of the Subterranean "vegetation bands" has rich soil like that Underground, there is a large verity of plants found in river deltas. Immense storms dredge that have found ways of surviving despite up sediment and dump the silt onto the hostile conditions. surrounding land. Very little of the equatorial

Thermosynthetic Biosphere While these ecosystems are widely "chemical", or synthesizing energy from thermosynthetic, it should be noted that there chemical reaction) In this subgroup, bacteria are large pockets of this biosphere that are use methane to produce food energy. However kemosynthetic. (The prefix "kemo" refers to the vast majority of this biosphere, bacteria use thermal energy to produce food energy. In The Fera these unlit areas a growth called a Fera Sponge is a Sponge creates dense forests of standing symbiotic organism sponges. These sponges are not extremely that houses food different from those found in Earth's oceans creating bacteria. (at least from my observations) aside from the This bacteria are fact that they grow on dry ground, or walls the organisms that and ceilings for that matter. carry on the thermosynthisis. The sponge, lives Science Report

off of waste and gives shelter to the bacteria. Zah are the next step up in this food chain, feeding on whatever bacteria they can extract from the surface of the sponges. Zah in turn are fed on by Chig, Ekchok, and Seeter. While the Chig and the Ekchok are eaten by Seeter and Bah-bahreeth. The Bah-bahreeth is a winged lizard that hunts nocturnally in lit areas. It is similar in size to a large bat.

The Methane Wastes

10 I have heard reports that the I-CA has At this time I decline to discuss what may be been extensively studying the methane wastes. rumors or a ruse, but if the reports are In the reports there is mention of animal accurate, a new chapter in biology may have species unlike anything I have ever heard of. to be opened.

Language These are some simple words or Scimrahn phrases I have compiled from our dealings First things first, the spelling of the with the Scimrahn, and (as I will explain later) word Scimrahn is based on the English the Kelrath. alphabet, and is not precisely how the name is pronounced, especially according to dialect. In The Artifact The Artifact truth, the pronunciation is usually between minah-future: Used sparingly, this prefix is the traditional "Scimrahn" spelling, and what normally attached to a verb and is normally would be written as "Shebran". used to express that the action may take place Spoken language at a later time. I was surprised to find out how In English the use of complete often this prefix wasn't used, I was told very sentences is considered desirable, in Scimrahn politely that I sounded like a moron when I however clipped or incomplete sentences are used it frequently. The only times that this considered proper form. If for some reason prefix was used in everyday speech is in the statement or question is unclear, it is up to speculation or more accurately denoting the one asking clarify by more questions. something hoped for or looked forward to. A: Busy? B: Yes. Nouns 11 A: Very? book: ke-podo (ke po-do) B: No. Carrier tribe: rahtor ahzchim (rah-tor az-chimb) A: Leaving? CCC (layer stone): rone gieken (rone gie'-ken) B: Yes. community (town/city): ahzimroke (ahz-im-roke) computer: chaw-torma (chaw tor-ma) A: Now? chronometer: rahbanaw (rah-mba-naw) B: No. cloths: mizrone (miz-rone) A: When? demon (hounds): brouragh (mbro-wragh) B: Later. dirt: ienah (ien-ah) door (door way): kahnahiz (kahn-ahiz) To many English speaking "Earthers" Enforcer: Togon (to-gon) this conversation would be frustrating, but it fire: frawamis (fraw-amies) is normal in the Scimrahn tongue. food: zahahnie (zah-ah-nie) freighter: rahtorzech (rah-tor-zeich) gift (narcotics): zahahmies (zah-ah-mbies) Prefixes hex: grier (grier) ahm-father: Denoting either a literal father or hole: ahiztor (ahiz-tor) a ideological one. After a man becomes a house (home): roke (ro-ke) father this prefix is often added to his name as I, me: chahz (cha'-z) a title of honor, somewhat equivalent to ideograms/ideographic writings: En (en) "Mister" in English or "San" in Japanese judge: mbahn (mbahn) key: rahahimah (rah-ahi-mah) knowledge: kelgrentha (kel-gren'-tha) ahz-female laser: podok-fraw (po-dok fraw) it - plural layer: rone (rone) lah-possessive: Denoting where an object is, light: fraw (fraw) or who owns it. The usage is smiler to `s at the machine: torma (tor-ma) end of a word in English. This prefix is most man (person, you): keth (keth) accurately portrayed by the Scimrahn words Matriarch: Ahzeken (ahz-i-ken') Merchant (Carrier) Rahshaho (rah'-shah-o) for that and this, being lahchim and lahchaz mechanic : rahfeahe (rah-fey) respectively. Lahchim broken down would medicine: feahnie (feah-nie) mean people (chim) posses (lah). And lahchaz Minstrel (tribe): Owketh-meahe (ow-keth mbeah- broken down would mean I (chaz) posses ie) (lah). In a sense the Scimrahn words do carry music: owketh (owk-eth) Science Report these literal meanings but also change their musician: rahowketh (rah-owk-eth) root word's meaning to "with me" and "with name: loke (lo-ke') them" (or "not with me"). As such "lah" does our: loitchahz (lo-it-cha'-z) not mean ownership, but more who has people (they): chim (chimb) something. place: po-do (po do) plant (herbaceous/green stemmed): leech (leech) lo-ownership: While the prefix lah may plant (woody stemmed): gafr (gahfr) indicate ownership, the prefix lo is a more plasma / plasma energy: ofri (owfrie) definite indication of ownership. For example, Raider: Rahzahm (rah-zahmb) the phrase "lahchim, lochaz" translates to Scout: Ziekem (zie-kemb) "that's mine". While lah deals with who sound: boah (mboah) currently has something, lo is closer to who stone: gieken (gie'-ken) student: rahgrnthah (rah-gren'-tha) owns that thing. Lah might be used if the teacher: rahkel-grnthah (rahkel gren'-tha) ownership of an object is uncertain and lo tent: roke-chah (ro'-ke chah) when ownership is definite. they: itchim (it-chimb) ride: torrahshah (tor-rah-shah) time: nawch (nawch) rub: toch (toch) tool: mah (mah) run: doch (doch') trade: shaho (shah-o) sell: shahien (shah-ien) tribe: ahzchim (az-chimb) sleep: iensh-pelzi (ien-sh pel-zi) wall: ienshaz (ien-sh-ahz) smell: mok (mbok) we: itchahz (it-cha'-z) speak/talk/say: keboah (ke-mboa) weapon: pahk (pahk) stand: dof (dof) wise man / sage: Kelek (kel-ek') start: nawtor (naw-tor) woman: ahzketh (ahz-keth) stop: shtor (sh-tor) word (expressing thought): ke (ke) strike/hit/punch: pid (pid) world: zipodo (zi-podo) taste: ah (ah) touch: tok (tok) Verbs walk: dok (dok) acquire: shah (shah) warn: kebahlzi (ke-bahl-zi)

Science Report approach: torleke-gieth (tor-leke geth) wear: shahmizrone (shah-miz-rone) ask: gomb work (job): pelmeahe (pel-mey) attack: resh-pid (resh-pid) write (phonetic): pelboah (pel-boah) break: feahesh (fey-sh) write (ideograpic): pelen (pel-en) breath: romosh (raw-mosh) buy: shahe (shah-e) Other change: pelien (pel-ien) about: geith-ien (geith ien) choose: niso (nis-o) accept: shawcha (shaw-chah) clean: geith-ienah (geith ien-ah) across: kem (kem) close: ahensh (ah-en-sh) and (plus): resh-chawf (resh-chawf) come: torhaz (tor-haz) angry: ziem (ziem) complete: pel-resh (pel resh) any: onis (onis) control: lah-kahn (lah kahn) awake: pelzi (pel-zi) copy: resh-lahchim (resh lah-chimb) bad/poor/less: gieth-ke (gieth ke') count: chawf (chawf) before: nawbawke (naw-bawke) cut: pidahiz (pid-ahiz) big: resh-leke (resh leke) do: pel (pel) bright: resh-fraw (resh fraw) drink: ahfies (ah-fies) cold: gieth-miz (gieth miz) drive: lah-podok (lah po-dok) danger: agh (agh) eat: ahnie (ah-nie) dark: gieth-fraw (gieth fraw) empty: geth-poahn (geth po-ahn) dead: shzi (sh-zi) enter: ahenshtor (ahen-sh-tor) destroy: shtah (sh-tah) escape: doch-balzi (doch bahl-zi) different: ien (ien) fear: ragh (wragh) difficult: sh-torpel (sh tor-pel) fight: ziembiz (ziem-biz) direction (way): podok (po-dok) fill: resh-poahn (resh po-ahn) down: dopodo (do-po-do) find: ben (mben) fast: resh-tor (resh tor) fix/repair: feahe (fey) first: bawke (baw-ke) follow: torchim (tor-chimb) for: minah-lah (mbinah lah) forget: shgrentha (sh-gren'-tha) free: ro (row) give: ahmies (ah-mbies) gone: torbaw (tor-baw) go: tordo (tor-do) good/more/well/fine/alright: resh-ke (resh ke') guard (protect): zibahl (zi-mbahl) happy: resh-zi (resh zi) hear: gren (gren) hard: olch (olch) help: reshpel (resh-pel) heavy: zechah (ze-chah) hurry: chie (chi) hot: resh-miz 12 : bahl (mbahl) hurt/wounded/injured: geith-zi (geith zi) kill: pelshzi (pel-sh-zi) if: she-iennis (sha-enis) know: bahgrnthah (mbah-gren'-tha) in (same as enter): ahenshtor (ahen-sh-tor) learn/listen: grnthah (gren'-tha) last: resh-tah (resh tah) lift: toresh (tor-resh) left: ienpi (ien-pi) look/see: bek (bek) like (enjoy): resh-zimeahe (resh zi-mey) make: meahe (mey) light (not heavy): gieth-chah (gieth cha) manipulate: topelien (to-pel-ien) live (living): zi (zi) miss: shipid (shi-pid) lost: podobes (po'-dombess) move/carry: tor (tor) many: resh-pah (resh pah) near: leke-gieth (le-ke gieth) maybe/uncertain: shech (she-ch) open: ahiz (ahiz) method (way): kahn (kahn) push: pitor (pi-tor) must: shawpel (shaw-pel) The Artifact my/mine: lochahz (lo-cha-z') your: lochim (lo-chim) The Artifact new/young: gieth-nawch (gieth' nawch) next: nawtah (naw-tah) Question Words no/zero/nothing: sh (sh) what (question): gomb (gomb) not (never): iensh (ien-sh) when (what time): nawch gomb now (is, happen): iennis (enis) why (what reason): kelgomb (kel-gomb) old: resh-nawch (resh nawch) where (what place): podo gomb out: ahiztor (ahiz-tor) how (what method): kahn gomb ready: peliennis (pel-enis) how (what direction): poduk gomb right (direction): zempi (zem-pi) sad: geith-zi (geith zi) Unique Words same (together): shien (shien) Gomb: This word is translated as "what", but slow: gieth-tor (gieth tor)

it also denotes that the speaker is asking a 13 small: gieth-leke (gieth leke) smart: kelresh-ke (kel-resh ke') question, much like a question mark at the size: leke (leke) end of a sentence. For example: "lahchim strong: thezen (thee-zen) shaho keth kelahz gomb" translates to "you that: lahchim (lah-chim) want (to) trade that?" this: lahchahz (lah-cha-z') true (correct): shaw (shaw) Pord: This is a proper noun indicating a unwise (foolish, silly): kelgieth-ke (kel-gieth ke') community area. Often located at the center of up: bepodo (be-po-do) town, the Pord is a place to buy or sell, talk, very: resh (resh) eat, sing, entertain, etc. In fact in Scimrahn want (need, desire): kelahz (kelahz) culture many things are only done in the Pord. warm: miz (miz) wrong (false): shishaw (shi-shaw) Doing them anywhere else would be yes: cheg (cheeg) considered rude.

The Kelrath Language Although the pronunciation of the hello: pheli (pheli) name Scimrahn is up to dialect, the word how: gelo (gelo) Kelrath is simply wrong. The true left: vorud (vor-ud') pronunciation is actually closer to "kel-grith". man: rakuchk (rak-uchk) The original spelling is drawn from the me: voj (voj) transcripts of conversation with the Geetin name: maphat (ma'-phat) prisoner who at the time appeared to have a no: gychk (gy-chk) throat infection. However my arguments to own: dathavo (dath-avo) have the official spelling and pronunciation quiet: kol (kol) changed have not gotten very far. Keep in Rantaa' family head: Mahalin (mah-alin') mind however that when saying "Kelrath", slow: thichk (thi-chk) pronounce it "Kel-grith" especially when stop: merchk (mer-chk) attempting to fool someone into thinking that right: gezum (gez-um) you are one. up: yrok (y-rok) The following is a small sampling of us: helel (he-lel) essential Kelrath words I was able to compile, what: jeko (je-ko) this list is not nearly as complete as the when: moko (mo-ko) Science Report Scimrahn listing but it serves for some where: sido (si-do) rudimentary interaction with the Kelrath. who: daho (da-ho) why: buto (buto) woman: lojif (lo-jif) bad: hephuk (heph-uk) yes: wami (wam-i) don't know (don't understand): gychk yvoltha you (singular): bawen (baw-en) (gy-chk y-vol-tha) you (plural): kusaj (kusaj) down: fit (fit) fast: dahom (dah'-om) food: gavoth (gav-oth) Numbers Kelrath numbers are the same as go: fadin (fa-din') Chezbah numerals, this may be because many good: volchk (volchk) things in the Artifact are labeled with these goodbye: nuvo (nuvo) numerals such as plasma conduits and have access: mahnin (mahn'-in) The Artifact 11 The Artifact 11 The Artifact 11 essential Kelrath words I was able to compile, Kelrath Alphabet thisessential listessential is Kelrath not nearly Kelrath words as wordsI complete was Iable was as to able the compile, to Scimrahn compile, KelrathTheKelrath Kelrath Alphabet Alphabet Alphabet is significantly The Artifact 11 The Artifact 11 this list is not nearly as complete as the Scimrahn listingessential this but list it serves is Kelrath not for nearly words some as I rudimentary complete was able as to thecompile, Scimrahn differentThe fromKelrathThe the Kelrath Alphabet Chezbah Alphabet is and significantly Scimrahn is significantly The Artifact 11 essential Kelrath words I was able to compile, Kelrath Alphabet listing listing but it but serves it serves for some for rudimentarysome rudimentary different from the Chezbah and Scimrahn The Artifact 11 interaction with the Kelrath. different from the Chezbah and Scimrahn thisessentialthis list list is is Kelrath not not nearly nearly words as as I complete complete was able as as to the thecompile, Scimrahn Scimrahn alphabets.Kelrath The In it’s Kelrath Alphabet written Alphabet form, each is significantly consonant The Artifact 11

The Artifact 11 interaction with the Kelrath. alphabets. In it’s written form, each consonant thisessentiallistinginteraction list but is Kelrath not it with serves nearly words the for as Kelrath. I somecomplete was able rudimentary as to the compile, Scimrahn starts Kelrathalphabets. at the bottom In Alphabet it’s of the written line andform, progresses each consonant The Artifact 11 differentThe fromKelrath the Alphabet Chezbah isand significantly Scimrahn essentiallistingessential Kelrath but Kelrath words it serves I words was for able I some was to able rudimentary compile, to compile, Kelrathstarts differentKelrath at the Alphabet bottom from Alphabet of the the Chezbah line and and progresses Scimrahn bad: hephukessentiallistingthisinteraction list but (heph-uk) is Kelrath not it with serves nearly words the for as Kelrath. I some complete was able rudimentary asto thecompile, Scimrahn upwardsKelrathdifferentalphabets.starts toThe a at loop, the fromKelrath In Alphabet andbottom it’s the then writtenAlphabet Chezbah of on the to form, line formis and significantly and each Scimrahn the progresses rest consonant of thisb ad: list hephukinteractionthis is not list nearly (heph-uk) is not with as nearly thecomplete as Kelrath. complete as the as Scimrahn the Scimrahn upwardsThealphabets. to KelrathThe a loop, Kelrath In Alphabetand it’s then written Alphabet on is to form,significantly form is significantly each the rest consonant of don’t thisinteraction knowlistingbad: list hephuk (don’t but is not it withunderstand): (heph-uk) serves nearly the for as Kelrath. completesome gychk rudimentary yvoltha as the Scimrahn the letter.alphabets.differentstartsupwards These at tothe from In a characters bottom loop, it’s the written andChezbah of arethen the form, also line onand to and writteneach Scimrahn form progresses consonant the rest of The Artifact 11 The Kelrath Alphabet is significantly listingdon’t butlisting know it serves(don’t but it understand): for serves some for rudimentary some gychk rudimentary yvoltha differentthe letter.startsdifferent from These at the thefrom characters bottom Chezbah the Chezbah of are and the also line Scimrahn and andwritten Scimrahn progresses essential(gy-chklistinginteractionbdon’tad: Kelrath y-vol-tha) hephuk know but words it with(don’t (heph-uk) serves I the understand):was for Kelrath. able some to rudimentary compile, gychk yvoltha using startsalphabets.upwardsthe only letter. one at tothe continuous In These a bottom loop, it’s characterswritten and of stroke. then the form, line on areThis to and each also formresults progresses consonant written the in rest of interaction(gy-chkbinteractionad: y-vol-tha) with hephuk the with (heph-uk) Kelrath. the Kelrath. alphabets.Kelrathusing differentupwardsalphabets. only In one Alphabet it’s to from continuous In a written loop, it’s the written andChezbah form, stroke. then form, each onand This to each consonantScimrahn formresults consonant the in rest of thisdown: listinteractionb don’t(gy-chk fitad: is (fit)not hephuk know nearly y-vol-tha) with(don’t (heph-uk) as the complete understand): Kelrath. as the gychk Scimrahn yvoltha upwardsstartstheusing letter. atonly tothe These onea bottom loop, continuous characters and of then the linestroke. on are to and also form This progresses written the results rest ofin down:don’t fit (fit) know (don’t understand): gychk yvoltha startsa flowingThe alphabets.thestarts at the Kelrathbody letter. at bottom the of In These each Alphabet bottom it’s of character characterswritten the of line is the significantly form, and that line are progresses isandeach also a a formprogresses form consonant written of of listing don’tb(gy-chk butdown:ad: it hephukknow servesfit y-vol-tha) (fit) (don’t (heph-uk) for some understand): rudimentary gychk yvoltha theupwardsusinga flowing letter. only to body These onea loop, of continuous characters each and then character stroke. on are to alsothat form This iswritten the results a form rest ofin of bad:fast: hephuk dahom(gy-chkbad: hephuk (heph-uk)(dah’-om) y-vol-tha) (heph-uk) upwardsdifferentcalligraphy.startsusingupwards to from a atonly loop, theto the one a bottom andChezbahloop, continuous then and of and onthen the to lineScimrahn stroke. on form to and form theThis progresses rest the results ofrest ofin interactionb(gy-chkdon’tdown:fast:ad: dahomhephuk with know fit y-vol-tha) (fit) the (dah’-om) (don’t (heph-uk) Kelrath. understand): gychk yvoltha usingtheacalligraphy. flowing letter. only body These one of continuous characters each character stroke. are also that This iswritten results a form in of don’tfood: know down:don’t gavoth (don’t know fit (gav-oth) (fit) understand): (don’t understand): gychk yvoltha gychk yvoltha thealphabets. letter.Vowelsupwardsathe flowing letter. In These are it’s to body secondary These a writtencharacters loop, of characters each and form, characters then character are each alsoon are to consonant that alsowrittenthat form modify iswritten the a form rest of of don’tdown:(gy-chkfast:food: dahom know gavoth fit y-vol-tha) (fit) (don’t(dah’-om) (gav-oth) understand): gychk yvoltha starts ausingcalligraphy. at flowing theVowels only bottom body one are of of continuous secondary the each line character and stroke.characters progresses that This is that results a form modify in of (gy-chkgo: fadin fast:(gy-chk y-vol-tha) (fa-din’) dahom y-vol-tha) (dah’-om) usinga consonant thecalligraphy.using only letter. one only and continuous These areone written continuous characters stroke. as tiny stroke. are This accent also This results markswritten marks results in in bad: hephuk(gy-chkfast:down:food:go: fadindahom gavoth (heph-uk)fit y-vol-tha) (fa-din’) (fit) (dah’-om) (gav-oth) upwardsusingcalligraphy.a flowingconsonant toVowels a only loop, body one are and ofcontinuous secondary thenare each written on character to stroke.characters form as tiny that the This accent restis that results a of form modify marks in of down:good: fit food:down: volchk (fit) gavoth fit (volchk) (fit) (gav-oth) anext flowing toa their flowing bodyVowels consonant. ofbody are each of secondary charactereach Because character of characters that this isthat words a form is that aand and form ofmodify of don’t knowdown:food:fast:go:good: fadin dahom (don’t gavothfit volchk (fa-din’) (fit) (dah’-om)understand): (gav-oth) (volchk) gychk yvoltha the letter.acalligraphy.a flowing consonant Vowels These body characters are and of secondary are each written arecharacter alsocharacters as tiny written that accent is that a form modify marks of fast:goodbye: dahomgo:fast: fadinnuvo(dah’-om) dahom (fa-din’) (nuvo) (dah’-om) calligraphy.namesacalligraphy. next that consonant to are their Kelrath and consonant. are native written Because can as never tiny of beginthis accent words marks and (gy-chkfast:go:food:good:goodbye: y-vol-tha) fadin dahom gavoth volchk (fa-din’) nuvo (dah’-om) (gav-oth) (volchk) (nuvo) using calligraphy.anext only consonant Vowels to one their continuous are and consonant. secondary are written stroke. Because characters as This tiny of results this accent that words in modify marks and food:have gavoth access:good:food: (gav-oth) gavoth volchk mahnin (gav-oth) (volchk) (mahn’-in) with Vowels anextnames vowel Vowels to arethat sound. sound.their secondary are are consonant. This This Kelrath secondary rule rule characters nativeBecause is is exempted exemptedcharacters can of that neverthis when when that modify words begin modify and down: food:good: fitgo:goodbye:have (fit) fadin gavothaccess: volchk (fa-din’) nuvo (gav-oth) mahnin (volchk) (nuvo) (mahn’-in) a flowingnextanames consonant bodyVowels to that their of are each and consonant. Kelrath secondary are character written nativeBecause characters that as can tiny is of a never this accentform that words begin of modify marks and go:hello: fadingoodbye: go: pheli (fa-din’) fadin (pheli) (fa-din’)nuvo (nuvo) aw riting consonantaw ith Scimrahnconsonant a and vowel are or and sound. Chezbah written are This written aswords words rule tiny as isby by accenttiny exempted an an accent accent accent marks when marks fast: dahomgo:goodbye:good:have fadin (dah’-om) access: volchk (fa-din’) nuvo mahnin (volchk) (nuvo) (mahn’-in) calligraphy.namesnextwith to a that vowel their are consonant. sound. Kelrath This native Because rule is can of exempted never this words begin when and good:how: volchk gelogood:hello: (gelo) (volchk) volchk pheli (pheli) (volchk) mark anext beforew riting consonant to thetheir Scimrahn first and consonant. consonant. are or writtenChezbah Because Another as words tiny of this unusualaccent by wordsan marksaccent and food: gavothhavegoodbye:hello: access: (gav-oth) pheli nuvo mahnin (pheli) (nuvo) (mahn’-in) next townames ithithriting their a a vowel vowelthat consonant. Scimrahn are sound. Kelrath or Because This Chezbah native rule of words isthis can exempted wordsnever by an beginand when accent left: vorudgood:goodbye:how: (vor-ud’)gelo volchk nuvo (gelo) (volchk) (nuvo) rule Vowels tonextnamesmark the to Kelrath before are that their secondary are consonant.the language Kelrath first characters consonant. is nativeBecause that certain can of that Another neverthis modify words begin unusual and goodbye:go: fadinhello:havehow: nuvo (fa-din’) access:gelo pheli (nuvo) (gelo) (pheli) mahnin (mahn’-in) namesrule towmark thatriting the Kelrathbefore are Scimrahn Kelrath the language firstor native Chezbah consonant. is canthat words never certain Another bybegin an unusual accent man: goodbye:haveleft: rakuchk vorudaccess: nuvo(rak-uchk) (vor-ud’) mahnin (nuvo) (mahn’-in) aconsonants consonantnameswruleith to a can andthat vowel the only are areKelrath sound. be written Kelrath followed language This as native ruletiny by is a is can accent selectthat exempted never certain set marks beginof when haveman: access: how:hello:left: rakuchk vorudgelo mahnin pheli (rak-uchk) (gelo) (vor-ud’) (pheli) (mahn’-in) wconsonantsith amarkrule vowel to can before thesound. only Kelrath the be This first followed language rule consonant. is by exempted is a selectthat Another certain set when of unusual good:me: voj volchkhavehello:man: (voj) access: rakuchk pheli (volchk) mahnin(pheli) (rak-uchk) (mahn’-in) nextvowels. tow ithriting Thistheir a is vowel consonant. Scimrahn shown sound. in or Because detail This Chezbah below. rule of thiswords is These exempted words by an and when accent hello:me: voj phelileft:man: (voj) vorud (pheli) rakuchk (vor-ud’) (rak-uchk) wvowels.ritingwconsonants riting ScimrahnThis is Scimrahn shown can or Chezbahonly in or detail be Chezbah followed words below. words by Theseby an a by select accent an accent set of goodbye:hello:left:how: nuvo vorud gelo pheli (nuvo) (gelo) (vor-ud’) (pheli) nameswrulemark thatriting to beforeare theScimrahn Kelrath Kelrath the first or native language Chezbah consonant. can is neverwords that Another begin bycertain an unusual accent how:name: gelohow: me: maphat (gelo) voj gelo (voj) (ma’-phat) (gelo) combinationsmarkvowels. before must This isbethe shown memorized first consonant. in detail if one below. Anotheris to These be unusual havename: access:man: left:me: maphat voj vorud rakuchk mahnin (voj) (ma’-phat) (vor-ud’) (mahn’-in)(rak-uchk) markwcombinationsith aconsonantsrulevbefore owels. vowel to themust sound.theThis can firstKelrath is be This shown only memorized consonant. language rule be in followed is detail ifexempted Another is one below. that by is a to certainselect whenunusual These be set of no: gychkhow:left:name: vorud(gy-chk) gelo maphat (gelo) (vor-ud’) (ma’-phat) proficientmarkrulecombinations into before the writing Kelrath the must the first be language Kelrath consonant.memorized language. is that ifAnother one certain is tounusual be left:hello:no: vorud gychk me: pheliname: (vor-ud’)voj (gy-chk) (pheli) maphat(voj) (ma’-phat) ruleproficient tovcombinations owels. the in Kelrath This writing is must language shown the be Kelrath memorizedin is detail that language. below. certain if one These is to be own: left: dathavoman: vorud rakuchk (dath-avo) (vor-ud’) (rak-uchk) writingruleconsonants Scimrahn to the canKelrath or Chezbah only language be followed words is by that by an a certain select accent set of man:own: rakuchk dathavoname:no:no: gychk maphat (rak-uchk) (dath-avo) (gy-chk) (ma’-phat) consonantsproficient can only inAEIO writing be followed the Kelrath by a select language. set of how: geloname:man:me: (gelo)voj rakuchk maphat (voj) (ma’-phat) (rak-uchk) mark combinationsv beforeowels. the This first AEIO is must shown consonant. be memorized in detail Another below. if one unusual These is to be quiet: me:own:own: kol voj (kol) dathavo dathavo (voj) (dath-avo) consonantsvowels. This can is shownonly be in followed detail below. by a select These set of me:left:quiet: voj vorud no:(voj) name: kol gychk (kol)(vor-ud’) maphat (gy-chk) (ma’-phat) vruleowels. toproficient theThis Kelrath M is shown in writing language inAEIO detail the is thatbelow.Kelrath certain These language. Rantaa’me:name:quiet: family voj maphat kol(voj) head: (kol) (ma’-phat) Mahalin (mah-alin’) vcombinationsowels. M This is must shown be memorizedin detail below. if one These is to be name:man:Rantaa’ maphat rakuchkown:quiet: family dathavo kol (ma’-phat) (rak-uchk) head: (kol) (dath-avo) Mahalin (mah-alin’) combinations mustAEIOU be memorized if one is to be slow: name:no: thichk gychk maphat (thi-chk) (gy-chk) (ma’-phat) consonantscombinationsproficient can only in M must writing be followedAEIO be memorized the Kelrath by a select if language. one set is to of be no:me:slow: gychk voj quiet: Rantaa’Rantaa’ thichk(voj) (gy-chk) kol (thi-chk) family (kol) head: Mahalin (mah-alin’) proficient in writingAEIOU the Kelrath language. stop: quiet:no:own: merchk gychk dathavo kol (mer-chk) (kol) (gy-chk) (dath-avo) vowels.proficient This isR shown in M writing inAEIOU detail the below. Kelrath These language. own: dathavoRantaa’slow:slow: (dath-avo)thichk thichk family (thi-chk) (thi-chk) head: Mahalin (mah-alin’) M AEIO name:stop:right: Rantaa’own:maphatquiet: merchk gezum dathavo kol (gez-um) (ma’-phat)family (mer-chk) (kol) (dath-avo) head: Mahalin (mah-alin’) combinations R must AEIO be memorized if one is to be stop: merchk (mer-chk) MR AEIOAEIOU quiet:no:right: gychk kol slow:slow:Rantaa’ gezumstop: (kol) (gy-chk) thichkmerchk thichk (gez-um) family (thi-chk) (thi-chk) (mer-chk) head: Mahalin (mah-alin’) proficient in writingM theAEIOU Kelrath language. up: yrokquiet:Rantaa’right: (y-rok) gezumkol family (kol) (gez-um) head: Mahalin (mah-alin’) S-ZM Rantaa’own: dathavo stop:right: family merchk gezum (dath-avo) head: (gez-um) (mer-chk) Mahalin (mah-alin’) MR AEIOU up:us: helelyrokstop:Rantaa’slow:slow: (y-rok)(he-lel) merchk thichk family (thi-chk)(mer-chk) head: Mahalin (mah-alin’) S-Z AEIO slow: thichkright:up:up: yrok (thi-chk)gezum (y-rok) (gez-um) AIOUAEIOU quiet:us:what: helel kolright:slow:stop:stop: jeko (kol)(he-lel) (je-ko) merchkgezum thichkHosent. (gez-um) (thi-chk) (mer-chk) It may not have been practical for the S-ZR AEIOU up:us:us: helelyrok (y-rok) (he-lel) MR AIOU stop:Rantaa’what:hen: merchk up: right: jekomoko family yrok (je-ko) gezum(mer-chk)(mo-ko) head: (y-rok) (gez-um) Mahalin (mah-alin’) N S-ZR AIOU stop:right:what: merchk gezumjekoKelrath (je-ko) (gez-um) (mer-chk) to re-invent the wheel. N S-ZAEIOU right:slow: gezum thichkus:what: helel (gez-um) jeko (thi-chk) (he-lel) (je-ko) N AIOU when:here:us:right: up: moko sido helel yrok gezum (si-do)(mo-ko) (he-lel)(y-rok) (gez-um) S-ZN AIOUA I O U up:stop: yrok merchkww hat: (y-rok)hen:hen: jekomoko (mer-chk) (je-ko) (mo-ko) R S-Z AIOU where:ho: dahowup:us: hat: sido helelyrok(da-ho) jeko (si-do) (y-rok)(he-lel) (je-ko) T-THS-Z AIOUN AIOU us:right: helel gezumww hen: (he-lel)here:here: (gez-um)moko sido (si-do)(mo-ko) S-ZN AIOU why: wus: butowhen:hat: helel (buto) jekomokoCommon (he-lel) (je-ko) (mo-ko) Names AIOU who: dahowhere:ho: (da-ho) daho sido (da-ho) (si-do) T-TH T-THT-THAEIOU AIOUAIOU wup:hat: yrok jekow ho: (y-rok) (je-ko) dahoThese (da-ho) are the most common Geetin names. T-THN AIOU why:oman: w butowhere:hat:hen:hy: lojif (buto) buto jekomoko sido (lo-jif) (je-ko) (buto) (si-do)(mo-ko) S-ZW us: helelwho: (he-lel) daho (da-ho) N T-THAEIOU AEIOUAIOUA E I O U when:yes: moko wamiwwhere:hy: (mo-ko) (wam-i) buto sidoThese (buto) (si-do) names are sometimes seen in higher AIOUN AEIOU woman:wwho:hen:hy:oman: lojif daho butomoko (lo-jif) lojif (da-ho) (buto) (mo-ko) (lo-jif) T-THAEOU wwhere:hat: sidojekowoman: (si-do)(je-ko) lojif (lo-jif) W WAIOUAIOUAEIOU you (singular):wwyes:hy:here:ho: wamidaho buto sidocastes. bawen(da-ho) (buto)(wam-i) (si-do) (baw-en) WT-TH W wyhen:es: wamimokowoman: (wam-i)(mo-ko) lojif (lo-jif) KN AEIOU who:you daho (plural):wyes:hy: (da-ho) wami buto kusaj (buto)(wam-i) (kusaj) T-TH AEOUW AEOUA E O U you (singular):wyyes:ouoman:ho: wami(singular):daho lojif bawen(da-ho) (wam-i) (lo-jif) bawen (baw-en) (baw-en) T-THAIOU AEIOUAEOU wwhy:here: buto sidoyou (buto) (singular): (si-do) bawen (baw-en) AEIOUW AEOU ywwyes:ouhy:oman: wami (plural): butoMale lojif (wam-i) (buto) (lo-jif)kusaj (kusaj) K WAEIOUK wyho:ou daho (plural):you (da-ho) (singular): kusaj (kusaj) bawen (baw-en) T-TH WK AEIOUAEOU woman:Numbers wyy lojifes:oman:ou wami (plural): (lo-jif) lojif (wam-i) (lo-jif) kusaj (kusaj) L K K AEIOU yyou (singular):(plural):Hessik kusaj bawen (kusaj) (baw-en) W AEIOUW AEOU yes:why: wami butoKelrathyou (wam-i) (buto) (singular): numbers bawenare the (baw-en) same as Chezbah AEIOUAEIOU yyNumbersoues:ou (plural): wami (singular): (wam-i) kusaj bawen (kusaj) (baw-en) AEIOUKL AEIOUA E I O U wNumbersoman: lojif (lo-jif)Rannil L AEOUK AEOU younumerals, (singular):yyNumbersouou (singular):(plural): this bawen may kusaj be bawen(baw-en) because (kusaj) (baw-en) many things in the W KL NumbersKelrathSzarros numbers are the same as Chezbah B L AEIOU youyes:A rtifact (plural): wamiKelrath are (wam-i) kusaj numberslabeled (kusaj) with are thethese same numerals as Chezbah such as K L AEIOUK AEIOU Numbersynumerals,ou (plural):KelrathKelrathMetizih this numbers numbers kusaj may (kusaj) be are are because the the same same many as as things Chezbah Chezbah in the AEIOUAEOUAEIOU younumerals, (singular): this bawenmay be (baw-en) because many things in the AEIOUBL AEIOU plasmaNumbers conduitsScience Report and Hosent. It may not have been B L AEIOU A E I O U numerals,NumbersAnumerals,rtifactKelrathVotusk are this this numbers labeled may may be be with are because because the these same manymany numerals as things thingsChezbah such in theas K BL youApracticalrtifact (plural): are forKelrath labeledkusaj the Kelrath numbers (kusaj) with these to are re-invent the numerals same the as such wheel. Chezbah as D B AEIOU NumbersNumbersAplasmaArtifactrtifactKelrath conduits are are labelednumbers labeled and with with Hosent. are thesethe these It same maynumerals numerals as not Chezbah have such such been as as L AEIOUL AEIOU plasmanumerals, conduits this and may Hosent. be because It may not many have things been in the B AEIOUAEIOUAEIOU Kelrathnumerals,practicalplasma Kelrath numbers conduits for this numbers the are may and Kelrath the be Hosent. are same because the to as samere-inventIt Chezbahmany may as not things Chezbah the have wheel. in been the AEIOUBD NumbersAplasmartifact Female conduits are labeled and with Hosent. these It numeralsmay not have such been as DL B AEIOU numerals,practicalCommonArtifactrtifact this for Names may the are Kelrathbelabeled because towith re-invent many these things numerals the wheel.in the such as F D AEIOU A E I O U numerals,practicalpracticalRahnzi for for this the the may Kelrath Kelrath be because to to re-invent re-invent many things the the wheel. in the B AEIOU Kelrathplasma numbers conduits are and the Hosent. same asIt may Chezbah not have been AEIOUB ArtifactThese AplasmaCommon arertifact labeled are conduits are the Nameslabeled mostwith and common these with Hosent. numerals these Geetin It numeralsmay names. such not have as such been as F AEIOU numerals,practical thisRinkuz may for bethe because Kelrath many to re-invent things in the the wheel. D AEIOUD AEIOU plasmaCommonThese conduitsplasmapractical namesThese Names conduits are and for are sometimes Hosent.the the and Kelrath most Hosent. It seen common may to in Itre-invent not higher may Geetin have not castes. beenthe names. have wheel. been YFB D ArtifactCommonCommon are labeledLargsum Names Names with these numerals such as F AEIOU A E I O U practicalTheseThese for are the names the Kelrath most are sometimes common to re-invent Geetin seen the innames. higherwheel. castes. D AEIOUD AEIOU plasmapractical conduitsTheseTheseMenichk for and are are the Hosent. the the Kelrath most most It common common may to re-invent not Geetin Geetin have the been names. names. wheel. AEIOUY MaleCommon Names AEIOUF These TheseCommonThese names names namesLoma are sometimes Names are are sometimes sometimes seen in seen seen higher in in higher higher castes. castes. YD F F AEIOU practicalHessik forThese the are Kelrath the most to re-invent common Geetin the wheel. names. H Y AEIOU CommonCommonMale NamesThese are Names the most common Geetin names. F AEIOUF RannilThese names are sometimes seen in higher castes. AEIOU MaleTheseTheseHessik are names the most are common sometimes Geetin seen names. in higher castes. Y HY AEIOU CommonMaleMale These NamesKelrath are the Alphabet most common Geetin names. F Y SzarrosRannil PHH H AEIOU TheseHessik namesTheseHessik are names sometimes are The sometimes Kelrath seen in seen Alphabet higher in higher castes. is significantly castes. H AEIOU A E I O U MetizihTheseMaleHessik are the most common Geetin names. Y Y AEIOU MaleSzarros PHAEIAEIOUAEIOU The Artifact 11 RannilRannilMale The Artifact 11 These namesRannil aredifferent sometimes from seen the in Chezbah higher castes. and Scimrahn AEIOU VotuskHessikMetizih Y HAEIOUAEIOU

The Artifact 11 essential Kelrath words I was able to compile, G H essentialThe Artifact 11 Kelrath words I was able to compile, MaleSzarrosKelrathMaleSzarrosHessikalphabets. Alphabet In it's written form, each consonant PH PH AEI Szarros PH AEIOU essential Kelrath words I was able to compile, RannilVotusk H AEIOUH AEIOUA E I O U thisthis list list is is not not nearly nearly as as complete complete as as the the Scimrahn ScimrahnHessik Male MetizihHessikMetizihRannilTheKelrathstarts Kelrath at the Alphabet Alphabet Alphabet Alphabet bottom isof is significantlythe significantly line and progresses AEIOUG AEI FemaleSzarrosMetizih AEIAEI listinglisting this but but listit it serves serves is not for nearly for some some as rudimentary complete rudimentary as the the Scimrahn ScimrahnRannilVotusk differentRannilVSzarrosotusk fromTheThe the Kelrath Kelrath Chezbah Alphabet Alphabet and Scimrahn is is significantly significantly H PHAEIOUAEIOU HessikRahnzidifferentMetizihVotuskupwards from the to Chezbah a loop, and and thenScimrahn on to form the GJ G AEIOU listing but it serves for some rudimentary rudimentary MetizihMetizihFemaledifferent from the Chezbah and Scimrahn PH G AEI interactioninteraction with with the the Kelrath. Kelrath. SzarrosRannilalphabets.Szarrosdifferentrest In of it’s it’s from the written written letter. the Chezbah form, form, These each each charactersand consonant consonant Scimrahn are also PH PHOAEIOUAEI RinkuzVRahnziotusk AEIOUJ AEIOUA E I interaction with the Kelrath. MetizihFemalestartsMetizihFemaleVotusk alphabets.alphabets. atwritten the bottom using In In it’s it’s of only the written written one line continuous andform, form, progresses each each stroke. consonant consonant This G AEIOU SzarrosLargsumstartsFemale at the bottom of the line and progresses PHV AEIG AEIO Votusk RahnziRinkuzstartsstarts at at the the bottom bottom of of the the line line and and progresses progresses J bad:bad: hephuk hephuk (heph-uk) (heph-uk) MetizihRahnziMenichkupwardsVRahnziotuskresults to a loop, loop, in anda and flowing then then on on body to to form form of theeach the rest rest character of of J G J AEIOU bad: hephuk (heph-uk) FemaleLargsumupwards to a loop, and then on to form the rest of G AEIGV AEIOUO don’t b knowad: hephuk (don’t understand): (heph-uk) gychk yvoltha VRinkuzotusktheRinkuzFemale letter.upwardsthat These is a to form acharacters loop, of calligraphy. and are then also on to written form the rest of O don’t know (don’t understand): gychk yvoltha LomatheRahnziMenichkRinkuz letter. These characters are also written AEIOUJ AEIOU OA E I O U (gy-chkdon’t y-vol-tha) know (don’t understand): gychk yvolthaFemale RahnziFemaleLargsumRahnzithethe letter. letter. These These characters characters are are also also written written CHKG VJ (gy-chk y-vol-tha) LargsumusingRinkuzLomaLargsum only one continuousVowels continuous are stroke. stroke.secondary This This characters results results in in that V O (gy-chk y-vol-tha) RahnziRinkuzRahnziMenichkRinkuzusing only only one one continuous continuous stroke. stroke. This This results results in in J AEIOUJV O down:down: fit fit (fit) (fit) FemaleMenichkaLargsumMenichk flowingmodify body of ofa consonanteach each character character and that that are is iswritten a a form form as of of tiny J CHK down: fit (fit) LargsumLomaLargsuma flowing body of each character that is a form of OV O fast:fast: dahom dahom (dah’-om) (dah’-om) RinkuzRahnziLomacalligraphy.Rinkuza flowing body of each character that is a form of J CHKV O fast: dahom (dah’-om) calligraphy.MenichkLomacalligraphy.accent marks next to their consonant. Because food: fast: gavoth dahom (gav-oth) (dah’-om) LargsumRinkuzLargsumMenichkVowelscalligraphy. are secondary characters that modify CHKV CHKOV food: gavothfood: gavoth (gav-oth) (gav-oth) LomaVowelsof Vowels this are words secondary are secondary and characters names characters that that are modifythat Kelrath modify go: fadinfood: (fa-din’) gavoth (gav-oth) MenichkLargsumLomaaMenichkLoma consonantVowels and are are written secondary as tiny characters accent marks that modify CHK go: fadingo: (fa-din’) fadin (fa-din’) a consonanta native consonant and can are andnever written are begin written as tinywith as accent tinya vowel accent marks sound. marks V V CHK good: go: volchk fadin (volchk) (fa-din’) LomaMenichkLoma a consonant and are written as tiny accent marks good: volchkgood: volchk (volchk) (volchk) next tonext This their to rule consonant. consonant. their is consonant.exempted Because Because when Because of of this thiswriting of words words this Scimrahn words and and and CHK CHK goodbye:good: nuvo volchk (nuvo) (volchk) Loma namesnext that to are their Kelrath consonant. native Because can never of begin this words and CHK goodbye:goodbye: nuvo (nuvo) nuvo (nuvo) namesnames thator Chezbah are that Kelrath are words Kelrath native by native an can accent never can nevermark begin beginbefore CHK have access: mahnin (mahn’-in) with anames vowel that sound. are This Kelrath rule nativeis exempted can never when begin have access:have access: mahnin mahnin (mahn’-in) (mahn’-in) with aw voweliththeith a a first vowel vowel sound. consonant. sound. sound. This rule This This Another is rule rule exempted is is unusual exempted exempted when rule when when to hello: hello: pheli pheli (pheli) (pheli) writing Scimrahn or Chezbah words by an accent hello: phelihello: (pheli) pheli (pheli) writingw ritingtheriting Scimrahn Kelrath Scimrahn Scimrahn or Chezbah language or or Chezbah Chezbah words is words words by that an by by accent certain an an accent accent how: gelohow: (gelo) gelo (gelo) mark before the first consonant. Another unusual how: gelohow: (gelo) gelo (gelo) mark mark beforeconsonants before before the first the the can consonant. first first only consonant. consonant. be followed Another Another Another by unusual a select unusual unusual left: vorudleft: vorud (vor-ud’) (vor-ud’) rule to the Kelrath language is that certain left: vorudleft: (vor-ud’) vorud (vor-ud’) rule torulerule set the to to of Kelrath the thevowels. Kelrath Kelrath language This language language is isshown that is is certain thatin that detail certain certain below. man: man: rakuchk rakuchk (rak-uchk) (rak-uchk) consonants can only be followed by a select set of man: rakuchkman: rakuchk (rak-uchk) (rak-uchk) consonantsconsonantsconsonantsThese can combinations only can can be only only followed be be followedmust followed by be a selectby by memorized a a select select set of set set if of of me: vojme: (voj) voj (voj) vowels. This is shown in detail below. These me: vojme: (voj) voj (voj) vowels.vvowels. one This is is This Thisto shown be is is proficient shown shown in detail in in detailin detail below. writing below. below. These the These These Kelrath name:name: maphat maphat (ma’-phat) (ma’-phat) combinations14 combinations must be must memorized be memorized if one if is one to be is to be name: maphatname: maphat (ma’-phat) (ma’-phat) combinationscombinationslanguage. must be must memorized be memorized if one if is one to be is to be no: gychkno: gychk (gy-chk) (gy-chk) proficientproficient in writing in writing the Kelrath the Kelrath language. language. no: gychkno: (gy-chk) gychk (gy-chk) proficientproficient in writing in writing the Kelrath the Kelrath language. language. own: own: dathavo dathavo (dath-avo) (dath-avo) own: dathavoown: dathavo (dath-avo) (dath-avo) AEIO AEIOA E I O quiet: quiet: kol (kol) kol (kol) AEIOAEIO quiet: kolquiet: (kol) kol (kol) M Rantaa’ family head: Mahalin (mah-alin’) M M M Rantaa’Rantaa’ family family head: head: Mahalin Mahalin (mah-alin’) (mah-alin’) M Rantaa’slow: family thichk head: (thi-chk) Mahalin (mah-alin’) AEIOU AEIOU A E I O U slow: slow: thichk thichk (thi-chk) (thi-chk) AEIOUAEIOU slow: thichkstop: merchk (thi-chk) (mer-chk) R stop: stop: merchk merchk (mer-chk) (mer-chk) R R stop: merchkright: gezum (mer-chk) (gez-um) R R right: right: gezum gezum (gez-um) (gez-um) right: gezumup: yrok (gez-um) (y-rok) A I O U up: yrokup: (y-rok) yrok (y-rok) S-Z up: yrokus: (y-rok) helel (he-lel) S-Z S-Z us: helelus: helel(he-lel) (he-lel) S-Z AIOU us: helelwhat: (he-lel) jeko (je-ko) S-ZAIOU AIOU what: jeko (je-ko) AIOU what: jeko (je-ko) N A I O U wwhat:hen: jekow mokohen: (je-ko) moko(mo-ko) (mo-ko) N N where:hen: moko sido (si-do)(mo-ko) N AIOU wwhen:here: moko sido (mo-ko) (si-do) The Artifact AIOUAIOU who:here: daho sido (da-ho) (si-do) T-THAIOU wwhere:ho: daho sido (da-ho) (si-do) T-TH who:hy: daho buto (da-ho) (buto) T-TH wwho:hy: daho buto (da-ho) (buto) T-TH AEIOU woman:hy: buto lojif (buto) (lo-jif) AEIOUAEIOU wwhy:oman: buto lojif (buto) (lo-jif) WAEIOU ywes:oman: wami lojif (wam-i) (lo-jif) W W wyoman:es: wamiy es: lojif wami (wam-i) (lo-jif) (wam-i) W AEOU yes: wamiyou (wam-i) (singular): bawen (baw-en) AEOUAEOU you (singular):you (plural):(singular): bawen kusaj bawen (baw-en) (kusaj) (baw-en) AEOUK you (singular): bawen (baw-en) K K you (plural):you (plural): kusaj kusaj (kusaj) (kusaj) AEIOU you (plural): kusaj (kusaj) K Numbers AEIOUL AEIOU Numbers AEIOUL NumbersKelrath numbers are the same as Chezbah L AEIOU NumbersKelrathKelrath numbers numbers are the are same the assame Chezbah as Chezbah L numerals, this may be because many things in the AEIOUB AEIOU numerals,KelrathAnumerals,rtifact this numbers are may this labeled be mayare because the be with samebecause thesemany as many numeralsthingsChezbah things in the such in as the AEIOU B B AEIOU numerals,ArtifactplasmaArtifact are this labeled conduits may are labeled be with becauseand these with Hosent. many these numerals It things may numerals such not in have the as such been as B AEIOUAEIOU Artifactplasmapracticalplasma are conduits labeled conduits for and the with Hosent. and Kelrath these Hosent. It numerals mayto re-inventIt not may have such not the been have as wheel. been D AEIOUD plasmapractical practical conduits for the forand Kelrath the Hosent. Kelrath to It re-invent may to re-invent not the have wheel. thebeen wheel. D AEIOU practicalCommon for the Kelrath Names to re-invent the wheel. D AEIOUF AEIOU CommonCommonThese Names are Names the most common Geetin names. F AEIOUF These are the most common Geetin names. CommonTheseThese Namesare names the most are sometimes common Geetin seen in names. higher castes. F Y TheseThese These names are names theare mostsometimes are commonsometimes seen Geetin in seen higher names. in higher castes. castes. Y Male Y AEIOU These names are sometimes seen in higher castes. AEIOU HessikMale Y AEIOUH Male H MaleHessikRannilHessik H AEIOUAEIOU SzarrosRannil AEIOU HessikRannil H PHAEIOU MetizihSzarros PH RannilSzarros PH AEIOUAEI VMetizihotusk SzarrosMetizih G AEI Votusk PH AEI MetizihVotusk G AEIOU Female G AEI Votusk J AEIOU RahnziFemale G AEIOU Female RinkuzRahnzi J O Rahnzi J AEIOU FemaleLargsumRinkuz V O RahnziRinkuz J O MenichkLargsum V RinkuzLargsumLoma V O Menichk CHK LargsumMenichkLoma V Loma CHK Menichk CHK Loma CHK The Artifact 15

The Scimrahn Gadios Gadios is the Scimrahn's primary city. Kelrath, an unusually high amount of There are a few large industry tribes, but none interaction takes place between Gadios and that come close to the population of Gadios. the city of Penalon in the shadows. While much attention was put into Private space and personal space are determining the political structure of the city two very strongly developed concepts in in the ASO's first months of setting up a base Scimrahn tribal life. Clear guidelines dictate of operation, much has to be learned as far as what is and is not acceptable in regards to the city culture. "personal space". However because of the The shanties surrounding Gadios are large population and larger distances Science Report peopled mainly by transients, and therefore involved, those lines are blurred and the culture in the cities surrounding area is redefined in Gadios. more or less "standard" Scimrahn. However, Inter-tribal relations are more those that have lived in the city for extended extensively developed in Gadios. Issues such periods have a significantly different outlook as inter-tribal law and city policy are unique than the average tribe. A cursory overview of to Gadios. One example of this is the judging the differences encountered follows. of those accused as criminals. The Matriarchs Longer life spans is one of the benefits of tribes appoint judges to hear native and from living in Gadios. This has changed much inter-tribal disputes. In the case of an inter- of the city resident's outlook on life and their tribal dispute, the judge also has desires. representatives from other tribes sit in on the There is a substantial Kelrath cultural dispute. The representatives also give their influence. Because of the proximity of the opinions on the situation at hand, and normally the judge will honor their opinions especially if they are unanimous.

Music Arabic Criers at mosques. The two are no doubt very different, but it is the closest I can make an approximation to. To this point I have taken to calling Scimrahn musicians criers (the Scimrahn word for them is Rahowketh). Sometimes there may be many singers or criers that will sing together. This is most often done when entering a battle, or to taunt an enemy on the battlefield. The effect is Science Report very eerie and I can only liken the far off sound of these singers to the sound of bagpipes for their disquieting nature. Often in a Poord a crier will play for a small crowd for their enjoyment. The crier does not play any instruments in the conventional sense. Instead, before and during the session he sets up a device called a Zeidowg. The Zeidowg is essentially a computer with preprogrammed software. This Scimrahn music is difficult to become device then listens via microphone to the crier accustomed to, it is one of the few things and the pitch and pace of their song. The about the culture that is truly unique. I am no Zeidowg generates tones based on the criers music expert, but I will do my best to relate voice, and prerecorded sounds and the experience of Scimrahn music. The manipulates them. musician sings in a style I can only liken to the

Guided by Signs Scimrahn Scouts use a graffiti like other possibilities. Scimrahn En writers often language called En to leave messages of all take advantage of ambiguity to convey a sorts. This language in signs uses ideographic incorrect message or something meaningless symbols to communicate with other Scimrahn like a joke to those who do not sufficiently information pertinent to the area. This is most understand their style. Another advantage of a often information on where the Scout is, progressive language is that old signs may not where food may be found, what tribes travel be accurate anymore. The aging style of the through the area and the proximity of enemy En used is in a way "dated" and is then taken forces. with "a grain of salt". The amazing thing about this method The most common and constant En of communication is that it is subjective to the are the calender and the signature. The writer's style and therefore is not a static calender is the Scout's schedule and also gives

16 language. There are a few advantages to this. hints as to the scout's style. The calendar is The Chezbah priest's ability to understand any often depicted as a spoked wheel. Each language and their ability to crack encryption division within the wheel depicts or describes is a hinderance to the Scimrahn. The Priest a landmark, or some point of interest. The however do not seem to easily understand En. calendar also tells how long it takes the scout This may be because ideograms are not easily to complete the cycle on the calendar. From deciphered. With a phonetic language once a the calender, someone skilled in reading En few letters are deciphered the reader can can also tell approximately where the scout recreate the language. (This by itself is often a should be at any given time. great deal of work, but the Chezbah seem to The signature is used to tell who is the be unusually adept at it.) An ideogram of a writer of the sign, but has also come into more bowl may mean a bowl or food or a number of common use to do things like mark property The Artifact The Artifact and leave a calling card. The signature is a resemble very early Egyptian art and seems idealized animal above the picture of a banner that there has been little change in Chezbah flag. The flag symbol contains signature signs art in thousands of years. En has references to that represent the writer's name and tribe. some of this style, but has advanced in a great One of the most fascinating things number of ways. In many ways En is The about En is that it is probably the most Artifact's equivalent to the Italian Renaissance technically and artistically advanced art in the and the development of Impressionistic and Artifact. Chezbah and Kelrath art both other more modern ideas. 17

Traveling Under Cover Enemy forces can sometimes be The first two main arteries in a layer avoided by traveling through tunnels that pass runs inside parallel walls. These branch into a through hexes. The tunnels can present their third and fourth artery that run sixty degrees Science Report own challenges as they are not always empty. to the first two. The third and fourth are also Every hex has three layers of tunnels parallel to each other and are approximately that cross each floor at different angles. eight hundred meters from the closest wall. (Agricultural hexes have three floors, Industry The fifth main artery is perpendicular to the hexes have six, and Residential hexes have third and fourth and bisects them and the hex. fifteen) and three layers that cross the ceiling. This middle artery or bisecting artery Five main arteries feed smaller in the ceiling of a hex is often used for maglev tunnels that are spaced approximately every rails for mass transit. The smaller tunnels run seven hundred meters. This is seen on page parallel to the fifth artery and intersect the 18, a single layer of the conduits are shown in first through fourth arteries. red. The larger arteries are the thicker lines. (Quantum Liquid Computer) that controls various aspects of the hex are found here. There is only one mainframe per hex. Ventilation tunnels are often in a conduit layer that is closest to a ceiling. These conduits are usually free of any kind of obstruction except for vertical vent shafts in the floor of the conduit that have fans to move air into the hex. Science Report

Each wall also has vertical and horizontal tunnels that are used for transport between levels. Vertical tubes in grey contain conveyors that move material and people in between layers. Each tunnel connects to the floor above it and the ceiling below it via vertical Bisecting arteries connect to the other tubes. These tubes are found at points where bisecting arteries on other tunnel levels by the tunnels in different layers overlap. These means of short vertical tubes. vertical tubes are sometimes plugged to The next level is identical to the first prevent dissimilar tunnels from connecting. but turned sixty (60) degrees. The third level Other times they have mechanisms for is turned another sixty (60) degrees, or one transporting either water air or electrical hundred and twenty degrees (120) total. This power to a floor or a ceiling. In an agricultural is illustrated as the first or top layer of conduit hex, a floor might have a drain grating and an in red, the second or middle layer in blue and electrical coupling while a ceiling has the third layer in green. sprinklers and an air duct. See: The Artifact RPG pg 59 Tunnel arteries are roughly ten meters in diameter and are cylindrical except in subfloors of residential hex sub floors where they are flattened on the top and bottom so that they are only five meters in hight and ten meters wide. Secondary tunnels are five meters in diameter. Electrical Tunnels have several carbon conductors that are elevated to a hight of one meter. These conductors are approximately ten centimeters in diameter. High power conduits like those found in the power and

18 industry hexes have more conductors and these conductors have a thin layer of insulation around them. It should be noted that when in any proximity to these conductors, unshielded electronics may not function or even may be damaged by the powerful radio waves emitted from the electrical field. Radio also may not function properly. Another feature of electrical tunnels is in the bottom bisecting artery in the very center of the hex. A mainframe QLC The Artifact The Artifact Power Hex Conduits Several types of tunnel exist and Starting from the bottom of the Power depend on the hex they are in. Power hexes hex, the first two tunnel levels are high voltage use two thirds of the tunnels in them to carry power conduits. The tunnel level closest to the electrical power. The type of tunnel in this floor (the top most layer in the floor) carries electrical distribution system use wires wastewater out on one side of the hex and on carrying extremely high voltages. One layer the other, brings fresh water in. because of circulates air throughout the hex. However the this, the tunnels on either sides are separated conduits have some difficulty transporting by tunnel plugs two meters thick. enough air throughout the hex to keep the air Power Hex Ceiling fresh. Often dust and molds accumulate in the Top Layer: High Voltage and Mass Transit 19 power hex. The other layer of the tunnels Middle Layer: High Voltage and Mass carry water and solid wastes to the surface Transit and bring fresh water back into the Bottom Layer: Air circulation and Mass incremental city. Transit Power Hex Floor In the ceiling, the floor arrangement Top Layer: Water circulation in between city is mirrored. The lowest tunnel level the level levels from filtration hex. closest to the ceiling surface is used to Middle Layer: High voltage conduit. circulate air. The levels above that are high Bottom Layer: High voltage conduit and voltage conduits. All three of the bisecting Hex Mainframe. arteries in the ceiling are used for the mass transit system.

Industry Hex Conduits Industry Hex Bottom Floor Power hex. A large quantity of water is used in Top Layer: Low voltage conduit, high to low manufacturing, so the majority of the tunnels voltage transformers in the industry hex move water. The second Middle Layer: Water circulation level circulates water, and the third transmits Bottom Layer: High voltage conduit and lower voltage power to the Hosent. Hex Mainframe. Industry Hex Middle Floors Industry Hex Ceiling Top Layer: Low voltage conduit Top Layer: High Voltage Middle Layer: Water circulation Middle Layer: Air return circulation Bottom Layer: Air circulation Bottom Layer: Fresh air circulation and The next five floors of the hex are Mass Transit identical to each other, the lowest circulates Industry hexes must transmit air for the floor below, the next circulates electrical power to the rest of the hexes, but water to the floor above, and the top transmits only half of the electrical power that goes into electricity. The hex ceiling uses it's lowest the industry hexes continues to the rest of the level to circulate air to the floor below, the incremental city. Two tunnel levels on the second transports waste water from the

very top of the hex and at the very bottom are filtration hex to the power hex. Science Report the same high voltage lines found in the

Filtration Hex Conduits Filtration hexes use one third of their The lowest level of the filtration hex is tunnels to transport water, one third to cycle used to transmit electrical power to the air, and one third to supply power to the pyramids. The next brings wastewater in and filtration pyramids. the tunnel layer closest to the floor, sends Filtration Hex Floor freshwater out to the city. Top Layer: Filtered water out Filtration Hex Ceiling Middle Layer: Waste water in Top Layer: Low voltage conduit , high to low Bottom Layer: Low voltage conduit , high to voltage transformers low voltage transformers and Hex Mainframe. Middle Layer: Air return circulation in Bottom Layer: Fresh air circulation out the level above brings stale air in. The highest The ceiling mirrors the floor. Freshly level powers the pyramids that hang from the filtered air is sent out in the lowest level, while ceiling.

Agricultural Hex Conduits Agricultural hexes use two thirds of The next two tunnel levels up take drain water their tunnels for transporting water away from the hex, but the middle layer is throughout the hex and back out. One twelfth used to transport water to the filtration hex. of the conduits carry electrical power and one Agricultural Hex Middle Floors fourth circulates air. Each of the three floors Top Layer: Wastewater collection of the Agricultural hex have three tunnel Middle Layer: Fresh water circulation to levels as does the ceiling. floor below Science Report Agricultural Hex Bottom Floor Bottom Layer: Air circulation Top Layer: Wastewater collection The next two floors are identical, the Middle Layer: Wastewater circulation out lowest tunnel level is used in air circulation. Bottom Layer: Low voltage conduit and Hex The middle layer brings water into the hex for Mainframe. irrigation, and the layer on top that is nearest Agricultural Hex Ceiling the floor above is used too take drain water Top Layer: Fresh water in away from the hex. The first level in the Middle Layer: Fresh water distribution ceiling circulates air to the floor below. The Bottom Layer: Air circulation and Mass middle layer irrigates the floor below and the Transit top brings water into the hex from the filtration hex.

Residential Hex Conduits Residential Hex Bottom Floor The ceiling's first tunnel layer carries Top Layer: Wastewater collection air to the floor below and to the garden in the Middle Layer: Fresh water in center of the hex. The second brings fresh Bottom Layer: Low voltage conduit and Hex water to the residential floor below and to the Mainframe. rain system. The top most layer connects to Residential hexes have fifteen floors. the vertical shafts in the walls and draws air in On the first floor the tunnel levels start with for circulation. electrical conduits on the lowest level. The Industry Hex Middle Floors second is for bringing fresh water to the rest Top Layer: Wastewater of the hex floors. The top layer of this floor Middle Layer: Water circulation collects waste water from the rain system at Bottom Layer: Air circulation and power the center of the hex, and from the residential distribution structures on the lowest floor. The middle fourteen floors repeat. Residential Hex Ceiling The lowest tunnel level on these floors carries Top Layer: Air return circulation air for the floor below. the second level carries Middle Layer: Fresh water distribution water for the floor below and the third level Bottom Layer: Fresh air circulation and carries away wastewater from the floor above. 20 Mass Transit Reservoir Hex Conduits Reservoir hexes use the lowest tunnel The Reservoir Hex is the only hex level to carry water to pumps. The next two where the mainframe is on the top level of two levels carry water to the rest of the city. In conduits. the ceiling the first two levels bring filtered water back into the reservoir. The top reservoir tunnels are used for electrical transmission and power water pumps. The Artifact The Artifact The Chezbah Despite our having more direct may have slowed our progress in delving into communications with the Chezbah, we have the deeper aspects of their society. Diplomacy learned very little about them. The truth being has made it difficult to be more direct in it seems that our relations with the Chezbah learning more than what is on the surface.

Definition and Pronunciation Loc (lohk) The primary Chezbah deity. The source of the Kelahn (kel-ahn) 21 Loc personality is unknown. while Scimrahn A word that is normally translated as priest, sources describe Loc as a driving force and but literally means "god's thoughts". These acknowledge him as an "evil god" very little is priests are the ruling class of Chezbah. written as to the origin of this belief. Loc is the name of The Artifact that all native people Kelpei (Kel-pei) recognize. To the Chezbah The Artifact is the The high priesthood that is above all other body of Loc. Chezbah and hand down laws to the people. The word Kelpei is translated as instructor but Chezbah (chez-mbah) has additional meaning. Kelpei not only The nation that serves Loc. A theocracy that is indicates giving knowledge, but also as giving ruled by a priesthood who owe their allegiance wisdom. to Loc.

Religion Religion is the predominant focus of gods mentioned, they are said to be evil. Loc is Chezbah life, indeed there is no distinction also the only deity that is given a name. The between the Chezbah nation and religion. Chezbah believe that when a loyal follower is They are one and the same. The predominant about to die, Loc "absorbs" their mind into beliefs of the Chezbah are as follows. Loc is himself. Something like a cosmic the primary deity and while there are other consciousness

Masks Chezbah use masks during ceremony because no one has been permitted into a and worship. The only ones exempt from Chezbah festival. Scimrahn sources have had wearing these masks are the priest. These little or no information on this matter because masks are made by specially licensed artisans the length of their exile has erased many of that create the masks to exacting standards. the aspects of Chezbah culture from their This ritual practice has been difficult to study lives. Science Report Law

Chezbah law is handed down by the community of pious men called Priests and is enforced by the Warriors "Ahnpel" (which translates "as god does") however there is not enough priests and which are chosen by the priesthood will hold warriors to maintain a constant watch over lawbreakers until a traveling Priest can hold a the populous and still maintain the wars on trial. the Scimrahn and Kelrath. To fill the void, a

Home Life Each floor of a residential building private areas along the walls. Chezbah who has a large community area in the center and are not married live in the central community area and are not permitted to enter a private that take care of them. Often one male servant area until they have a mate. It is assumed that is the Warrior's assistant, helping the Warrior this is the origin of the Pord in Scimrahn prepare for combat, maintaining his weapons society. and armor. In addition to this the Warriors The Chezbah strictly enforce the have several female servants. However it does number of mates a man can have based on his not appear that the Warriors take mates from religious fervor. The method of determining these servants, strongly encouraging the this is a mystery that the Scimrahn have not notion that the Warriors are not human at all. been able to shed any light on. The most difficult thing to explain is how the Warriors reproduce. No female equivalent of a The most unusual Chezbah Warrior has ever been seen. Some speculate settlements are those in the vegetation bands. that the Warriors are cloned, but genetic tests In areas where there is no underground access have made this scenario unlikely since the (mainly near the equator) cities are Warriors have similar but not identical Science Report constructed every year after the stormy genetic makeup. Large scale study of the season. Warrior's genetic material is very difficult Married families build houses out of because of the nanometer scale devices that clay that are then covered in a white paste permeate their bodies. These can throw off the found in mineral deposits. Community homes results of a test and so therefore must be for the young and unmarried are large removed from the tissues, a long and difficult structures in the middle of the town. A large process. stadium size structure is erected just outside Approximately half of all Chezbah live of town is a religious center. Although the on or within 300 km of the surface. The other population of these small towns are seldom half live in the region of the plasma collectors. enough to fill such a large structure. These Chezbah that live far underground are Warriors live in communal homes like the population given the task of repairing The barracks but have many comforts earthers do Artifact. A full eighty percent of the Chezbah not normally associate with modern military military are found defending the collector life. When at rest, the Warriors have servants wells and the industry pods.

Business Business is not the open commerce people rebuilding incremental cities. These model that Earthers are used to. Industry people are paid to do this work, they then buy works for the Priests, however the Priests also food and tools and supplies to do their work compensate a company for working for him. with. Then as their work is done they begin to One of the primary occupations is young supply their children with food and resources.

Serving the Priesthood For the most part the priesthood is and manservants. Many other services are supported by a ten percent tithe. However this provided by skilled artisans that are employed only accounts for material goods, concubines by private businesses.

22 Serving the Warrior Class In a similar vein Warriors are taken Warriors also have several servants care of by private industry. In addition, the that take care of of them medically and while Warriors require a large quantity of military at rest. hardware that private industry supplies.

Farming

Most of the faming done by the been rebuilt can support most of their Chezbah is done in the vegetation bands. population. The only factor in where food is However some incremental cities that have grown, is the settlement's depth under the The Artifact The Artifact surface. Below 300 km communities will food. Below 1000 km a community will produce approximately a half of their own produce almost 90% of their own food.

Entertainment Despite a very high level of spreading their message of dissent from technology, the Chezbah do not have a highly location to location. This is also the source of technical entertainment industry. Most the Scimrahn minstrel tribe system. As a entertainment is done by individual or groups result of the Scimrahn uprising the of actors or singers that travel from place to entertainment industry suffered a severe blow place performing for often very large and the Priests now regulates that all

audiences. This is how the Scimrahn entertainers must maintain a certain "level of 23 movement was able to build it's followings. piety". Again the how this is determined is not Through small bands of entertainers known and probably is an arbitrary measure.

Industry Industry consists mainly of producing produce thousands of tons of CCC and some weapons and equipment for rebuilding the of the finest HDCCC on the Artifact. Where Artifact. Minor industries produce clothing the raw materials come from to make the CCC and personal goods. is a mystery. Some of the raw materials is The majority of industry is the recycled from old collapsing hexes or Kelrath production of CCC in the industry pods. While cities that have been taken over. The Chezbah no one has ever reported the processes that are the only group that has been trying to take place within these pods, the Chezbah preserve the Artifact.

Military Service (E-suit pilots, officers etc.) the all purpose grunt, conscripts are e-suit Military conscripts are often chosen pilots and man the Chezbah vehicles. from the young men. While the Warriors are

Technology

Technology is viewed as holy and not Chezbah as holy. This also makes producing much different than magic by the average technology apart from Loc as a blasphemy. Chezbah. This is not surprising because with This has caused a lot of confusion among the the Hosent to build equipment, the people Chezbah on how to view Earthers who have need only feed them raw materials and make a their own manufactured goods. few decisions as problems arise. The Chezbah The Priests have told the people that view manufactured goods as coming from Loc, Earthers are exempt from this law as long as (or the body of Loc which is The Artifact) and goods are not produced on the Artifact. therefore all technology produced by the Science Report Visiting the Kelrath Although most of my records were On the whole I found the Kelrath destroyed and most of those that weren't, stern, serious, and very, very set in their ways. were classified as top secret (due to the nature Kelrath can often pick out any abnormalities of the mission we were on), I have been from their norm. In some circles, Scimrahn permitted to share some general observations technologies are considered "fashionable" but about the Kelrath. even this relative normalcy is often looked down upon. I have very rarely seen a society so rigid in their customs outside of religious practices. Indeed, Kelrath traditions seem to those records. In some temples there are be the religion that is being followed. Kelrath quotes from those records and many Kelrath means "student" roughly translated. Students can recite a few dozen from memory, but even of the Tanroc Fredar, it seems. those Kelrath that we were able to ask how to From what I have experienced, it find these recordings could offer us no help. seems many of the traditions handed down by One very interesting deviation from the Kelrath are teachings of, or extrapolations tradition is what seems to be a growing black from teachings by the Tanroc Fredar. I market for perfume among the Kelrath. The question the wisdom of anyone that would fact that the Kelrath have reacted so oppress eighty percent of the population enthusiastically about a new idea is quite under a harsh tyranny. surprising. However, more true to form, most There are references on walls of Rantaa' family heads have outlawed the use of temples to records of the Tanroc Fredar perfume. (Paradoxically, it is the Rantaa' class that has driven the demand for perfume.) Science Report teachings, but we were not able to find any of

Kelrath Cities

Kelrath cities are arranged around the Rantaa' palace. Around the palace are smaller Rantaa' mansions, temples to various oracles, stately gardens fenced in by high walls, etc. Around these structures are the Kaloord homes that make up nearly a third the city, but only houses a sixth of the city population. In this area are temples to lesser Oracles, and the marketplace. Major roads often radiate from the Rantaa' palace or major temples, making them always visible while traveling in the city. Around the perimeter of the Keloord are Gijorn long houses. Of all Kelrath structures, these are the most recognizable. Each long house is five meters on the narrow ends, with a door in the middle. The long walls are between fifteen and twenty five meters long. There are no doors on either of the long walls. Around the top of the long house just below the roof is a narrow opening supported by metal bars or heavy posts. This opening serves two purposes one for light and 24 ventilation, and two, if the city is attacked, the long houses serve as a protective wall. The narrow opening can be used to fire out of from the hardened structures. Outside of the protective row of long houses lives the vast majority of the population. Here the Geetin slums stretch out for hundreds and hundreds of meters. Also beyond the perimeter are storehouses, and hangers for military vehicles. The Artifact The Artifact Kelrath Society One of the first things that I noticed about the Kelrath is a near complete lack of interest in efficiency. Slave labor makes flaunting inefficiency almost a status symbol. Any well to do house will have no doors, instead, a Geetin stands guard and a heavy curtain out the cold. In Kelrath Kaloord and 25 Rantaa' houses doors are only Gijorn Longhouses surrounding a city. used to protect valuables. A door on the front of a Kaloord Geetin who is bold enough to try building house would be like boarding the windows in anything over this height is inviting the Gijorn your house. to burn the structure down along with anyone In who might be inside. The other option is to m o s t K e l r a t h have an underground or subsurface dwelling circles, using which is more popular than the afore electronic mentioned structures. Gijorn have absolutely equipment is no choice in the construction of their homes, considered to be all Gijorn live in longhouses as described something a less above. Kaloord homes have few guidelines, affluent person but oddly enough, are restricted to a specific would do. This is weight of all the construction materials. I did because most not have the opportunity to quantify the devices are "labor weight restriction. And of course, Rantaa' saving", and have no real restrictions to their construction Geetin do labor. A rich person has more projects. This means that the Rantaa' own any Geetin, and therefore needs no devices. large structure to be found in a Kelrath city. One way that Kaloord work around this size In the Kelrath culture, architecture is (or weight) restriction is to have a network of one of the primary status symbols. All structures that are not physically connected. structures are built in accord with guidelines In my short exposure to the Kelrath, I had dictated by caste. A Geetin home, if it is a free seen some standing structure, is to be no more than one interesting building hundred and seventy centimeters tall. For a networks that were Geetin to erect any portion of his home above "technically" not this height is a supreme form of rebellion. The connected.

The Geetin Science Report The harsh conditions that the Geetin The most unexpected thing I learned endure is a testament to their character. The about the Geetin was the happiness and joy few Geetin I was able to interact with were that they have. Despite their oppressed state, wonderful people that were warm and highly the Geetin still manage to have warm communal in nature. I don't know if it is from extended families, strong ties between friends, their hardship or because Geetin are allowed and a strong sense of humor! I was to own no property, they have no trace of continually amazed by this until a very simple greed. statement explained it to me, "We are alive, Everyone freely gives what provisions and while we have love for others, we will be they "have access" to never trying to keep happy". This kind of folk wisdom is prevalent anything from others. among the Geetin. The Gijorn The Gijorn are a complex Caste, Followers of Pho'duk are taught following extensive hierarchies. While a large among other things, to gain the advantage by number of the Gijorn police the Geetin and being the first to strike. command them in battle, a portion of them Schools of Rugen teach law and have higher appointments. philosophy of Kelrath culture as it pertains to Gijorn schools in combat follow one of the Gijorn. In combat, students of Rugen are "The Four Ways" those being the ways of Rall, allowed special rights among the Gijorn. It is Pho'duk, Rugen, Sha'duk. These are listed in illegal for a lower caste member to strike a order of frequency, Rall being the most higher caste member. However students of frequent and Sha'duk being the least frequent. Rugen know the Kelrath law and therefore are Gijorn schools of combat are the better suited to judge situations. Students of highest level of education a Gijorn can attain. Rugen are the highest position a Gijorn can

Science Report These schools require a student pass a series attain to, and are even permitted to carry out of trials to prove their worth. Only a few pass the execution of Rantaa'. Of the schools, the these trials. Trial by combat is common often schools of Rugen are the most formidable in beginning with a long trek to the combat site combat. and ending in the death of a participant. The followers of Sha'duk are butchers. Schools of Rall emphasize the They tend to be unpredictable and very philosophy that defense is superior to offense. deadly. Sha'duk students are often employed Often a student of Rall is taught to protect in covert actions against the Chezbah. first and when the enemy is weakened from repeated attacks, then is the time to strike.

Rantaa’ Books Rantaa' carry books in which they inside a hex. The Rantaa' is entombed inside a record their transactions with Oracles, hole drilled into the hex wall. A large plug is personal wisdom, interpretations of Tanroc then inserted into the hole to seal the tomb. Fredar writings, etc. These Graveyards are often visited by Rantaa' Some Rantaa' carry these as relatively and wealthy Kaloord. This is both to pay small books. Some who are more prolific (or respects and to glean wisdom from the more important) writers, carry large ornate writings. books. Often large volumes are carried by These grave yards are often Geetin who take the Rantaa' dictation. At their beautifully adorned and are homes to great death, scribes take the writings and inscribe works of art. Because of this, these sites are the Rantaa' words into massive stones placed hidden and only a few know their location.

Banner Stones Banner stones are used as work of art. Some announce the Rantaa's monuments to mark a Rantaa' territory. The allegiance with an Oracle. Some will declare larger and more ornate the stones the more how the land it guards was aquired. Others powerful the Rantaa' family. Banner stones have the Rantaa' family history or announce are all hand carved and are positioned in the the greatness of a member of the Rantaa' 26 middle of a hex. These towering stones are a family. There is a constant need to replace principle art form in Kelrath society and say a these stones because of battles with the great deal about the Kelrath. Ranging from Chezbah, or a rival family vandalizing them. three to ten meters tall, each stone is a unique

Science and Medicine

One of the primary distinctions of primarily about sharing knowledge. This Kelrath medicine and science is that difference between our cultures makes a big knowledge is a jealously guarded commodity. difference in the development of society. For The last three hundred years of Earth's instance, in Kelrath society the internet as we

The Artifact science and medical industries have been know it on earth could have never come The Artifact about. Hospitals are nonexistent because harm a doctor. This seems to stem from this doctors have to co-operate in a hospital. brain trust that each doctor holds in Kelrath Kelrath doctors pass their knowledge down to culture. Most doctors specialize in one or two two to three students that pay exorbitant fees fields of study. For one to die would potently to learn the master's secrets. put Kelrath medicine back a generation. From some of our very early dealings with the Kelrath, we knew that they would not

Kelrath Parties The Kelrath live in a very structured ether ends up as a drinking match, or a fist

society. Even their revelries are carried out fight. But anything said at a party, is a taboo 27 with strict customs. Kelrath festivities are subject afterwards, or until the next party. always held indoors, preferably in the home of Any fights, or injuries cannot be brought up a friend. The host must provide enough later (at least until the next party). It is a alcohol for everyone. The Kelrath are Kelrath saying, "If you forgot your problems at forbidden by custom to drink anything but a a party, they're not worth worrying about." drink called Metsoo. The pace of the drinking and the Each guest is poured a drink. Each orderliness of the toasts is the only major drink poured is approximately 400ml of difference between castes. Geetin and Gijorn strong liquor. Each drink is toasted, to an often stand around a small table and have Oracle or to someone's health, what starts out toast after toast, while Rantaa' and Kaloord as eloquent speeches, slowly degrades to toasts are punctuated by dancing, stories and garbled ranting. No one is allowed to drink grandiose proclamations. Often the person before a toast, and no one is allowed not to toasting is allowed a statement, before a toast, after. If a more than a few drops are left after whether it is a marriage announcement, or a the toast, great offense is taken. insult disguised as a joke. This is also a taboo Parties are the time to settle discuss an insult after the party. By the same grievances, as the night wears on, those that token, a toaster can bind a statement to have a bone to pick, do so. As most of the secrecy with a toast. No one is allowed to participants are in a drunken stupor by the speak of a matter bound to a toast unless it is time this happens. The resulting argument to someone who was present at the toast.

Oracle Kelrath Oracles are one of the most Among the least well known is Komook "the hotly contested subjects about the Kelrath. Historian" and Sha'duk "the Devourer" How many are there? What is their social The average city may have as few as function? Are the Oracles physical objects or two or as many as ten temples of various sizes simply ideas? that house the priests of an Oracle. These The Kelrath writings I have seen refer priests receive word from the Oracle's to the Oracles as counselors to the Rantaa'. representative and spread the information to Each one giving advice to the Rantaa' head. It the people. Priests are of the Kaloord class. is unusual that an the Rantaa' is the High level priests approach the local Rantaa' Science Report intermediary to the Oracle. In most cultures while the lowest level priests address the priests or shaman are the intermediaries and Geetin. the governmental head seeks out the mystic to The following names of Oracles are have questions answered. In the Kelrath known. There may be more that we have not culture the Rantaa' head is the intermediary been exposed to or their following may be too and priests do the work of disseminating the small to be widely known. Oracles are listed in Oracle's sayings to the people. order of how many followers they are Oracles are not equal in the eyes of estimated to have. Rantaa' often ascribe their the Kelrath. Each one is accorded a certain allegiance to a single oracle, while lower castes amount of attention based on how interested seem to be less choosey. Geetin tend to try to people are in what they have to say. The most give attention to a number of Oracles influential of the Oracles is Depta' "the Great Planner" and second is Rall "the War Master". 1. Depta'-the Great Planner Depta' is known primarily for his philosophy 5. Tugen-the Old Thinker and his ability to plan for the long term. Tugen is the repository for the sayings of the Depta' is revered as the primary guide in Tanroc Fredar. As such Tugen serves as the Kelrath life and temples in his honor are Constitution of the Kelrath people. found in nearly every Kelrath city. Science Report

6. Sessa-(title unknown) Little is known about Sessa at this time except 2. Rall-the War Master that he may be associated with funeral rites. Aside from this Temples to Sessa are relatively Rall is renown for excellent battle strategy. common and many give their support to this Rall seems to favor a defensive position in Oracle, but little else is known. battle, and this is reflected in the Kelrath weapons being designed to suit this.

7. Dari-Peace 3. Kegre-Giver of Bounty Dari encourages forgoing aggression and Kegre's advice is primarily agricultural in ambition and focusing on the staples of nature and as a result is most revered by Kelrath life. Rantaa' that occupy the vegetation bands. 28 4. Kennis-the Master Builder Kennis is responsible for many of the building 8. Pho'duk-the Destroyer styles found in Kelrath cities including the Pho'duk is similar to Rall in that he gives restrictions put on the different classes in advice about war. However Pho'duk is more their building. aggressive in his tactics. Followers of Pho'duk are known for aggressively attacking both the Chezbah and the Scimrahn. The Artifact The Artifact

9. Rugen-Justice Somewhat equivalent to the Kelrath supreme court, Rugen is the judge of matters 13. Gate-the Beast Trainer considered intrinsic to the future of the Followers of Gate are the best at animal Kelrath.

husbandry among the Kelrath. Those who 29 deal with livestock or using animals for labor, look to Gate for direction.

14. Famal-the Teacher Famal is primarily known for Schools and more frequently in Kelrath culture, guilds and 110. Fra'duk-the Champion apprenticeships. Fra'duk is a bit anomalous as far as Oracles go. Every five months, Fra'duk chooses a champion for a random cause; be it medicine, 15. Komook-the Historian science, art, war, etc. His champion then is Very little is known about Komook. It seems aided by Fra'duk and his followers to advance that his name is not widely mentioned. the cause.

16. Sha'duk-the Devourer Sha'duk resembles many other culture's gods 11. Kress-the Reveler of death and destruction. Sha'duk has a Kress is observed for keeping special limited following. occasions for revelries. The Kress representative announces when to have parties and special observances. Kress is also the primary Oracle for entertainers.

12. Detoon-the Artist 17. Matin- the Redeemer Science Report Detoon is the primary Oracle for artists and Although mentioned in a few texts there have artisans. The Detoon representative been no reported temples to Matin. As a result recognizes the greatest artists and artisans few are familiar with him. and gives advice and guidelines. A large portion of his advice is in the carving of banner stones. Communications Officer's Guide Communications officers Both the ASO and the I-CA allow a are vital in the ASO's and I-CA's unit to work with experts in a operation on the battlefield. Early number of fields. The 21st century warfare showed that an communications officer is the proxy army with proper logistics support was able to for the expert. He or she is trained to work out maneuver the enemy and allowed with these experts and communicate unprecedented flexibility for small special effectively with them. In essence, the operations units. Communications Officer becomes the expert. Ancient warfare consisted primarily of A communication officer's role in the the fighting modern battlefield soldier. There is more than mere were very few that radio were in charge of communication. organization, As shown in Communications logistics and W.W.II when the strategy. English broke the The Germans enigma philosophy that encryption, it has proven turned the tide in effective ever since the battle against a the information technically age began is, by superior giving support to a opponent. A solder he or she Communication can be more officer who can effective than a crack his more numerous opponent's codes foe. This is the can enable his unit function of the to anticipate the Communications enemy's Officer, to be the movements and channel and the tactics before they dissemination occur. He or she point for this must also prevent support. the same from The happening to his Artifact has unit. Quantum proven Liquid Computers troublesome to (QLC) have made this philosophy a task that once however, as Earth took weeks and forces have grown teams of code reliant on crackers, a task satellites for global that a single 30 positioning and communication. But satellites resourceful officer can accomplish in a matter cannot penetrate the vast underground, and of hours. both the Chezbah and the Kelrath operate their own orbital defense fleets that make the The Mission use of communications satellites impossible. The Communications Officer's Earth forces must now rely on an increased mission consists of four primary tasks. First investment in manpower to maintain the level enable the forces they are attached with to of communication that is required to operate a communicate between themselves, natives modern army, as they are accustomed. and base. Second to be the eyes and ears of Communication officers give the unit the forces they are attached to using sensors the ability to call for aid when needed and in and computer data. Third, to use the some cases serve as a conduit for that aid. equipment available to protect the forces they The Artifact The Artifact are attached to. Fourth, degrade the enemies and countermeasures. ability to attack by defeating security systems

Communication

Without communication, forces cannot be coordinated, reinforcements cannot be called on, and forces are separated from their commanders. This severely limits the effectiveness of special forces groups and would force a return to armies of brute numbers as the Kelrath use. This is not an option for the numerically inferior Earth forces who must make the most out of every man and woman available. In game terms this means that the Communications officer that is able to contact their commanders can receive aid from specialists that are not part of their immediate 31 force. Officers can give updated commands and advice. Reinforcements and air support (if available) can be called on. Scientists can be consulted for technical issues. Scimrahn can give advice on survival and cultural issues. On occasion, Kelrath that have entered Scimrahn society can serve as translators. The Communications Officer's primary job is to enable the allied forces to communicate freely and safely. There are several aspects to this mission. First, the soldiers the Comm Officer is attached to need to communicate safely with each other. This means setting up encryptions and signal scrambling protocols. Second, connecting units to resources such as calling for reinforcements or getting expert advice. Third, units must be able to communicate with command structures to get operational instructions. Fourth,

Scrambling Signals The Communications Officer is communicating to the recipient. Code words responsible for establishing and maintaining a can prevent a message from being secure radio channel via a frequency hopping understood. spread spectrum (FHSS) broadcast along with When there is a high probability that adequate encryption. there are enemy forces present and stealth is FHSS is a method of preventing a preferable, radio silence should be radio broadcast from being intercepted. The maintained. Laser communications are more Transmission frequency of a signal is rapidly effective in these situations because they are altered at a set interval of time. This is called difficult to detect, and even more difficult to the signal hop. An eavesdropper only hears a intercept but requires a clear line of site series of chirps that are unintelligible because between the sender and receiver. only a tiny portion of the transmission is It is the function of encryption to received. The hop sequence is predetermined prevent or delay the enemy from allowing the recipient to get the entire understanding a message sent. Encryption broadcast. does not increase the amount of data being Communications The Chezbah and the Kelrath do not transmitted significantly, but does make the use FHSS to scramble their signal and instead processor in a communicator or computer rely on heavy encryption for security. work harder. Strong encryption will prevent Chezbah priests are able to patch real time communication, as the processor together the hopping sequence with very short must work harder. periods of exposure (1-2 minutes) but priests The standing command to are not always embedded along with Chezbah Communication Officers is to reduce the forces. processor load on the command site. To do The Kelrath have constructed special this, there are three grades of encryption, Kerdi that can pick up the hopping sequence weak, average and strong. and transmit it back to a handler but require approximately fifteen minutes to pick up the Weak encryption sequence. Weak encryption is useful for sending At all times include as little messages that the Chezbah will not see as information as possible while still clearly threatening and holds no tactical data. Average encryption has 45 BP for it's Progress reports that hold no tactical data are encryption strength. good examples of this. Strong Encryption Weak encryption usually is cracked in Strong encryption is very processor a matter of an hour. This can however be intensive. Even computers with the key to the enough to allow a unit to get far enough away encryption take several seconds to minutes to from the transmission site. decrypt the message based on processor load. Transmissions of the nature described Any transmissions of tactical importance or above are rarely bothered with (-20 from the information on the whereabouts of Scimrahn likelihood of the Chezbah immediately settlements should be sent with strong investigating See page 44). encryption. Weak encryption has 18 BP for it's encryption The Chezbah are very good at strength. cracking encryption. Even 3840 bit encryption Average Encryption does not seem to phase their code cracking ability. Only encryption with key codes in Communications Average encryption is used in non- excess of 245760 bits will result in a critical transmissions that hold some tactical significant delay in their code cracking. or sensitive data. Any transmission that mentions the Scimrahn should be sent with at Strong encryption encryption has 54 BP or least average encryption. Progress reports that more for it's encryption strength. contain troop locations or movement should be sent with average encryption.

Reinforcements When allied forces are pinned down engineering crew are in the teleporter cycle. or a mission objective is in jeopardy, it may be Roll 1d10, on a roll of one (1) or two (2) a possible that reinforcements from the local vehicle can be made available in fifteen area can be called in to assist. These forces minutes (not counting travel from base to the may take time to arrive unless the base has destination). For rolls between three and ten access to fast moving vehicles such as (3-0) multiply the number by one hour for a Vanguard Helicopters or Scimrahn Deltas. time of availability (again not including travel The GM should determine what time). resources are available for reinforcement. It Unless the characters are on a covert may be preferable to have the reinforcements mission or resources for their base of available in the area considered before the operation is stretched very thin, a competent game begins. If a base has access to a commanding officer will have reinforcements teleporter a Vanguard or Delta may be lined up. teleported in, dependent on where the

Expert Advice When a Comm Officer communicates one Dex Skill at +8 for the time that the back to base, they are able to ask for help from connection is open. This help requires the use

32 experts on a huge range of subjects. A Comm of a network connection or a wormhole Officer that contacts their base gets the communicator. (See: Page 116 The Artifact equivalent of any one IQ skill at +30 or any RPG, Communicating Through the Network)

Tactical Support By contacting command, the Comm have encountered and a tactical adviser can Officer can get updated tactical information. give recommendations on what strategies to This is especially useful when there are use in the situation. multiple groups in the same region that can One of the most important benefits in contribute status reports. The Comm Officer getting updated tactical information is gets information on obstacles that other teams avoiding friendly fire incidents. The Artifact The Artifact Resupply Although most groups are sent out needed. At times this may mean the supplies with a standard set of supplies, if a mission are delivered to the forces in need but if the requires more equipment, command will area they are in is considered dangerous, they almost always provide it if it's available. The may need to fall back to a point where supply Comm Officer can request a resupply when personnel can get to them safely.

Translation Comm Officers are expected to be roll on their Speak skill for the language being available to translate for friendly forces. spoken. Then the player rolls on the 33 When translating, unless it is the character’s Speak skill for the language that is translator’s native language they must take a being translated to. No skill check is required for native languages.

Observation

The Comm Officer can patch into sensor feeds from allied forces and examine them from a HUD. This gives another chance to examine sensor information and the Comm Officer can run comparisons of sensor data that combine weak signals to form a stronger signal. New communicator firmware is also allowing Comm Officers to pool data from static and noise in the CCC conductivity of a Hex and process that information to look for movement in the Hex in a process called Conduction Mapping.

Sensor Inferometry The Comm Officer can use software missing data can be inferred giving a clearer built into their communication computer picture. (ASO L.R.C.T.R.S.D. or ICA Heavy T/R/S/D) By using this software the Comm that combines the input of different sensors Officer can make Sensor Skill rolls to detect from vehicles to enhance sensor information. targets and gets a 10% Advantage to the skill Inferometry is a technique where data for every vehicle supplying sensor data. is compared from multiple sources and then

Conduction Mapping

The Scimrahn know that Hosent can confirm that they are able to use Conduction feel through the ground around them and that Mapping. large numbers of powered Hosent can feel The Hosent create a map of the into their surrounding Hexes by comparing conductivity of the CCC around them and Communications what they pick up from the ground. The measure noise transmitted through the CCC Scimrahn felt that the processor power that comes off plasma mains and the static needed to copy this long range effect was too that builds from quakes. By reverse high to make portable systems that could copy engineering the Hosent's ability to map the it. Some prototypes exist but they require conductivity of CCC and using algorithms that large vehicles to move them. This was were developed to decipher patterns in the considered a dead end science and the cosmic microwave background, Earth forces Scimrahn will ask the Hosent what they feel have released firmware patches that enable around them since most industry tribes use their communicators to create their own powered Hosent. Relying on Hosent has it's maps. A minimum of five communicators are limits as power is not always available and the required and the Comm Officer's Hosent may betray Scimrahn to the Chezbah. communication computer (ASO The Scimrahn have also suspected L.R.C.T.R.S.D. or ICA Heavy T/R/S/D) to that Chezbah Priests also use a similar process compare the individual readings to form a to detect movement in a Hex and Kelecs map. Conduction Mapping generally Programming roll is required to teach them registers force on CCC so the faster or heavier how. something is, the more force it generates on Comm Officer Conduction Mapping the CCC. Wheeled vehicles produce less A Communications Officer must have impact force than a running E-Suit but can at least five communicators touching the CCC build up static that may become detectable. of a Hex at once to pool data from and form a AG vehicles do not exert force on the CCC but map. The Comm Officer rolls against their their engines can produce weak signals that Sensor skill to interpret the data. will travel through the CCC but are still relatively stealthy. Objects or groups of objects of around 10,000 Kg are baseline difficulty for detecting. An individual human is usually too For every 1000 Kg less than that gets a 20% small to detect but dozens of humans will impairment to the Sensor Skill roll. For every show up as a diffuse signal. 5 more communicators supplying input and Conduction Mapping will give a processing power there is a 10% Advantage to reading of all forces on every floor or surface the sensor skill roll. Every 1000 Kg more is a

Communications of a Hex. Readings may indicate quake forces 20% Advantage to the Sensor Skill. For every building and can give phantom readings. 10 Km/h the object or group of objects is Cracks in the CCC of a hex can block the moving there is a 10% Advantage to the sensor mapping process and make some segments of skill roll. AG vehicles have a 60% Impairment a hex effectively invisible to the process. to detect and wheeled vehicles have a 20% Moving to the area that is cut off and Impairment. repeating the mapping will allow that section Remote Processing to be checked. The Comm Officer can send readings Hosent Conduction Mapping to a computing center back at base and have Powered Hosent that know how to the data analyzed. To do so they must make a CCC conduction map can be asked for communicate back to a base through The information on what they have felt moving Artifact's network (see pg 116 of The Artifact around. Because there are usually a large RPG). number of Hosent in a hex they have a 5% Remote processing takes ten minutes chance for every 150 kg to notice an object or and has a 5% chance for every 100 kg to notice group of objects within one hex away from an object or group of objects within one hex them. For every 10 Km/h the object is moving away from the original reading. For every 10 they get a +5% to detect the object or group of Km/h the object is moving they get a +5% to objects. AG vehicles are -30% to detect and detect the object or group of objects. AG wheeled vehicles are -10%. vehicles are -30% to detect and wheeled Some Hosent have not learned how to vehicles are -10%. do this (20% chance) and have to be taught If the Chezbah are using Conduction how to perform conduction mapping. A Mapping, then use the Remote Processing Physics Skill roll and then a Computer rules to determine success.

Protection

The Communications Officer's role includes monitoring electronic systems to make sure they are not being infiltrated by enemy attacks. 34 Most pilots do not have the training to protect themselves from computer based attacks and may be too busy to use ECMs or ECCMs. The Communications Officer’s responsibility is to monitor the systems on the battlefield and prevent intrusion,

Countermeasure Assistance Comm Officers can remotely operate operate the equipment even if the pilot does a vehicle's ECMs and ECCMs to help protect not have the skill needed. friendly forces. This can be in addition to the Even if a pilot has the skills to use pilot's ECM skill roll or the Comm Officer can their ECMs and ECCMs, the Comm Officer can monitor their systems and make The Artifact The Artifact corrections when needed. In game terms this roll for ECM or ECCM and the better roll is means that the Comm Officer can roll for the taken. pilot or both the pilot and the Comm Officer

Chezbah Hex Mainframe Virus It does not appear that the Chezbah 5-6 ASO Communicators used viruses before the arrival of Earth forces 7-8 I-CA Communicators so these nasty bugs are brand new. The 9 Personal Computer Chezbah most likely picked up the idea from 10 TF-2394 Earthers, possibly from reverse engineering

an antivirus program on a captured Personal These viruses are startlingly effective 35 Computer. The Chezbah plant these viruses in but so far lack the abundance of different Hex Mainframes at random. They realize that types of viruses that Earth's Internet has. As a any one type of virus would be easily defended result, when a new virus emerges it can against and so place different viruses in seriously compromise a system but once systems they think an enemy is likely to contained and examined an Anti-virus, system connect to. Hex Mainframes have not been patch or firmware patch can be created for it. flooded with these viruses as it would appear This has become a priority for ASO forces to they could be. This may be an attempt to lull repair these gaps in security but has also network users into a sense of complacency. become a learning experience because the Although these viruses are found in powerfully efficient programming of Chezbah Hex Mainframes some Chezbah Priests have viruses. been known to infect systems with viruses like This has lead most Communications these. Officers to use a virtual system to connect to The GM may place viruses in specific mainframes and then when infected freeze the Hex Mainframes or roll randomly to system and store it for later analysis. As soon determine if there is a virus. There is a 10% as a virus is detected the system must be chance (roll a 10 or under on a 1d100) that frozen because some viruses have been able to any one Hex Mainframe is infected with a break through the virtual system and into virus that has not been patched for yet. other systems on a computer but early detection is not always possible. While some Chezbah viruses can attack multiple systems, most are tailored to one specific kind of computer. For instance, Typical Chezbah Virus many viruses are designed to attack the Defeat Security Rating: 20 Scimrahn Comm/Comp while others are Barrier Points: 16 designed to attack Earth made Personal Self Propagating: Yes Computers or their communicators. Social Engineering Rating: 4 Roll on the table below to see what Effect Table computer system a virus is intended for. Roll 1D6 1 Kill Virus Communications Roll 1d10 2-4 Code Stealer 1-4 Scimrahn Comm/Comp 5-6 Backdoor

Monitoring for Intrusion The Communications Officer can If the Barrier Points of a system are monitor communications and watch for low, they can rebuild them with a Computer enemy intrusion attacks. Programming skill check. Each roll requires 15 The Communications Officer can minutes and restores 1 BP for each Fractional check how many Barrier Points a system has Success. by making a Computer Operation skill check. Each check takes one action. Hacking

The Communications Officer is trained to degrade the effectiveness of enemy forces. This process is referred to as hacking for computer systems or cracking for codes. The Communications Officer is not the only type of character that can use these methods. Other characters with the needed skills can also perform these actions, which can include enemy NPCs, most notably the Chezbah Priest. Because of this, the person intruding on a system here are usually referred to as 'the hacker' where the person that normally operates a system as 'the user' or 'the pilot' for vehicles. Hacking is not usually a quick process. Because of this a Communications Officer must be prepared ahead of time with the tools and have a plan in place for how they will

Intrusion Methods The first challenge of hacking a Barrier Point Limit: 5 in 15 min Communications computer system is to communicate with it. Magnetic Gun For systems like Hex Mainframes and Hosent, A plasma gun can be modified to only a terminal connection anywhere in a Hex is all fire a magnetic field at a target. That magnetic that is needed. For vehicles, it is more difficult field induces a signal in the vehicle's to connect to their computers. electronics and can be used to create a For any intrusion method there is a communication path. Modifying a plasma gun limit to how much the hacker can send and to do this requires an Electronics Repair Skill receive from the target system because of the roll, proper tools (as found in the Deluxe Tool connection’s bandwidth. Because of this there Kit) and a computer to send and receive from. is a limit to how many Barrier Points can be The process is a Tech Challenge with 8 broken down per turn. Challenge Points but the gun can continue to Network be used for this purpose. Damaged plasma Any system connected to The guns already recycled for this purpose can Artifact's communication network can have usually be acquired from most Scimrahn that connection used as an intrusion method. tribes for half the cost of a regular plasma gun. The only protection for these systems is to Range class Advantages and disconnect them from the network or through Impairments apply to all rolls using this their Barrier Points, if any. Hosent and Hex communication bridge because the magnetic Mainframes are not considered to have field gets weaker over distances. Active force Barrier Points because they are not designed fields prevent the magnetic field from with user control systems. reaching a target and are an effective Barrier Point Limit: 11 in 15 min countermeasure to this type of attack. However this kind of attack is difficult to Radio detect (40% Impairment to Sensor Skill) and It is possible to connect to an enemy's may not be noticed by a vehicle pilot until systems via radio communications but their computer's are compromised. military vehicles will only accept data connections from a signal carrying a Aiming and operating the magnetic encryption that it recognizes. In other words, gun usually is done by two people. One to first the enemy's signal encryption must be keep the gun aimed at the target and another 36 cracked and then the hacker can start to defeat the target's security systems. reducing Barrier Points to their computer Barrier Point Limit: 9 in 15 min systems. This usually requires a large Radio Tags investment in time or computer processing Used on vehicles and robots not from power most often accomplished by employing Earth, these are small radio receivers with a Hosent Hive Virus (See: Page 40 Hosent adhesive pads that are placed on a vehicle, Hive Virus). thrown onto a vehicle or more recently some If an enemy realizes they are being have been designed to launch from an AVW or hacked over radio, they may change their launcher. The tag communicates signal encryption or shut down their radios to through the vehicle's skin which is designed to prevent this type of attack. carry data for damage control systems and The Artifact The Artifact communications and offers a path to a Sticky Tag vehicle's control systems. Cost: ¥300 The tag has a range class of C to communicate and range class modifiers apply Tag Grenade (for Grenade Launcher) to any rolls made over this type of connection. Blast Range Class: A Cost: ¥6,000 ASO and I-CA Comm Officers may request these tags on assignment. Tag Missile (for AVW) Barrier Point Limit: 7 in 15 min Blast Range Class: B Cost: ¥20,000

Advanced Hacking Rules 37 Barrier Points listed for vehicles and A hacker with limited control can computer based systems are intended to operate as though they were a regular user of simulate the effort that is needed to fully the system but cannot damage a system or do compromise a system. Once a character has anything that cannot be reversed by regular reduced the barrier points to zero they have operator. Anyone with the Computer full control of the system and can in effectively Programming skill can restore Barrier points lock out other users. However, this process is to the system. slow and not practical for most combat Hacking a Vehicle's Systems situations. When hacking a vehicle's system the A hacker does not have to completely hacker may not need to get control of the compromise a system to have a meaningful computers that control it. In fact the vehicle effect on it. A hacker can attempt to get only may not need to be computer controlled. The partial control of a system. This may be used Hacker is trying to exploit flaws in electronics to degrade it's abilities or possibly to shut or computer systems to degrade the down systems for a short period of time. performance of those systems. For example, a Limited Control radar on a vehicle may not be computer Instead of trying to get full control of controlled and thus have no Barrier Points a computer system, a hacker can attempt to listed but it may be hacked and disabled, get limited access to the computer. This can under the right circumstances. be useful if at the right moment, a hacker When attempting such an exploit, the brings down the shields of a vehicle. Nothing hacker is often operating blindly. They may would prevent the pilot from reactivating not know what system they will be affecting or them after the attack has been made but it even what effect the exploit will have. Once would give friendly forces the advantage. the hacker has reduced enough Barrier Points, Another useful example is disabling they roll on the vehicle's critical hits to communications when a enemy may try to call determine which system is disabled and follow for help, they may not immediately recognize the critical hit effects with the exception of that their requests are not being transmitted. any pilots or crew being killed. If the hacker Communications A limited control hack allows the gets a bridge or cockpit hit then the controls of hacker to give a single command to the target the vehicle are disabled. system. If the pilot makes a successful piloting The hacker must declare that they are skill roll, they can bring the system back on making a limited control hack. They can then line but this takes an action. make Defeat Security rolls against the Barrier Computer Controlled Vehicles Points of the system in combat turns instead To hack a computer controlled of the normal 15 minute hacking turns. vehicle's systems, the hacker only has to Hacking story transforms are rolled for as defeat 3 Barrier Points. The Barrier Points normal. Any Barrier Points reduced in this reduced in this attack cannot be used to way can only be used to make the limited further compromise the vehicle's computers control attack. Once the the command is given and to make another attack the hacker must for this attack, the Barrier Points of the target reduce another 3 Barrier Points. system are restored to their full amount. Electronic Systems used as an intrusion method for this kind of Hacking electronics on a vehicle is attack. These systems have the equivalent of usually slightly harder than a computer 1d6+1 Barrier Points. This roll should be taken controlled vehicle. Only a magnetic gun can be in secret by the GM.

Social Engineering The technique of social engineering is Using the Social Conflict rules, the used to exploit human logic or emotions to character reduces Barrier Points rather than compromise the security of a system. The inflicting stress points on the system operator. hacker tries to trick someone with access to a Each fractional success in this social conflict system or code to reveal information that will reduces one Barrier Point but without the get them access or at least make getting access usual story transforms. easier. The system operator can inflict stress on the hacker in return. Communications Deploying Viruses The purpose of a virus is to make a multiple systems at the same time if the distributed social engineering attack. A virus hacker has a connection to all the systems. is programmed with an attack that is designed Next the character must pass a to bluff the operator into thinking the virus is Computer Operation skill roll to deploy the giving them a valid or even vital action to take. virus. In reality it uses the system operator’s actions to compromise the computer’s security. All the systems that the virus is distributed to now defend against the Social For example a virus intended to infect Engineering Rating (SER) of the virus. The an E-Suit might give the pilot a message that defender may roll against their IQ, Psyche or there is a minor system failure and there is both. Rolling takes an action and rolling for more information on the failure. When the both requires two actions. The character’s pilot investigates, their action gives the virus Computer Operation skill may be added to permission to install itself. this roll. For vehicles the character’s Piloting The virus is programmed with skill can be added to the roll instead. between one and four Social Engineering Any systems who’s operators fail the Fractional Successes and a certain number of SER defense roll are now infected with the Defeat Security Fractional Successes. These virus and it’s Defeat Security Rating (DSR) is are the Social Engineering rating (SER) and subtracted from the system’s Barrier Points. the Defeat Security Rating (DSR). Virus Lifespan The hacker can create their own virus, Operators and pattern recognition buy or acquire a freely available one to be software in computers will quickly get used to used. a virus and notify others of it’s existence. This Deploying A Virus means that the virus will become less effective To get a virus to a target the hacker over time. Each time an operator defends must first have an intrusion mechanism such against the virus, its SER is reduced by one. If as connecting over radio or with a magnetic the virus no longer has any SER left it is no 38 gun for example. It is possible to infect longer effective.

Creating A Virus A virus must be designed to attack a intend to infect. If a virus is intended to infect specific kind of operating system. For example the systems on a Chezbah Cruiser, the the virus that is designed to attack the character must have one of the computers computers on a Rall 4 will not work on available to test the virus on. another kind of E-Suit. To program a virus, the programmer must have access to one of the systems they The Artifact The Artifact Roll For SER Successful Transform The first programming challenge is to Roll 1d6 establish the Social Engineering Rating (SER) 1 4 hours of programming of the virus. The player rolls for the programmer’s Computer Programming skill. 2 5 hours of programming The number of fractional successes is the SER 3 4 hours of programming and a different of the virus. The player may reroll as many skill must be used to make the next roll. times as desired to try and get a better result. Players should make skill probe rolls to find Each roll takes 4 hours of programming. a suitable skill. Set DSR 4 4 hours of programming but has moved The next programming challenge is A important files or settings to a new location. Int roll required to find it and proceed. primary skill tech challenge to decide the 39 virus’ Defeat Security Rating (DSR). The 5 2 hours of programming and a different primary skill is Computer Programming. The skill must be used to make the next roll. challenge gains one CP for each point of DSR Players should make skill probe rolls to find desired for the virus. a suitable skill. Set BP 6 The last roll takes off double BP but The The virus may set up it’s own defenses next attempt will require a character to get to being removed. The programmer gives a at least two Fractional Successes to reduce virus a number of Barrier Points that must be any Challenge Points. reduced to zero in order to remove the virus. For every Barrier Point the virus will have, Failure Transform add one CP to the programming challenge. Roll 1d10 Define Payload 1 Frustration sets in 3 Mental stress. If a virus reduces the BP of a system 2 The virus is tripping internal safety to zero (0), it may deliver some kind of a systems. The next roll must be under the payload. This can be a command that is run Defeat Security skill. on the system, opening a backdoor, sending 3 A file the virus needs becomes corrupted. information back to the hacker or installing a +1 CP that does not increase the DSR program. Each payload function adds 1 CP 4 The virus has a telltale signature that is Set Propagation easily identified. For the virus lifespan, Lastly, some viruses are self each time the virus is defended against the propagating, meaning that they will spread SER is reduced by one more point than themselves whenever they have a connection normal. to a system like the one they are on. To make a 5 16 hours spent with no progress. virus self propagating add 5 to the CP of the 6 The virus destroys the test system from challenge. repeated infection. The test system needs The Programming Challenge Tables to be rebuilt. +3 CP When the character rolls to make a 7 Hacker’s computer is compromised by the modification, use the following tables. If the virus. Looses 2d6 BP of it’s own. roll succeeds, us the Successful Transform 8 The SER of the virus is reduced by one. Communications table. If the roll fails use the Failure The SER can be re-rolled for but each Transform table. attempt requires 8 hours. 9 The skill last used will no longer work for the rest of the challenge even if it was Computer Programming. Players will have to probe for new skills. 10 Lose ground, the challenge gains 2 CP.

Backdoor Once a system is compromised the is most often done by delivering a virus to a hacker can install a backdoor so the system system that then creates a backdoor for the can be accessed more easily in the future. This hacker to use later. A backdoor requires a system's BP to detected by a Computer Operation skill roll be reduced to zero either by the hacker or by a but has a 90% Impairment to the skill. Every virus. Then the hacker must make a successful time that same back door is used, the Computer Programming skill roll. Impairment is reduced by 10%. This means A Backdoor once installed is usually that a backdoor used twice has a 70% difficult to detect unless it is widely used or Impairment to be detected, three times 60% known about. A backdoor used once can be etc.

Trojan Viruses A hacker can embed a virus in their When the transmission is decrypted, the virus encrypted communications. The reason for attacks the system being used to decrypt. doing this is to infect the system that is used The operator of the system must roll to decrypt the message. for virus detection to notice that a virus has been delivered to the system. Communications

Hosent Hive Virus While some scientists have used the hive is so powerful, the hive’s DSR and Hosent Hives to run calculations and CCR are how many Barrier Points the hive can simulations the Hosent Hive is most defeat per turn instead of every fifteen commonly used to attack large numbers of minutes. computerized vehicles. The Hive runs software that is equivalent to the Defeat Number of Functioning Hosent Security or Code Cracking skill but on a Roll 1D6 massive scale. The Hive can crack dozens of barrier points a turn. This is often enough to Hosent DSR per CCR per nearly instantly crack encryption or breach Functioning Fractional Fractional the security of most security systems. Success Success 1 2,649 5 8 Every Hosent has a massive QLC that can be repurposed to perform computing 2 5,298 10 16 tasks. Comm Officers have written viruses 3 7,947 15 24 that take over the QLC and allow them to run 4 10,596 20 32 programs designated by the Comm Officer. 5 13,245 25 40 The Virus propagates itself to all the Hosent in 6 15,894 30 48 a Hex and every infected Hosent spreads the The hacker controlling the hive must virus to more Hosent. This allows the Comm guide and control the Hosent to use it to it’s Officer to run programs on what is in effect a full potential. The hacker’s Computer massively parallel supercomputer. There are Operation skill is rolled and the fractional 26,496 Hosent in a Hex. Each has 383 successes are multiplied by the DSR or CCR processor points for a total of 10,147,968 rolled on the chart. processor points. Unfortunately only about 5% of that is unused and available, it takes eight hours to get a Hosent to erase all of it's It takes time for the Hosent virus to

40 instructions which is usually too long for spread. Each Hosent takes about a minute for Communications Officers in the field, so any the virus to take effect. It then infects five commands must leave the Hosent AI intact. others, now six are infected. In the next It's also likely that 10-60% of Hosent in a minute those six each infect five more Hosent powered hex still function (roll 1d6 x 10 for each for thirty six infected. In the following the percentage). That means that between minutes 216, then 1296, 7776, until finally all 305,000 and 50,000 processor points can the Hosent in the Hex are infected. The quickly be repurposed for the Comm Officer's process takes only about seven minutes. use per hex. The Hosent Hive Virus usually carries Chezbah Reaction to Hosent Hives a program as it’s payload such as a Code Whenever a hive is left connected to Cracking or Defeat Security software. Since The Artifact's network for 2d10 minutes it is The Artifact The Artifact attacked and dismantled from the prime In the first ten minutes of the virus addresses and from different locations all over being used, there is a 5% chance that the the network. It is thought that the attacks Hosent will gain control of the virus. Each from different directions are Chezbah priests hour after that there is a 30% chance that the but the system at the prime addresses is Hosent will take control. The massive extraordinarily powerful. In 1D6 turns the processing power of the Hosent make it very entire Hex of Hosent are commanded with difficult to prevent this from happening but instructions that erase key components of the Hosent can be distracted by a character their AI and cause all of them to crash. keeping them busy by having a conversation Stealing A Hive with them. A successful Charisma or Hosent have very little system Storytelling skill roll must be made each hour to keep them distracted. security and are easily compromised. This 41 makes the virus easy to use but also makes the Remote Hives virus easy to repurpose by another hacker. The ASO and I-CA along with some The Hive Virus has a minimal amount corporations have set up hidden Hosent hives of security itself which is represented as that can be called on to perform Defeat Barrier Points. Once those Barrier Points are Security or Code Cracking attacks. To use depleted the hacker can use limited control on these hives the PC must know how to contact the entire hive (There is no way to get Full them and be allowed access to the system. Control because there is no way to lock users This information would be provided to them out of the Hosent). at the start of a mission. However these Barrier Points: 5 systems are usually in use and so are not wholly devoted to the character's request. Hosent are Intelligent Hosent themselves can at times The PC must connect to these realize what the Defeat Security programs can locations over the network and must keep the do and will begin to use them for themselves. connection open. Each turn the connection Although each individual Hosent is not very remains open the Hive can take down 2D6 intelligent, they do communicate with each Barrier Points in a target system. other and as a group they can slowly figure out how to use the virus.

The Network The Artifact network is the single 2. Each hex mainframe has what is translated most powerful communication system to an eight byte address (for example available to Communications Officers. Using 00.30.FC.00.45.6C.E2.3E) to designate where it is dangerous. Not using it means isolation, the hex is in The Artifact. This address is in and vulnerability. Other methods of hexadecimal (where 0-9 are treated as communication are useful for short distances normal, but A-F are counted as 10-16. The but fail to satisfy the needs of a modern army. first two octets (the first four digits) is the A single mainframe QLC manages number of the plasma conduit the hex is fed Communications each hex, and the mainframe in the power hex from. Some Communications officers have manages the incremental city. Each hex has compiled databases of plasma conduits and roughly one hundred to several thousand programs that translate a mainframe's terminals dependent on what type of hex it is. address into a location in The Artifact. Plasma conduits carry inter-city 3. The Prime Addresses are the first one communications. through eight addresses on The Artifact 1. The Artifact QLC mainframes use a four (00.00.00.00.00.00.00.01 to quibit structure similar to the numbering 00.00.00.00.00.00.00.08). A bulk of the system used by the inhabitants of The Artifact. communications that the Chezbah generate is Because of this, Computers made on Earth sent to or from these addresses. Locating need to run special emulation and translation these systems is problematic because they do programs in order to communicate on The not conform to the standard addressing Artifact's network. There are many versions of scheme that all hex mainframes conform to. these programs and they are often freely Because all transmissions to these addresses available. are routed up to plasma conduits, it is assumed that these addresses are somewhere 6. Routing of messages is not as dynamic as in the collector wells or in the industry pods. the networks that Earth uses. The Internet on Security for these addresses is seemingly Earth is designed to be failure transparent. If impenetrable all attempts to crack into these a single link in the transport chain is broken addresses has been unsuccessful. the network quickly reacts to the loss of 4. Data links between QLCs can carry connectivity. On The Artifact, the network is 128Kilobits per second. This rate is barely static and all the data paths are known. QLCs adequate for the demands of most network do not react very fast to failures. The system applications that are used on the Internet on will recognize that a failure occurred, but will Earth. Old programs that had not been used continue to attempt to use the data path that in over fifty years have been dusted of and it is programmed to use. Only after a lengthy adapted to The Artifact's data network. failure (over fifteen minutes) will the QLCs try and find a path around a failure. 5. Data links that run along the plasma conduits can have a throughput of 145 7. Security on QLCs is almost non-existent Megabits per second. This capacity is used to there are a few commands that cannot be run from regular terminals or externally, such as

Communications about a third of its capacity by status reports sent by Hosent and the mainframe QLCs. wiping the QLC and bringing down ports. While the transport capacity of these lines is There is also no file structure on the QLC. All much more accommodating, the Chezbah files are stored in a "soup" without any monitor them more closely. Because of this structure. This can make it difficult to find a most communications officers avoid using specific file or program. them.

QLC Commands These are commands that can be run status of the device as on, off or in error from on a QLC emulator, some can be used (usually if the device does not respond). Also directly from a terminal to a Hex Mainframe returns the device id and terminal id (if QLC. Entering commands to a terminal applicable). By using the "call" command, requires the user to have the Read/Write polling can be done from anywhere in The Chezbah skill. Scimrahn Comm/Comps can Artifact. execute these commands by speaking poll -w Scimrahn. Checks the status of equipment with work to call (Network address) do in the Hex (such as Hosent). Gives a status Connects to a Hex Mainframe from anywhere of the device as on, off or in error. Also on the network with a temporary terminal id. returns the device id and terminal id. Also This connection acts as if the user was in front gives the jobs of the devices that are being of one of the Hexes terminals. The command, processed. Occasionally terminals and call -b ends the call command. filtration pumps will show up in this call -s command but it is mostly used for getting This call command searches for working Hex information on the Hosent in the Hex. Mainframes in a range of addresses and port (number of port) returns a list. This is a powerful command Toggles a port to the QLC to on or off. This that can be used to find powered hexes in a command can only be run from the terminal

42 large region. directly on the QLC. There are six ports to find (Criteria) each QLC, one from each neighboring Hex. Only available on QLC emulators. Finds files The numbers start coming from the Hex side or programs based on size or type. closest to the Power Hex and to the counterclockwise side of the hex and kill continues counterclockwise around. Stops a program or process on the QLC. terminal (Number of terminal) poll Send data to the terminal's video and/or audio Checks the status of equipment in the Hex. output. Text is displayed in Chezbah Returns a long list of responses from devices characters. such as terminals, Hosent, air pumps, water pumps, filtration pyramids, light panels,

The Artifact electrical and communication lines. Gives a The Artifact terminal -g top Gets all the terminal ids connected to the Hex Stolen from Unix, displays how much of the Mainframe. processor power is being used and what programs or processes are using the processor terminal -gt the most. Gets the temporary terminal ids connected to work (service) the Hex Mainframe. Toggles a service on or off. Jobs include: rain terminal -g (Floor) cycles, air circulation, pumping water, Gets the terminal ids on a specific floor of the electrical power, lighting. When looking for hex connected to the Hex Mainframe. covert passages, plasma and water mains are terminal -o (Number of terminal) excellent considerations, but only if they are Toggles the connection to a terminal on or off off. The status of these conduits can be found, 43 (Hosent connect as terminals). This command and if still on, they may be turned off for can only be run from the terminal directly on limited periods. Added to that is possible the QLC. Some emulators support entering a tactical advantages of turning lights on and off range of terminals (for example 1-150). during combat.

QLC Software Communications Officers and Field you should ask your players how their Scientists have developed a large body of software is supposed to work. If the player useful tools to operate on QLCs and especially simply wants to recreate a program that on Hex Mainframes. already exists in the real world the GM should Characters with the Computer allow it but would take into account the Programming skill also have the ability to complexity of the program to be written. write software for their use. The Game Master Developing a GUI operating system for a Hex should scrutinize new programs for anything Mainframe would be a complex and difficult that would be game unbalancing. As the GM, task. It is also up to the GM to introduce glitches in player developed software.

Chezbah Reaction When a character uses The Artifact’s 1D100 network to communicate to a remote location Local Chezbah (following the process on Page 70 of The 01-75 No Local Chezbah Forces Artifact RPG) and they fail a roll, the Chezbah 76 - 77 5 Roaming Hounds 40 Km away may be alerted to their presence. This section 78-79 2 Warriors 10 Hounds 40 Km away gives some structure to that possibility. 80-81 10 Warriors and 1 Priest 40 Km away The Chezbah response to network use 82 Convoy of Civilians 1 Priest 10 is greatly reliant on the proximity of Chezbah Warriors 50 Hounds 40 Km away forces from the transmission. If the local 83-84 2 Hunter e-suits 40 Km away Communications forces are planned out because of the game 85 1 Demolisher, 1 Priest and 4 Hunter then the GM should follow planned E-suits 40 Km away encounters. If the game does not directly 86-87 5 Roaming Hounds 10 Km away require the presence of Chezbah forces then 88-89 2 Warriors 10 Hounds 10 Km away the question can be answered through the 90-91 10 Warriors 1 Priest 10 Km away random table below. 92 Convoy of Civilians 1 Priest 10 Warriors 50 Hounds 10 Km away If the characters are in Chezbah 93 2 Hunter e-suits 10 Km away territory, add 20 to their roll. If they are in 94 1 Demolisher, 1 Priest and 4 Hunter Kelrath territory subtract 20 from their roll. If E-suits 10 Km away the characters are in remote areas subtract 22 95 5 Roaming Hounds 1 Km away from their roll. If the characters are in the 96 2 Warriors and 10 Hounds 1 Km away Methane Wastes this table does not apply. 97 10 Warriors and 1 Priest 1 Km away There is almost no likelihood of Chezbah 98 Convoy of Civilians 1 Priest 10 forces in the area. Warriors 50 Hounds 1 Km away 99 2 Hunter e-suits 1 Km away 100 1 Demolisher, 1 Priest and 4 Hunter range from the transmission source. The E-suits 1 Km away Range Class modifiers of D apply to this roll. The chance of local Chezbah forces If the Chezbah are 40 kilometers away there is (see above) investigating a signal that has not a -50 to their chance of investigating. been decrypted is 90% but is effected by the

The Chezbah and the Network The Chezbah make use of The transmit continuously. Both use very strong Network with autonomy. Even Chezbah encryption (90 BP), but even after the civilians are permitted and encouraged to encryption is cracked, the message has little transmit messages for friends, relatives and intelligible data in it. The transmissions are business dealings over the network. These not text and while some video data can messages carry very simple encryption (count sometimes be recovered, it is unclear what the as weak encryption). bulk of these transmissions contain. It is apparent that whatever data is being

Communications The Chezbah civilian bring their message to a designated office that then relays transmitted, is intended for an operating the message to the remote office where the system that is very different from the QLC recipient is close to. The recipient office then mainframes. hand writes out the message and delivers it to Whenever a Chezbah Priest is in the the intended recipient. This kind of traffic is area, the network is used to its maximum easy to decrypt and is full of details on capacity. Any other transmissions have Chezbah society, but normally has little difficulty getting through. However if there is tactical value. more than one Chezbah priest in the same Chezbah Warriors are able to use the area, the network traffic remains the same it terminals located inside of a Hex to send appears that only one priest transmits for the progress reports and distress signals. These group. This is the same for hounds. If there is messages have strong encryption but are very a single hound or a pack the network traffic is useful in gaining tactical advantages (count as the same. strong encryption). Chezbah Priests do not connect with Chezbah troop movement and QLCs through a terminal id. They seem to link positioning can be found and followed by directly to the processor allowing them to looking for Chezbah transmissions which are send commands as if directly to at the QLC. almost constant. If the Chezbah encryption When they move from hex to hex, the Priest can be cracked, then more information may be connects to the mainframe of the hex they are discerned by the message sent. in. The exception to this is if the Hex mainframe is not functioning. In this case the Chezbah Priests and Hounds use the Priest remains linked to the last functional strongest security in their transmissions. mainframe that they pass. As soon as there is While hounds will transmit their location and a closer mainframe, the Priest connects to that status every 48 minutes, Chezbah Priests mainframe.

Kelrath Communications The Kelrath do not use the network The Kelrath use average encryption in 44 extensively but will establish secure routes their network and radio communications. between cities by isolating a string of QLC Mainframes. The ports that lead anywhere but the intended path are disabled or more often physically cut. Terminals are also disconnected. This method prevents Chezbah eavesdropping but does not exclude the possibility of the line being tapped. Periodically patrols of Geetin escorted by a Gijorn trace the communication path to make sure no one is tapping the line. The Artifact The Artifact Computers and Software Personal Computer Mass: 2 Kg Personal computers saw a Cost: ¥30,000 meteoric rise in the early part of the century. However, as the energy Wearable needs of Earth's population diversified, solar The Wearable computer is designed panels caused processor grade silicon to for processing on the move. It is most popular become more and more scarce. with augmented reality systems (see While this slowed the advancement of software). Wearable computers are systems the personal computer, supercomputers using that are built into clothing or strapped onto a verity of exotic optical processors became the body. Wearable Computers are more 45 more important to information processing. resistant to shock, dust and impact than While the early part of the century saw a rise laptop or tablet computers. in distributed computation, the latter saw a Processor Points: 8 return to centralized processing in mainframe Storage: 20 Terabytes systems usually referred to as cloud Mass: 2 Kg computing. Cost: ¥35,000 The operating system of personal computers includes voice recognition (98% Quantum Liquid Computer (QLC) successful), and limited translation features Quantum Liquid Computers use (30% Advantage for major earth languages). photon energy in a liquid sodium media to store and calculate information. Sodium PCs can use a military or Scimrahn atoms are kept under high pressure and begin communicator as a bridge to the Artifact's to behave as a liquid in chambers called "wave data network. A short range radio chip that is guides". Electrical current applied to these common to most computers connects to the wave guides alters the sodium atoms spin and communicator and the communicator can thus the properties of the liquid. Dependent then connect to the data network. on the spin state, the liquid takes on different A computer can run as many optical properties that allow the wave guides programs as their processor points allow. to store photons or emit photons with Each software program has a number of different spin states. Although computers processor points used. Once all of the using a similar processor design became more computer's processor points are used it cannot common on earth after 2040, they relied on run any more software until programs are ultra cold temperatures to operate. Quantum Computers and Software shut down. Liquid Computers developed on The Artifact Desktop have hundreds of times the quibits (Quantum Personal Computers or PCs come in a Bits) than those built on earth. variety of styles and types. The most versatile The processors of a QLC also function and expandable of which is the Desktop. It is as data storage instead of using a separate designed to be stationary so its components storage device such as a hard drive or are slightly larger and less expensive. caterpillar drive. Processor Points: 12 Storage: 100 Terabytes Personal QLC Mass: 30 Kg These are the processors for the Cost: ¥20,000 Scimrahn Comm/Comp. Processor Points: 13 Laptop/Tablet Storage: 500 Gigabytes The laptop or tablet is designed to be Mass: 200 g a portable system but is often used while Cost: ¥2,000 stationary. The line between a Laptop/Tablet computer is often blurred when using a HUD Small QLC (Heads Up Display) as the primary video Two of these computers manage the output. terrain handling and balance of the TF-2394 Processor Points: 10 E-Suit. Storage: 50 Terabytes Processor Points: 32 Storage: 200 Terabytes Processor Points: 92 Mass: 50 Kg Storage: 1 Exobyte Cost: ¥6,000 Mass: 480 Kg Cost: ¥4,000 Medium QLC One of these computers handles the Hosent Brain operation of each TF-2394. The QLCs used in Hosent are widely Processor Points: 73 available in industry hexes and are used for a Storage: 800 Terabytes large variety of functions where the size of the Mass: 200 Kg processor is not an issue. The Hosent Brain is Cost: ¥8,000 a tube measuring 120 cm tall and 120 cm in diameter. Large QLC Hosent Brains that are for sale are Processor Points: 156 usually just covering the labor costs of Storage: 3 Exobytes removing and transporting the processor. Mass: 600 Kg Processor Points: 383 Cost: ¥12,000 Storage: 20 Exobytes Mass: 2,000 Kg Hex Mainframe QLC Cost: ¥4,000 Hex Mainframes are massive QLCs that maintain each hex. In truth they are Kerdi Brain overkill for what they are used for. Only one The Kelrath manufacture and sell the percent of the processing power is used to QLC that is used in Kerdi robots. They are Computers and Software handle the operation of the hexes. sold without the control instructions that the There are several native programs on Kerdi function by. these QLCs that should be noted. The Processor Points: 264 operating instructions allow the system to be Storage: 15 Exobytes "self healing". In other words the system will Mass: 500 Kg restart any crashed or errored processes to Cost: ¥10,000,000 bring them back into operation.

Software Computers have been in general use Gives a false transmission address in a data for just over a hundred years. In that time, a message to prevent revealing the sender's vast number of programs have been written location. Note: the receiving address has to for nearly every conceivable purpose. The remain intact in order to get to the intended following is some of the software that has recipient. been found useful on The Artifact. Some of the This hides the sender’s location but technology and strategies that are used on the not the receiver's. It also means that the Earth's Internet have proven themselves receiver cannot reply because they do not have effective on The Artifact's network. However, the correct address to reply to. there are some limitations to the data transfer between mainframes. Some of the programs Used Processor Points: 0 have been written by communications officers Size: 2 Megabytes

46 and are distributed freely, while others are Cost: Freeware commercial programs. A N R T M (Artifact Network Relay Text A computer can run as many Messaging) programs as their processor points allow. While military communicators have Each software program has a number of the ability to send streaming audio messages processor points used. Once all of the over The Artifact's data network, PCs need computer's processor points are used it cannot this program to send text messages. run any more software until programs are shut down. It takes one turn per processor Text messages are advantageous for point used to start or shut down a program. several reasons. They are small and encrypting them takes little processor power, They are less likely to be noticed due to their Address Spoofer The Artifact The Artifact small size, data can be sent in one short burst This technology is useful in military instead of the long continuous streams used in intelligence in identifying unknown targets, audio and video communications. their fighting power and effective This program makes sending data countermeasures. There are several databases over the network easier and gives a 20% under development for The Artifact. Advantage to the Computer Programming AR software can use a HUD (Heads skill for writing a script to avoid Chezbah Up Display) to display information, overlay probes. text data, highlight objects for identification, Used Processor Points: 0 augment poor quality video by overlaying 3D Size: 4 Megabytes models and overlay sensor readings over Cost: Freeware visual data (such as infra-red, sound or radar). The strength of the AR software is 47 ASO Operations Manual (Electronic Form) that it processes video and audio data in real The information in the ASO time and displays results in real time. operations manual can be very useful for Used Processor Points: 2 per database defining how to proceed in most common Size: 30 Gigabytes situations. It includes some rudimentary Cost: ¥18,000 Scimrahn and Kelrath. Includes tips for handling social and combat interactions in the Chezbah Database different cultures. It also includes a good Identifies and classifies all known amount of information on how to find food, Chezbah personnel, whether they are electricity and water. The electronic version is combatants or not, and suggests combat searchable by table of contents and by strategies known to be effective. Also classifies keyword. common Chezbah equipment and can identify For game purposes the manual has Chezbah vehicles. similar information to what is in the first 27 This database is effective as a Military pages of this book but would also contain Intelligence skill (80% Advantage) for detailed procedures on how to accomplish Chezbah targets. tasks. Effective as a Foraging skill (+5) and a Scimrahn, Kelrath and Chezbah Culture skill Size: 20 Gigabytes (+5). Takes five minutes of reading each time Cost: Free the character wants to use the skill. Kelrath Database Size: 30 Megabytes Identifies and classifies all known Cost: Freeware Kelrath personnel, whether they are Computers and Software combatants or not, and suggests combat Augmented Reality strategies known to be effective. It should be Augmented reality software uses noted that the database has a difficult time video cameras and audio inputs to monitor classifying Geetin who are not in armor. Also the outside world. It acts by processing video classifies common Kelrath equipment and can information, finding patterns and offering identify Kelrath vehicles. data back to the user. AR software uses databases of patterns that can be generated on This database is effective as a Military the fly or can be pre-generated and Intelligence skill (80% Advantage) for Kelrath distributed. targets. An example of how AR software Size: 40 Gigabytes works in normal use on Earth could go as Cost: Free follows. A police officer is driving his patrol car, a number of cars are in front of him. A Scimrahn Database special database of car models and a database Identifies and classifies all known of license plates and their owners allows the Scimrahn personnel, and suggests combat AR program to identify the cars on the road. It strategies known to be effective. Also classifies checks to see if the plates are on the wrong common Scimrahn equipment and can model car (an indicator that they might have identify Scimrahn vehicles. been stolen). It also checks for outstanding This database is effective as a Military warrants on the plate owners. If a match is Intelligence skill (80% Advantage) for found, the software notifies the user and tells Scimrahn targets. them which car has the offender. Size: 30 Gigabytes Plant Database Cost: Free The Plant Database is useful for identifying Flora and the properties of the Military Vehicles Database plant subjects. The database can pull up Identifies and classifies military information based on video of the plant or a vehicles common to The Artifact and suggests verbal description. strategies that are known to be effective. This This database is effective as a Botany database can identify critical hit locations for skill (80% Advantage) and Foraging skill targeting by snipers. (40% Advantage). This database is effective as a Military Size: 30 Gigabytes Intelligence skill (80% Advantage) for military Cost: ¥2,000 vehicles. Size: 15 Gigabytes Biology Database Cost: Free The biology database is a robust and well developed tool that can identify and Vehicle Repair Database classify known animals and plants. It also can A database of the internal workings of be useful in cellular studies, dissections and ASO, I-CA and Scimrahn vehicles. Can can assist in classifying unknown species. identify worn parts, locate sources of engine This database is effective as a Biology noise, and display the proper method of skill (60% Advantage). removing or replacing parts. The program requires a directional microphone to Size: 40 Gigabytes implement some of these features. This Cost: ¥4,000 Computers and Software database is effective as a Repair Machinery skill (40% Advantage with directional mic, Chemistry Database 30% Advantage without one). The chemistry database aids in identifying chemical compounds and their Size: 60 Gigabytes potential functions. It can also take a group of Cost: Free chemicals, and determine all the known substances that they can be combined to Personal Contacts Database create and the process of how to create them. Can identify personal contacts and biographical information about them that has This database is effective as a been entered by the user, or is picked up by Chemistry skill (60% Advantage). listening to conversations. The database Size: 50 Gigabytes creates captions about the contact and the Cost: ¥6,000 conversation. The database records every conversation and tracks who the conversation Backdoor Virus was with. This allows the user to never forget This class of viruses spread the details of their personal contacts. themselves to a target system and then open a The personal contacts database can full access backdoor that the hacker can use. use video identification software to instantly This listing is not a single program, it recognize any contact that is in the database. is a whole class of programs. Once it is Size: 10 Gigabytes detected for the first time it’s lifespan starts to Cost: ¥2,000 be used up. (See: Deploying Viruses: Virus Lifespan) 48 Rare Items Database Each purchased virus only works on A database of rare and mythical items, one type of vehicle or computer system. When people and places pertaining to The Artifact. purchasing a virus, the type of system it When the user examines an object, the effects should be noted. possible matches for an item are displayed Defeat Security Rating: 15 based on the user giving a dialog about the Barrier Points: 7 item. The database attempts to match key Self Propagating: Yes words and phrases. Size: 5 Gigabytes Class A Cost: Free Social Engineering Rating: 4 Cost: ¥32,000 The Artifact The Artifact secret, but nearly insures that a message will Class B be intercepted. Social Engineering Rating: 2 Used Processor Points: 0 Cost: ¥14,000 Size: 1 Megabytes Cost: Freeware Botnet Virus This virus spreads itself and carries Defeat Security Software either Defeat Security software or Code This is a software package that Cracking software. contains several programs that are useful for Each infected system lends a little bit hacking computers. of computing power to help with hacking The speed that a computer can hack another system or code cracking. Every five the Barrier Points on a target computer 49 systems infected give the botnet a DSR of 1 depends on how much processor power it is per fifteen minutes. given. In addition, several computers may be This listing is not a single program, it networked together and combine their is a whole class of programs. Once it is processing power. detected for the first time it’s lifespan starts to The software breaks down one (1) be used up. (See: Deploying Viruses: Virus Barrier Point for every point of Defeat Lifespan) Security Rating (DSR) every fifteen minutes it Each purchased virus only works on is attacking the system. one type of vehicle or computer system. When Used Processor Points: 10 per each +1 DSR purchasing a virus, the type of system it Size: 70 Gigabytes effects should be noted. Cost: Freeware Defeat Security Rating: 15 Barrier Points: 6 Code Cracking Software Self Propagating: Yes Code Cracking software is used to "guess" at codes used to encrypt messages. Class A While military communicators have powerful Social Engineering Rating: 4 processors built into their hardware for this Cost: ¥65,000 purpose, a PC must have this program to perform the same function. Class B The speed at which a PC can crack a Social Engineering Rating: 2 code is not as fast as military communicators. Cost: ¥28,000 However the computers may be used in Computers and Software tandem with a communicator to speed up the Box in a Box process. In addition, several PCs may be This program copies the operating networked together and combine their system and conditions on a QLC and then processing power. creates a virtual system that pretends to be the QLC. Any transmission to the QLC, or The software breaks down one (1) attempt to into the QLC is sent to the Barrier Point for every point of Code Cracking virtual "Box". This way anyone who looks into Rating (CCR) every fifteen minutes it is the QLC will only see the status quo. The only analyzing the transmission. way to detect the presence of a virtual box is Used Processor Points: 7 per each +1 to CCR by a brute force attack on the data capacity of Size: 50 Gigabytes the QLC (trying to fill it over its capacity. The Cost: Freeware user of this software can monitor all broadcasts that are coming in and can Emulator for Artifact Quantum Liquid monitor anyone sending commands to the Computers QLC and what commands they are sending. The Artifact QLC mainframes use a Size: 1 Terabyte for the program 100 four quibit structure similar to the numbering Terabytes for the virtual QLC system used by the inhabitants of The Artifact. Cost: Freeware Because of this, Computers made on Earth need to run special emulation and translation Broadcaster programs in order to communicate on The Sends a message out to all systems. Artifact's network. There are many versions of This is used to keep the receivers location a these programs and they are often freely infected two other systems connected to it and available. then disables the computer’s operating This program is needed to connect a instructions by deleting vital files. Personal Computer to the Artifact’s network This listing is not a single program, it or to connect to a Scimrahn Comm / Comp. is a whole class of programs. Once it is Used Processor Points: 4 detected for the first time it’s lifespan starts to Size: 30 Gigabytes be used up. (See: Planting and Deploying Cost: Freeware Viruses: Virus Lifespan) Each purchased virus only works on Encyclopedia (Electronic Form) one type of vehicle or computer system. When Encyclopedias can become very useful purchasing a virus, the type of system it when the data in them is instantly available. effects should be noted. Text to speech software can be used to read Defeat Security Rating: 18 passages for "quick studies" on subjects. Electronic versions are searchable by keyword Barrier Points: 2 and subject. Self Propagating: Yes Size: 3 Gigabytes Class A Cost: ¥400 Social Engineering Rating: 4 Cost: ¥32,000 Fast Kill Virus This class of viruses disables the Class B computer’s operating instructions by deleting Social Engineering Rating: 2 Computers and Software vital files. It does not attempt to infect other Cost: ¥14,000 systems and because it disables a system immediately once it has broken down the Network Gateway system’s barrier points it does not need This software is an intelligent firewall Barrier Points. This makes the virus very designed to act as a secure gateway for large small and difficult to detect. networks such as a Hosent Hive. This listing is not a single program, it The gateway is installed on any is a whole class of programs. Once it is system that talks to computers outside the detected for the first time it’s lifespan starts to network. For the example of a Hosent Hive, be used up. (See: Planting and Deploying the network gateway would only have to run Viruses: Virus Lifespan) on the Hex Mainframe in that Hex. Each purchased virus only works on The Network Gateway uses intelligent one type of vehicle or computer system. When agents to monitor traffic purchasing a virus, the type of system it effects should be noted. Barrier Points: 5 +1 for every 3 Processor Point allocated to the gateway. Defeat Security Rating: 20 Used Processor Points: 4+ Barrier Points: 0 Size: 400 Gigabytes Self Propagating: No Cost: ¥1,000

Class A Packet Sniffer Social Engineering Rating: 4 These programs listen to the network Cost: ¥75,000 and pick up messages that travel across the 50 computer the packet sniffer is on. Class B Social Engineering Rating: 3 The Chezbah use a version of this kind Cost: ¥30,000 of program to monitor The Artifact's data network. Class C Used Processor Points: 1 Social Engineering Rating: 2 Size: 2 Megabytes Cost: ¥10,000 Cost: Freeware

Kill Virus QLC Unix This class of viruses spread This is a port of the Unix operating themselves to a target system waits until it has system for use on a QLC. It allows a QLC to The Artifact The Artifact run any of the programs listed in this section Video identification software uses and provides a familiar operating biometrics to record an individual's identity. environment for Earthers. This biometric data can be entered manually, Barrier Points: 4 or the program can generate the information Used Processor Points: 3 from still images or video files. It can then be Size: 100 Gigabytes used as security to verify a person's identity, Cost: Freeware or can be used to locate a person in live video or recorded video. Scimrahn Comm / Comp OS This software can be integrated into This is the operating system used on an augmented reality software system to the Comm / Comp but is designed to be generate possible matches in real time. installed on any QLC. Used Processor Points: 3 51 Barrier Points: 4 Size: 50 Gigabytes Used Processor Points: 8 Cost: ¥5,000 Size: 200 Gigabytes Cost: Freeware Video mapping software Video mapping software is designed Security Software to take input from a camera, process the video This software is a bundle of security information and produce a three dimensional programs including firewalls, antivirus map of the solid objects in the video. programs, and algorithmic monitoring agents The program can generate a map in that monitor communication on the system real time from video input, or use recorded and look for patterns of harmful video. It is important to note that the software communications and processes. will only be able to record what it "sees". If The security package can be installed something such as a door or hole is blocked on either a personal computer or there is a from the camera's view, the software will not version ported over for QLCs. be able to extrapolate that it was there. Likewise if the camera is never pointed in a Personal Computer certain direction, the software may attempt to Barrier Points: 7 extrapolate what was there, but will choose to Used Processor Points: 3 insert blank walls or that nothing was there at Size: 300 Gigabytes all. Cost: ¥1,000 Maps can be re-touched by more

video of an area that is taken at a later time. Computers and Software QLC The program can also export its map as a Barrier Points: 7 three dimensional object to other programs. Used Processor Points: 8 These maps are compatible with augmented Size: 800 Gigabytes reality software. Cost: Freeware Used Processor Points: 2 Size: 150 Gigabytes Translator software Cost: ¥6,000 Translator software attempts to find the most likely translation of a spoken phrase. Virtual Private Network (VPN) The program is effective in everyday Virtual Private Networking is a conversation, but has difficulty with technical system that establishes an encrypted session or unusual subject matters. between to computers. This is used to create a This program is effective as a single secure connection over an insecure network language skill (40% Advantage). A different such as the Internet or The Artifact network. program must be purchased for each language The hazards of communicating over The that needs translation. Artifact's network warrant that any VPN use a Used Processor Points: 2 very strong encryption and are therefore very Size: 20 Gigabytes processor intensive. Cost: ¥4,000 Barrier Points: 50 Used Processor Points: 10 Video Identification Size: 7 Gigabytes Cost: Freeware Engineer's Resource This Resource is to clarify the role of The Field Engineer has access to any the Character Occupation of Field Engineer. and all materials that are available and will Although some information is given in the support these goals, including using troops description of the CO this resource greatly and combat vehicles when these are not expands on what a Field Engineer does and already in use in combat roles. This how to do it. authorization has paved the way for the Field The Field Engineers can be given an Engineer to use Hosent to develop tools that enormously wide array of tasks to accomplish would not normally be available to them. supporting the fighting forces from Earth and Because of the Field Engineers training, they Engineering their allies the Scimrahn. Normally, in are in a position to design and build both modern militaries the jobs of Military vehicles and weapon systems on location Engineer and Mechanic have separate without a long supply chain, thus greatly responsibilities, but because of the limited enhancing the mobility and fighting power of manpower available on The Artifact, these two small units. roles have been combined into one. The This resource will assist the player in using a primary job responsibilities of the Field Field Engineer character. It will step through Engineer are as follows. the five goals to flesh them out and give a better understanding of how to use the environment of The Artifact to their 1. Mobility – Both facilitating friendly troop advantage. To do this, the Engineer must movement and impeding enemy movement. understand the materials that are available to 2. Hazardous Ordinance Disposal – Disposal them, both supplied and native. of enemy weapons Note to Players: Although this sourcebook 3. Defense – construction does it’s best to simplify the tasks an Engineer 4. Demolition – Destruction of enemy would perform, the job of the Engineer is a and structures technical one and that is reflected in this book. To use these rules to their fullest, the 5. Maintenance - Supporting fighting vehicles player should enjoy dealing and thinking about strategic and technical problems.

The Engineering Team Engineers are often deployed in deemed necessary for the task assigned groups. These groups consist of several dependent on availability. I-CA engineering engineers, footsoldiers, E-Suits and any other teams are often twice that size but are more support vehicles and their crews. Each often assigned much larger tasks such as element of the team is under orders to take developing defenses and housing for colonies. direction from the engineers and work to The Engineer does the planning and complete any tasks that the engineer needs to instructs others on how to accomplish complete their mission. That mission may be assigned tasks. Any direction they give to to accompany and support a larger unit or it regular forces must be for unskilled labor and may be deployed ahead of a main force to instructions must be detailed enough for prepare the way for them. Because of this the 52 enlisted forces to complete the task. Any work engineer can be a plot driver for the game. If that requires skilled labor must be done by the there is a larger regular forces unit, and their engineer. success depends on the engineer, the commanding officer may authorize the Footsoldiers are both for the defense engineer to use more or all of the regular of the team and to assist the engineer with forces to complete their tasks. In a combat manpower needed to complete the task at situation, the engineer must defer authority to hand. They take all direction from the regular forces. engineer unless it is in a combat situation. The ranking officer of the regular forces assigned The ASO engineering team normally to the team is also responsible for security and consists of 5 engineers, 10 footsoldiers, 2 E- surveillance, but must balance these Suits and whatever support vehicles are The Artifact The Artifact responsibilities with accomplishing the are not available, they are used for heavy engineering tasks that the engineer directs. lifting and earth moving. These E-suits are E-Suits are used to defend the team often supplied with one or more optional and when other specialized support vehicles systems for construction purposes. The choice of these systems is up to the engineer.

Measuring Work Much of the work described in this men (5 engineers, 10 footsoldiers, 2 E-Suits). sourcebook is defined in manhours. This is The number of manhours (1000) divided by the work of one man over one hour. However 55 men would take less than 19 hours to it in almost all cases can be divided among the complete. 53 people working on the job that are skilled in A Command Skill roll can reduce the the task at hand. Unskilled tasks do not time that a project takes to complete (A require any skill. E-Suits are equal to Commanding Officer can make this roll or the unskilled labor but count as 20 men. Engineer). Each fractional success reduces the For example, a designated task total number of manhours by 5%. However requires 1000 manhours. An ASO this requires the Engineer or Commanding Engineering Team has the equivalent of 55 Officer to supervise the task from start to end.

Measuring Energy This book uses a unit of energy that is To learn more about generating roughly equivalent to 14 HP or 10,000 Watts power for engineering applications see: of power. These units tend to work well on the Building -> Generating Power. scale that the engineer will work with. These units are simply called Energy Units. Engineering Mobility The importance of mobility is easy to understand. The Engineer must promote the movement of friendly forces by constructing bridges and roads where needed and removing obstacles such as choked passages and enemy blockades. The first option is always to go around an obstacle but in some instances the obstacle is large and engineering a way through it may be more cost effective. This is especially true when fuel must be conserved.

Every 300 KM traveled by a convoy, roll on Grade Impassable the table below. Structural damage has caused hex floors to tilt to such a degree that vehicles that 1D100 Path obstruction table are not capable of flight cannot safely travel 1-20 Heavy rubble up or down the slope. This is usually a pitch of 21-50 Overhead hazards 30-40 degrees or more. The engineer may use 51-65 Grade impassable lifting equipment to carry vehicles over the 66-80 Cracked Hexes obstacle or they can make a switchback road 81-100 Vertical Travel required using earthmoving equipment and a road construction skill roll. Clearing the Heavy Rubble obstruction is a Road Building primary skill

Engineering - Mobility This obstacle represents a wide field Tech Challenge with a CP of 1d10. Every roll of rubble from combat in the area or fallen against this tech challenge requires 40 CCC that is large enough to prevent or manhours of unskilled labor. Going around seriously slow vehicular traffic. Clearing the will increase the distance needed to travel obstruction is a Road Building primary skill 1D100x10 KM. Tech Challenge with a CP of 2d6. Every roll against this tech challenge requires 40 Cracked Hexes manhours of unskilled labor. Going around The Hexes being traveled through are will increase the distance needed to travel cracked, leaving a gap 2-12 meters across 1D100x10 KM. (2D6 meters). A bridge must be built or the company will have to go the long way around. Overhead Hazards Going around will increase the distance This obstacle represents an area in needed to travel 1D100x10 KM. which the roof of the hexes are damaged and loose CCC is hanging. These hazards should Vertical Travel Required be cleared before traveling underneath or a To arrive at a designated point rock fall can occur. Going around will increase moving up a number of floors is required. The the distance needed to travel 1D100x10 KM. group must move vertically 3D6 hexes. Some Clearing overhead hazards is a vehicles will be able to move vertically on their Structural Recognition primary skill Tech own but wheeled vehicles must be lifted or Challenge with a CP of 1d6. The Explosives lowered by some other means. skill may also be useful in this challenge for placing charges to dislodge hanging hazards. The following sections outline how There must be some way for the many of these obstacles can be overcome. engineer to reach the ceiling to place the These are not the only methods that will be 54 charges. This is often done with an E-suit or effective but they should be considered the AG vehicle such as a Skiff. standard to follow. Engineers are given the An addendum to the Random operational flexibility to make decisions based Encounter Tables: A structural recognition on technical challenges they face as they have roll can identify the “falling rocks” encounters. the technical knowledge to accomplish their mission goals. The Artifact The Artifact Road Building Most heavy combat vehicles are designed to be all terrain, however even these suffer less wear and can move faster over flat ground. The Artifact is a manufactured environment and even Agri Hexes have roads built into the structure of the hex. However, in some instances point to point travel may traverse an area not on one of these paths. Especially in Agri Hexes the soil can be very wet and vehicles such as heavy trucks may become stuck. In other areas broken ground 55 may impede movement. Clearing a path and providing a smooth pass is often the job of a field engineer. Another important concern in preparing routes for friendly forces is clearing over head hazards. In Hexes where there has been seismic disruption, it is the Engineer’s responsibility to clear any hazards such as loose pieces of CCC that could fall. In most instances packed soil or CCC fill with soil over are the quickest method for building a road. This can be surfaced with thin (1-3 cm) CCC slabs at a later time if needed. Road construction tech challenges require 40 manhours of labor for every 1 CP of the challenge. Although conditions may increase the CP of a challenge and the labor needed, one CP represents building a road on a flat surface a single lane 10 meters long. For CCC Slab cutting see: Building – CCC

Bridge Building Engineering - Mobility obstacle to travel. If the obstacle cannot be negotiated or if it will cause significant delays on a regular route a bridge or bridges may be required. It is highly recommended that local CCC is used to build bridges. A span of CCC thirty (30) cm thick and three meters long can support a vehicle up to 30 metric tons. When determining the load that a bridge can support, it is important to calculate for a heavier load than the vehicles that are expected to travel over it for safety. This safety factor should be a factor of two or more. Slab To calculate the needed strength of a span, the weight of the heaviest vehicle that is In some locations, the structure of a expected to go across the bridge and the Hex or many Hexes has failed creating an distance that the bridge will have to span must be determined. Take the weight of the heaviest vehicle in tons and multiply by two (2). One ton is equal to 1000 Kg. This is the required carrying mass of the bridge. This is a Road Building primary skill Tech Challenge with a starting CP equal to the tons the bridge must carry. Add one CP for every meter that the bridge must span. For CCC Slab cutting see: Building - CCC

Repairing and Starting Hex Conveyors The upper floors of hexes are less Fixes frequently patrolled than lower levels. This No power - Electrical power must be makes them safer to establish camps in but supplied to the hex for the conveyor to presents the problem of moving heavy operate. Restoring power from the plasma equipment the higher floors. lines is often not be feasible although the In the large openings in hex walls, possibility should be investigated. The

Engineering - Mobility there are several vertical tubes. In these tubes conveyor can be powered by another source of is a conveyer belt with platforms. When electricity such as a powerful generator. The functioning one side of the conveyer is going conveyor requires 1713 power units (24,000 up while the other is going down, this Horse Power or just under 18 million watts) to facilitates movement between hex floors. In operate at full power, or a minimum safe many cases these conveyors are no longer power level of 480 power units (6,700 Horse functioning. This may be because of power Power or 5 Megawatts). loss, wear on the mechanism or both. See custom power generation. In a few instances the conveyer may Belt snapped - The belt may be repaired by simply be turned off, this is rare but it does taking undamaged links from conveyors in happen. To turn a conveyor back on, a nearby hexes. The belts are modular and command must be entered into the terminal sections weigh ten (10) metric tons. The entire located near the conveyer or at the mainframe belt is made up of four thousand (4,000) itself along with the conveyor number. links. In many cases if power is still The entire belt weighs forty thousand available, the conveyor is simply worn out tons (40,000,000 Kg) but the conveyor has a from centuries of unattended operation. locking mechanism to prevent the entire belt Roll 1D100 from falling. The collapsed section can be no Cause of failure more than one hundred (100) links and therefore weights between ten (10) and one 1-22 No power thousand (1,000) tons. Roll 1D100 to see how 23-37 No power and belt snapped many links must be lifted to re-connect the 38-52 No power and platform jammed belt. 53-67 No power and motor failure

56 The first one to ten links to be 68-69 No power and turned off repaired is a Tech Challenge with a CP of 1. 70-79 Belt snapped For every ten links after that, add one CP. It 80-89 Platform jammed requires 1000 Manhours per roll against the challenge to re-connect the belt. 90-99 Motor failure 100 Turned off Platform jammed - The conveyor has misaligned and jammed itself against the wall Getting a conveyor operating again is of the tube. often a major undertaking but when an Realigning the belt is a Tech engineer has access to an entire company of Challenge with 1D6 Challenge Points. It 100 men and several E-suits the task can be requires 100 man hours per roll against the accomplished in a matter of hours. challenge to align the platform. The Artifact The Artifact Motor failure – The electrical motor for this At the power consumption rate of the conveyor is burnt out. It may be possible to conveyers, The Artifact can only power rebuild it using parts from other motors. The 19,333,333,333 conveyors (assuming 348 motors weigh thirty seven (37) metric tons but Pettawatts of solar input or two of earths can be moved in 5 parts (approx. 7,400 Kg suns) and there are 1.5 trillion hexes or at each). least 9 trillion conveyors with a total power Repairing the motor is a Tech consumption of 162 Exawatts. So it would be Challenge with 2d6 Challenge Points. It likely that the Conveyors were not designed requires 300 man hours per roll against the to run all the time. (Possibly only once an challenge to align the platform. hour) Turned off - A command must be entered Figures comparing The Artifact’s into the terminal located near the conveyer or suns to earth are not accurate as Tose and 57 at the mainframe itself along with the Humid are much closer to the planet and the conveyor number. Turning the conveyor back magnetospheres are aligned to deliver power on requires a computer operation roll. into the poles. This provides greater amounts of energy than simply being in orbit. The Artifact captures 20% of the output of these stars (which is surprising) or 154.4 Yottawatts. The Conveyors would use 10% of the power consumption of The Artifact if left on all the time. Recent findings suggest, The Artifact is not powered primarily from the collector wells and power is actually coming from the industry pods.

Vertical Transport of Heavy Equipment Travel between Hexes vertically is Then a sufficiently strong cable must difficult for vehicles not capable of flight. In be obtained or made. The power cables in a some cases a Scimrahn freighter with a hoist hex are able to suspend approximately 1000 rig can be used to lift vehicles but have Kg. However this does not take into account difficulty moving . Some engineers have shock loads so for safety the safe load of these built rigs to allow two freighters to lift a single cables should be considered 300 Kg. The , but piloting the two freighters together cables may be wound together to make a can be very difficult. On occasion heavy lift stronger cable. helicopters are used to transport vehicles After moving the motor, collecting Engineering - Mobility between levels. enough cable and modifying the motor to pull In some circumstances, the motor a cable up the vertical shafts in a power hex is from a hex conveyor can be removed and a Tech Challenge with 1D6 CP. Each roll placed near a location to lift or lower vehicles. against the challenge requires 100 manhours See: Repairing and Starting Hex Conveyors of work. for information on disassembling and moving The preferable mode of transport is the motors. an AG Mass Transit but these can be difficult to locate.

Overcoming Enemy Defensive Blockades While it is the role of regular forces to First, common Chezbah Defenses will fight enemy forces, it is the Engineer’s role to be reviewed and then Kelrath Defenses. These overcome any defensive structures that have are not the only defensive measures that the been erected to impede movement of friendly characters can encounter but are intended to forces. This includes blocked passages, walls, give the Game Master a quick way to any hardened buildings that the enemy may introduce enemy engineering techniques. be hiding in, and disarming any traps that are The engineer should be given access identified before being sprung. to this information as it would be trained in how to overcome enemy defensive blockades. Common Chezbah Defenses The Chezbah have procedures on of the hexes they are in. They will however defending cities and other assets. They disassemble some structures and then re- emphasize non-destructive fortifications, that assemble them when done. is, fortifications that do not mar the structure

Chezbah Warrior Bunkers Chezbah Civilians will transport Force Field powdered CCC to a location and then use local HP 300 Hosent to build a domed structure three Battery power for one hour meters tall by 6 meters diameter. This Effective Strategies: structure is used as an for camped Chezbah Warriors. In some instances a Berm - Constructing a Berm in between seldom attacked location may have conscripts friendly forces and the Chezbah will instead of Warriors. give cover and allow friendly forces to use indirect fire weapons on the bunker in safety The structure has 10 closeable such as missiles, , mortars and window slots designed to be fired out and a artillery. force field that can protect one quarter of the building. Cut Communications – Although it may be

Engineering - Mobility guarded, the Hex mainframe should be Bunker stats disabled as quickly as possible to prevent the AR 50 Chezbah from reporting back for HP 1000 reinforcements. Initial jamming can be done Window Shield stats by Communications Officers, but it is the AR 30 Engineer’s role to disable the hex mainframe HP 70

Lookouts Chezbah will set up an E-Suit lookout No Engineering Role - Since there is no in an overhead air duct. This is often little structures that need to be overcome, simply more than a forward lookout position and the being aware of this countermeasure and E-suit will rarely engage unless attacked. Most notifying regular forces to be on the lookout is often the pilot will signal for re-enforcements. all that is required. Effective Strategies:

Hull Down Positions

The roads in Agri Hexes are actually Berm – In this type of hull down position, line built into the floor of the hex and dirt fills the of sight weapons such as lasers and Plasma basin that is in between the roads. As a result are greatly hindered by barriers, while the roads make excellent barriers for hull projectile artillery (Air Burst rounds) are able down positions. to fire over barriers and still hit their target.

58 A hull down position is a concealing Berms are mounds of earth that form position where only the top portion of a a barrier. It is important that the Berm is vehicle is visible. The vehicle can normally fire above grade and not simply a hull down from this position but are under soft cover. position like the Chezbah defense. This 40% Impairment to hit a target in hull down elevation difference gives friendly forces hard position. cover while the Chezbah are in their hull down position. Effective Strategies: See: Countermobility - Berms The Artifact The Artifact Hound Holes Hound Holes are a defensive measure breaking out with a barrier of earth or CCC. In where a large number of hounds are buried most cases a one meter layer of earth will under dirt in a hibernating state. They remain effectively prevent the hounds from breaking hidden until enemy troops pass over them and out. This must be done quickly or the hounds then are signaled to attack the flank of the will break out before the barrier is in place. A enemy. (5D10 Hounds in the hole) CCC barrier of only ten to fifteen (10-15) cm Effective Strategies: thick is effective in preventing the hounds from breaking out. Ground Penetrating Radar/Sonar - The Engineer may be able to locate a Hound Hole Artillery - Once located, a hound hole can be with ground penetrating radar or sonar shelled with artillery killing the hounds before 59 systems and alert regular forces to their they break out. The shelling is partly absorbed existence. by the dirt over and around the hounds and therefore requires that ten percent (10%) Earth or CCC Barrier - The Engineer may aid more damage (22 HP per hound) is done to regular forces by preventing the hounds from kill the mass of hounds.

Buried Demolisher On occasion the Chezbah have Demolisher with ground penetrating radar or completely buried a demolisher as a forward sonar systems and alert regular forces to their operating base in enemy territory. Usually the existence. However this is subject to ECM Demolisher’s role is to spy on the area and to rolls by the Demolisher’s pilot attack only if discovered. The Demolisher Shaped charges – If the Demolisher is located takes ten seconds to a minute to break out of before it has emerged from the ground. the ground (1D6 turns) Digging down only a few centimeters a shaped Effective Strategies: charge can be placed on the hull of the Ground Penetrating Radar/Sonar - The Demolisher. Engineer may be able to locate a buried

Common Kelrath Defenses The Kelrath are very interested in emphasizes defending against an enemy until defensive positions. Many communities are they have tired out and then striking. adherents to the the oracle Rall, who Most defenses are designed around Engineering - Mobility defending against Chezbah attacks.

Towers

The Kelrath build heavy tower an enemy the Rall4s will try and close the fortifications in the center of Argi Hexes. At distance between the attackers and the tower, the entry ways are large earth berms (mounds while the Laser strikes at anything entering of earth that form a barrier) that block the the hex. view into the hex. The top of the tower has a Power Supply: Electrical Power from Hex and mirror array and is just visible from over the battery reserve top of the berm. The berm is ramped so that there is no place to hide when entering the AR 30 hex. The mirror array allows the defenders in HP 10,000 the tower to see with great magnification Laser anything at the doors of the hex, it is also used to aim a laser emplacement at any targets PB S Med L Ex coming in the doors. The bottom of the tower Damage 1,500 1,400 700 450 250 usually has between four (4) and ten (10) Range Class E Rall4s defending it. The goal of the tower is to Rate of fire 1 delay an invasion, not stop it. At first sight of Fire Arc 1-8 Effective Strategies: Recognition roll) and directing regular forces Cut power to the hex - There is usually some to strike at the tower in these locations allow kind of patrol along power and greater damage to be done (10% more). communication lines, but this is often easier Assault on the Tower to overcome than the full force at the tower. If an assault on the tower is successful This strategy may be difficult to implement if it is the responsibility of the engineer to the power lines lead away from your position. demolition the structure to prevent falling to The tower’s batteries will still hold enough enemy hands. If this is not possible due to charge for five blasts from the laser. time or material constraints, then disable the Structural Recognition - Identifying potential Laser and set booby traps as the opportunity weak spots in the tower (Structural presents itself.

Plugged Hex Passages Wherever possible, the Kelrath will must be removed and the cap can be removed plug the entrances to hexes both in hex walls mechanically or by blasting. and service passages in the floor. This is done Plug thickness with huge amounts of soil and one meter diameter and smaller chunks of CCC. On 3D6x10 meters occasion they will miss blocking an overhead Effective Strategies:

Engineering - Mobility passage because these are difficult and Tunneling - Tunneling through the plug is a dangerous to fill. slow and labor intensive task, but it is the Industry and Agri hexes often have primary method of defeating this the vertical passages in the walls filled to countermeasure. Blasting will quickly alert the prevent moving up and over defenses. enemy and can therefore only be used at the Cities and Towns especially will have very end of the plug. two entrances on opposite sides and a secret Although the work of burrowing exit for Rantaa' and Kaloord. through a plug is unskilled labor, making sure These plugs can be very difficult to the tunnel does not collapse is a Structural clear, however Kelrath patrols may be light on Recognition primary skill Tech Challenge with either side of them if they are not expected to one CP for every ten meters. For each roll to be breached. The last 20 meters can be defeat the challenge, 30 manhours of removed with explosives, but this will alert the unskilled work is required. enemy. This may be preferable if a patrol is Scouting For Missed or Poorly Plugged likely to discover the breach, allowing for a Tunnels - Although not the responsibility of surprise attack. the Engineer it is often the fastest strategy to In key locations, the Kelrath will cap a try and find a passage that has not been plug on the inside with CCC. This can add blocked. It may also be possible to check for a considerable strength to the plug and resist an passage that does not have a thick plug, or explosive charge. A smaller core should be light fill has been used. Determining the taken prior to blasting to ensure that there is thickness and mobility from such a plug is the no cap. If there is a cap, then the entire plug engineer’s responsibility by making a Structural Recognition roll. 60 Casemate Lookout A casemate is a fortified gun Hitting these targets is difficult, they emplacement. The Kelrath burrow Casemates are small targets and under cover. In addition high into walls of Filtration Hexes and Power they are often a kilometer up the walls, hexes there may be several on each wall of a putting them just out of range of Range Class hex, but there is usually minimal crew to work C weapons. guns that are stationed at them. The crew will Power Supply: Electrical Power from Hex drive through tunnels bored in the walls on Zemot to move between emplacements. Laser The Artifact The Artifact PB S Med L Ex implement if the power lines lead away from Damage 750 700 450 225 110 your position. Range Class E Locate the entry - Locating the entry for the Rate of fire 1 crew will allow the Casemate to be stormed, Fire Arc 1 but fighting can be difficult up the narrow Effective Strategies: passages because the Casemate crew has the advantage. Cut power to the hex - There is usually some kind of patrol along power and Flying insertion - Flying up to the Casemate is communication lines, but this is often easier the most straightforward method of entry. to overcome than the full force at the This allows the engineer to enter and begin destroying the guns

Casemate. This strategy may be difficult to 61

Kelrath Boobytraps In some situations, the Kelrath will occurs. In some cases the trap is disguised as leave boobytraps in areas they are not able to wreckage from a battle. This can sometimes patrol regularly. The preferred method of be noticed by evidence of the wreckage being protecting these sites is to use Kerdi but not moved to the location, or other all Rantaa’ have access to them. These can inconsistencies. often be extremely dangerous and if detected Most smaller traps are located in the early, every possible caution should be taken four large passages in hex walls. This makes it to avoid triggering them. safer to use smaller passages in the walls A favorite tactic is the use of chemical when possible. weapon mines. These can be small devices, Explosive mines or traps are often but most often are designed to trigger a large containers of LCF with some kind of trigger. release in the center of a hex and block all These are often crude and have a high misfire passage through it. rate. Uniforms should be re-coated with In some instances a fast boobytrap nan0-encapsulators and gas masks (See: that Geetin sometimes set up is to flood a Equipment Compendium Page 140) and any section of a hex and then put an electric openings in the uniform should be properly current through it. This is often most effective sealed before any other action taken if such a against hounds and will slow footsoldiers until device is discovered. the water can be drained or the electricity cut. There are a large number of Booby Effective Strategies: traps that have been employed by the Kelrath, Engineering - Mobility but they are not often very elaborate. In some Disposal - In the case of a chemical weapon cases weapons or parts from vehicles (most plasma or napalm should be used to destroy often Rall4s) are used to set up a kind of laser the mine. If a boobytrap is overtly obvious it mine that triggers when a certain event may be a decoy or meant to trigger another trap when approached or disturbed.

Berms Berms are mounds of earth that form cover for troops and slowing enemy a barrier. These are often employed to direct movement. A berm must be sufficiently steep or restrict the movement of enemy troops and that it is difficult for footsoldiers and land provide cover. Geetin often will create a vehicles to drive over it to do so it must have mound of earth one (1) to three (3) meters tall an incline of over thirty degrees (30) and be around a city to protect them against attack. over 1.3 meters high. Pilots driving their land In addition the roads in and out of a city are vehicles over the berm must make a piloting most likely lined with berms to direct roll with a 20% impairment for every meter in attackers in a straight line. hight. If the roll is failed they cannot get over Some berms are reinforced with slabs the berm that turn. of CCC. Soldiers on foot have a 20% A berm is not an impenetrable Impairment to movement rolls for every barrier. It serves two purposes, to provide meter of berm hight. A Constitution roll must be passed or characters take one Physical Effective Strategies: stress point per meter of berm. If regular forces can establish a Infantry take one point of stress per foothold in the hex, armored bulldozers (or C- meter of berm hight if the impairment value is Suits) can move the berm to provide cover for rolled under. friendly forces.

Gates At the entrances to a city there are HP: 40,000 usually heavy gates that are built into the Hex AR: 180 passages. These will sometimes be left open, but can be closed in less than two minutes Shields: 500 HP (2D6 Turns). Passages that have a gate usually Effective Strategies: have a forward observation point built into Explosive charges at the hinges of the the vertical shafts which are filled with dirt. gate can quickly defeat this countermeasure, Gates usually have firing ports in or but help from regular forces to suppress around them to allow firing on the enemy. enemy fire is required to successfully plant explosives. Engineering - Mobility Magnetic Mines The Kelrath make extensive use of magnetic mines to defend their cities and Effective Strategies: outposts. These are often placed in or near the doorway entering a hex. As the enemy enters The Engineer can use a gauss meter to the city, the magnetic mine reduces or locate the mine and an explosive charge eliminates the effectiveness of their shields. designed to penetrate the ground it is in can be used to destroy the mine. 62 The Artifact The Artifact Countermobility In addition to aiding the mobility of friendly forces, it is also the Engineer’s responsibility to impede the mobility of hostile forces. Some common methods are listed below.

Walls Walls are everywhere in The Artifact, resources to properly emulate the massive this makes the Engineers role much easier effort that the Kelrath employ to defend a city. since with very little effort, a durable barrier The following methods can be used to 63 can be imposed. Kelrath techniques may be slow or prevent movement through hex the most well developed to this end and doorways. Several of these measures can be should be considered the model to follow used together to prevent or control Seeter when plugging Hex passages. However in attacks on colonists. most cases an Engineer will not have the

Mines Mines are the quickest method of square meters) and with a charge of slowing an enemy’s advance. However explosives doing 200 points in each hole. At passages between hexes are solid CCC and a least 300 holes must be drilled to dislodge good deal of effort is needed to bury the mines enough CCC to block a small hex wall passage. and camouflage them. The fastest method of Often a mound of loose dirt across a cutting a hole large enough to bury a mine is Hex wall passage may be mined making an with explosives, this is noisy and leaves the effective deterrent. This naturally camouflages matter of camouflaging them. This requires an the mine’s position since the whole plug is Explosives Skill roll to cut the hole, another disturbed dirt and leaves no visual indicator of Engineering - Countermobility Explosives Skill roll to lay the mine, and a where the mines are placed. Camouflage roll to cover them. Bulldozers can quickly create a large There are several stop gap measures mound of dirt in the passageways of a hex that can be taken to impose a temporary while actually filling a passage like this is a barrier in short order. Traps are most effective major undertaking, creating a partial barrier when placed in hex passages as they virtually that is mined can greatly slow enemy ensure the enemy passing within a fixed advancement. distance of the trap. When explosives are readily available, holes can be drilled to a For the amount of work required to depth of 90 cm every 5 meters (or every 25 make a loose dirt barrier see: Berms

CCC Plug A large block of CCC can be cut out of cutting the block correctly is crucial to it the wall of a hex directly above a door so that falling in place properly. See: Building - CCC it falls into the doorway. If time permits, earth A CCC plug the size of an hex passage can be heaped up behind the plug to reinforce has the following attributes. it. This method can be done quickly but AR = 10 HP = 500 per cm in thickness

Wire Obstacle

Wire obstacles are fast and easy ways in place to slow their advance. This is often to block a passage from foot traffic. See: used in concert with mines. Wire obstacles are Equipment Compendium Page 150 - of razor wire, while most armor is effective protection from the wire, Armor Where there are enemy foot soldiers becoming tangled in the wire will still slow anticipated, a wire obstacle can be quickly put enemy movement. Enemy infantry attempting to move Several wire obstacles may be placed, through a wire obstacle must make a one after the other. It takes one manhour to successful Agility roll and one turn to lay 50 meters of wire obstacle. overcome the wire obstacle.

Flooding Flooding an area of an Agri-hex even This is ineffective against flying to a shallow depth of a few centimeters can vehicles. slow forces considerably (movement or Flooding can also be used to force E- piloting Impairment equal to 3% x cm of Suits into the air and make them vulnerable to water), especially e-suits that have a very surface to air missiles. small footprint compared to their mass and easily sink in mud.

Electric Wire Fence The electrical power supply in the incremental cities makes any connected and uninsulated conductor an effective electrified fence. If the conductor is thick enough, it will be able to carry lethal charges and can even be used to disrupt vehicles. Collecting enough cable and arranging it for the trap is a Tech Challenge with 1D6 CP. Each roll against the challenge requires 100 manhours of work. Damage 25 per turn touching the fence, Engineering - Countermobility The electrical attack automatically gets an avoiding armor effect and the electrical attack and increases the chance of getting a critical hit on a vehicle that touches the wire by 20%.

Traps There are numerous Simplicity – A simple trap has less kinds of traps that can be opportunity for failure, however simpler types devised. There is a wide of traps often require more brute strength to

64 variety of effects that can be be effective. engineered but four basic Strength – The amount of force that a trap can concerns apply. exert greatly defines what it can do, however a Durability – A trap that is easily removed by trap often becomes more complex or requires weapons fire will not cause much of a delay. more materials as it is made stronger. However the more durable the trap is the Using large external weights can have more time it will take to put it together. a strong psychological impact if the damage Speed of Construction – A trap that is easy to done is particularly severe. Therefore even a put together can be put together many times small number of devices can turn a larger and provide redundancy. force away if more traps are anticipated. Although these devices can be very simple The Artifact The Artifact mechanically, they generally require a large rolls and notes how many fractional successes amount of energy to build. are made. Each roll requires one manhour of The skills for building traps define skilled effort. Any vehicles that have their how much time it takes to create a trap but parts used suffer the effect of a critical hit with some techniques can be used to accelerate the the exception of explosions or crew damage. process. By including explosives or already Now the character rolls for their trap available mechanical devices into the construction skill and follows the normal construction of a trap, an engineer can greatly process for building a trap. accelerate the construction of a trap. The fractional successes from Explosives collecting parts are now multiplied by the successes from building the trap. The result is

By using explosives in a trap, use the 65 normal process for trap damage and then roll either the damage of the trap or the number of for the character’s Explosives skill. Multiply turns that it ensnares for. the damage by the point blank damage that Example: Andre is going to use one of the would be done by the explosives themselves. damaged trucks to take parts from. He rolls Example: Andre is preparing a trap that he four times and gets six fractional successes. will use some of his available explosives in. He Getting the parts has taken four hours. He works for two hours on the trap. The first hour now spends three hours working on a trap and he gets his Full giving the trap a damage of 1. gets two fractional successes. 6x2=12 The trap The next hour he rolls his Half which adds 2 now does 12 points of damage. to the damage for a total of 3 points. Now he Shock Value adds a small amount of C-4 explosives to the In addition to doing damage, there is trap that would normally do 20 points of often a shock value to traps. Mental stress can damage at point blank. Andre passes his be inflicted, not just on the victim of the trap, Explosives skill roll. 3x20=60 So the trap but also to those that observe the trap’s action. damage is now 60. Some of a trap’s damage can be Spare Parts converted to Mental stress. For every point of Using mechanical devices that are damage converted, the trap inflicts 3 points of Engineering - Countermobility already available such as vehicle components Mental stress to ten allied forces. or Hosent parts can greatly accelerate the After the stress in applied, infantry process of building a trap. The character squads must make a Psyche roll or panic. collects the parts by making repair machinery

Trap Concepts The following are examples of the kinds of traps that an engineer might build. This information is simply for ideas on what form the traps involved might take. Use the rules for traps given in the Skills section under Construction Mantrap and Construction vehicle trap of The Artifact RPG and the optional rules given above. Weight Mechanical Force Either the weight of the target itself Nearly all traps use some manner of can be used to do damage or another heavy mechanical force to work, this can be obtained object can be used to do damage by falling. in any number of ways but the most common This falling energy can be used to generate are below. Notable exceptions to this would be motion, through simple machines like pulleys traps that use explosives or energy weapons as or levers and drive other components of the the damage inflicting components. trap or they can be used to do damage directly. Using the weight of the target is usually good for a trap that resets itself, using an external weight is usually only good for single use traps. This kind of trap can be very useful for vehicles as the forces they generate The table below shows the are usually very large, but tend to become relationship between height, the time it takes jammed in a trap when disabled by them an object to fall, and the speed of the falling usually rendering the trap inert. These are object. The speeds shown are approximations. most often the simplest traps to implement. While damage is calculated as normal Using large external weights can have according to the trap skill rolls, the following a large psychological impact if the damage information can be used to get an idea of what done is particularly severe. Therefore only a kind of distances are involved in the trap’s few devices may be able to turn a force away if action. By multiplying the mass in Kg of the more traps are anticipated. These traps can be falling object by the speed and then divide by very simple mechanically. 500 and round up to the nearest whole number, the player can get an idea of the speeds and distances involved. This applies to items dropped on a target and if the target falls.

Meters Fall Time Speed to Fall in Seconds Km/h

<5 <1 35

5-20 1-2 70

21-50 2-3 115

51-75 3-4 140

76-125 4-5 180

Engineering - Countermobility 126-175 5-6 210

Spikes Damage from falling objects is Spikes may be added to the bottom of complicated and is based on both the mass a pit or on the striking side of a falling weight and the height the object is falling from. to increase the damage of a fall significantly. Increasing either variable (mass or height) will increase the damage done.

Block Dropping be done with a fair amount of accuracy. This technique is most often used against Chezbah Demolishers but works with any target. This is an example of a trap that uses explosive charges to increase the damage to a vehicle. 66

Block Dropping is a Scimrahn technique where a large block of CCC is cut out over a door and then sheared off when an enemy is passing through. This traditionally took great skill to time correctly so that it struck the target, but with the addition of explosive charges to this attack, the timing can The Artifact The Artifact If a large Hex doorway is used then the block will be falling in the door for 76-125 meter fall. This means the block would be traveling at approximately 180 k/ph. To destroy a Demolisher it would take a damage of approximately 5000 hp. This would require a block with a mass of 13889 Kg. (180 k/ph x 13,889 Kg / 500 = 5000 HP) 67

Vehicle Impact Traps This same rule applies to using a vehicle’s own momentum to damage it. The mass multiplied by velocity of the vehicle divided by 500 can be inflicted by a properly engineered trap. When the trap is struck by a vehicle the trap takes damage equal to the damage inflicted on the vehicle once the trap is destroyed it can do no more damage. Example: A trap consisting of a of spikes has an armor rating of 40 and 10 Hit Points can only do a maximum of 50 damage Engineering - Countermobility before it is destroyed. Traps using this method are usually very simple and may be intentionally obvious. Examples include the Czech Hedgehog and Tiger Teeth antitank traps.

E-Suit Leg Snares E-suits have a very high degree of small chance of disabling a leg of the E-suit. maneuverability and can usually fly over Leg snares are vehicle impact traps, however obstacles that would block other vehicles. Leg the leg snares can also be designed to snag the snares consist of small traps that do relatively E-suit’s legs if time is taken to build them to little damage (40-90 hp) but each one has the snare the vehicle in addition to doing damage. potential to do a critical hit and each stands a

Springs A spring is a way of storing of CCC are flexible enough to anchor on one mechanical force. A large number of traps for end and then bend acting as a spring. catching animals use springs to deliver With very few exceptions, spring energy. However with a few exceptions based traps are single action traps. springs do not do well in storing large amounts of energy and therefore are usually only useful for man sized targets. Thin strips Snares Entangling Snare traps usually use the targets own weight and a large redundant number of thin strands to slow enemy movement and possibly inflict damage. Examples of this type of trap are nets, and concertina wire. Adhesive traps that stick to any body part it touched on a target is a variant of a net with an added adhesive. The function of a snare is highly dependent on the materials used to build them but tend towards being complex to construct.

Heavy Glue This is a method of slowing or disabling both ground forces and flying vehicles. It can be used in conjunction with other materials. Heavy Glue is a material that is made from mixing a thick black reactant agent with water. The Foam is filled with A snare is any kind of trap that holds water and is therefore very heavy when onto its target. This can be accomplished by applied in a thick coat and will slow ground entanglement, mechanical constriction, movement and can ground flying vehicles. adhesives or mechanical vice. The snare must The reactant agent is a foaming fast drying either be durable, threaten harm if disturbed glue that sets to a gel quickly when in contact or have a great deal of redundancy to be with air. The Glue is pumped at high pressure effective. out of nozzles or can fill a depression to a

Engineering - Countermobility depth of several cm to meters deep.

Powered Scimrahn tend to use electric motors in their traps either to spring them or more often, to retract them. The electric power may be supplied from hex power, but will almost always be backed up by a battery that can last through several actions. Using powered equipment can deliver very high forces and are usually able to be used more than once. This can be from hydraulic, pneumatic, electrical, combustion, heat, steam, plasma or chemically powered (explosive) and convert this energy either directly to damage or translate the energy to 68 mechanical force. See the section of this book on power generation for information on supplying power to the trap. For every power point used by the trap, multiply the fractional successes the character gets by 10. This can be used for damage, ensnarement or shock effects. The Artifact The Artifact Planted Weapons Weapons that self trigger are common These are traps that make use of pre- on the battlefield. The most recognizable made devices. They do not require the example of this is land mines. However the ingenuity and crafting of the other traps weapon that natives of the Artifact are used to mentioned so far. They simply need to be put is the laser, setting up a lane of fire for a in place and activated. disguised weapon to fire once something moves into it’s path.

Explosives 69 Explosives are the most common type complexity. Explosive traps are single use of non-mechanical boobytrap. They can be traps. tripped in any number of ways and can strike Setting Explosives usually takes only a multiple targets with one device of low single turn per detonator and bomb pair.

Lasers Lasers turned to extremely low power laser fires until it has exhausted it’s power can be bounced back with a mirror to a supply. detector near the laser itself. When the beam Rigging a laser gun in this manner is broken, the laser increases the power and takes one manhour and an Electronics Repair does damage. If the mirror is destroyed the skill roll.

Plasma Spray

A plasma clip can be rigged to release PB S Med L Ex Engineering - Countermobility it’s entire payload of plasma, this modification Damage 15 5 2 1 1 it is as effective as explosive traps. The clip is Blast Range Class: A destroyed when used in this way. Rigging a plasma clip in this manner The plasma release does the following takes one manhour and an Electronics Repair damage per clip. skill roll.

Magnetic Mines The use of magnetic mines greatly of the mines. It is recommended that while increases the effectiveness of friendly fire on possible use magnetic mines when fighting in the enemy. Tanks have great range that keeps unshielded vehicles. them outside of the radius of the mines. Burying a Magnetic Mine takes two Footsoldiers can more effectively assault manhours and if it is to remain hidden, a vehicular targets even while within the effect camouflage skill roll is required. Hazardous Ordinance Disposal The Engineer has the responsibility to detonate any unexploded ordinance and disposal of enemy stockpiles that are hazardous such as plasma devices and fuel. This is especially important when there is not enough time to remove the equipment from the site. There are instances where it may be important to keep an enemy’s fighting capabilities intact if the collapse of a local power is holding back another. The commanding officer has the responsibility to identify if enemy ordinance should be destroyed or if it should remain.

Plasma Weapons Plasma weapons require caution Furthermore, electrical charge stored in when being disposed of because sudden plasma can travel long distances before Engineering - HOD release of plasma is hazardous and all finding a ground point (5% chance of personnel should maintain a proper distance electrical damage to one target in 300m). This (minimum 10m) during demolition. can make destroying plasma stocks Large plasma discharges exhibit unpredictable. powerful electromagnetic pulses that can Destruction of plasma storage damage electronics (5% chance of damage to systems can be used in a cascade to destroy unshielded electronics in 300m). other hazardous stocks.

Fuel Stores Due to the explosive nature of LCF, attention. In these situations, fuel may be destroying stockpiles of the fuel is extremely degraded by adding an acid or powerful dangerous. The blast radius is usually much detergent to the fuel, breaking it down and larger than plasma (30-200 meters). Safely may damage vehicles that attempt to use it. destroying these stocks requires an Explosives To degrade fuel stocks, an Acids skill Disposal Skill roll. roll or a Chemistry skill roll will determine the In some operations, burning or proper solution to degrading the fuel. detonating fuel stocks will draw unwanted

Laser Weapons Although most lasers are electron that may be mistaken as those found in a excitement lasers, some Kelrath emplacement chemical laser. Even these coolants can be lasers are chemical lasers and can contain hazardous if not handled properly but are not hazardous chemicals that must be taken into as hazardous as the media in a chemical laser. consideration during demolition so as not to An Electronics Engineering roll can put friendly forces in harm’s way. determine the nature of the Laser or any 70 To further complicate this, many chemicals present can be identified by a larger laser systems use chemical coolants Chemistry Skill roll.

Batteries

Like lasers, batteries can contain usually used in vehicles and some generators. caustic materials, these are sometimes used It is rare that they are stockpiled in any by Kelrath and Scimrahn but almost never by significant quantities to pose a large Chezbah. Any chemicals present can be demolition hazard. Chezbah use lithium ion identified by a Chemistry Skill roll. The batteries that pose no significant health batteries containing hazardous chemicals are hazard to troops disposing of them. The Artifact The Artifact

Chemical or Biological Weapons Chemical and biological weapons may It is advisable to keep all personnel be disposed of by means of incineration. This upwind and as far as possible from any is often done with napalm, LCF, alcohol, or disposal site. This is especially true if biochem petroleum fuels. Alkali or oxidants can be weapons are being incinerated. alternatively be used to break down the In emergency situations, plasma chemical or biological agents. These may not weapons can be effective in reducing the negate the toxicity of a chemical agent but hazard of biochem before they are deployed. 71 often reduce the toxicity. Because most plasma weapons deliver a single Examples of Alkali that can be used is point of heat, it is still possible that some of sodium hydroxide, potassium hydroxide, or the biochem agent may escape before being calcium carbonate. Oxidizers such as nitric broken down. Because of this, plasma acid are also effective, successfully weapons should only be used at a safe neutralizing biochem weapons with acids distance from a weapon discharge. requires an acid skill roll.

Nanotech Weapons Nanotech weapons have never been Kelrath reports indicate that plasma reported to be used directly against earth will either damage the nanotech, or make it forces so there are no proven methods for enter a dormant phase. The fact that these disabling or countering this type of attack. reports only report a partial reduction in However, from examinations of other effectiveness is troubling. It may be that the Chezbah nanotech, Plasma and very strong Nanotech weapon used by the Chezbah oxidizers (strong acids) can damage the replicates and if any is left it will grow back to molecular structures and most likely will cover an area. render them inert. Engineering - HOD Defense Maximizing survivability of troops is one of the oldest roles for a military engineer. By building fortifications and controlling the available paths to those structures, the engineer can hold off an enemy much longer than would otherwise be possible.

Elevation Elevation is an important advantage underground provides very little opportunity to any force, it allows increased line of sight for this but earth mounds and tunnels into and impedes the enemy’s ground movement. walls can provide elevation advantage. In most cases the manufactured environment

Grade Grade is the slope of a surface. In When Earth is used to reinforce a terms of defensive structures, Grade is usually wall, the Hit Points of the dirt is added to the used slow enemy approach by making enemy wall. This is 10 HP for every 10 cm of Earth forces move up hill. This is usually that is built up over the wall. accomplished with bermed earth. Another use Engineering - Defense Some damaged hexes may have a for a grade is to deflect fire and make grade to them but if the character is trying to penetration resistant walls. create a grade as a defense, a berm is the most While moving up a grade the percent likely candidate for slowing enemy of the grade equals the Impairment to advancement with a grade. See: Earthworks - movement rolls. Berms

Water Barriers Water flooding a basin can be an whole hex takes days even with multiple effective impediment to movement. For fountains opened. standing water, movement or piloting Digging out soil from in between the Impairment is equal to 3% x cm of water. roads in an Agri hex makes it possible to make Characters must make a Constitution deeper pools of standing water. Letting the roll or take one Physical stress each time they water soak into the soil for several days turns fail their roll. Infantry take one point of stress them into mud pits. For each day of flooding if the impairment value is rolled under. there is a 10% impairment for movement or Flowing water is a even greater piloting rolls while moving over land. impediment to movement. The readiest Cracking open a reservoir liner is not source of water is a reservoir hex which can an easy task, but it can be done. This is a Tech hold 130 cubic Kilometers of water weighing Challenge with 3d10 CP to find a fissure in the 130 million tons. While not always full, liner that can be expanded with explosives. blasting a hole in the reservoir liner can Once found the fissure will require a charge release a flood equal to most of the Earth’s able to do 3D6 x 10,000 points of damage to

72 major river systems. rupture the Reservoir. In the doorways of each reservoir hex When this is done, the water is is a fountain for drawing water. Modifying the expelled with enormous force. The water will fountain or damaging it can cause it’s water to drain in 1d6 hours into the surrounding hexes. flow out into the doorway (Repair Machinery Consider the water flowing out like as an area roll or 200 HP). After several hours (2d6) the effect centered on the mouth of the hex water will flood the hex next to it. doorway. Damage is for each turn an object is The wastewater system in the Agri in the flow. Hexes will drain the water away unless they are covered over or plugged. The more drains that are plugged, the further out into the hex the water can flow. The process of flooding a The Artifact The Artifact Rushing Water Damage Blast Range Class: C PB S Med L Ex Damage 300 150 75 50 20 Strength 3200 1600 800 400 200

Channeling Enemy Approach Controlling enemy movement is an Channeling forces can be done important strategy for conserving resources. It through a wide variety of methods. allows the most effective use of mines and Earthworks can also be used to control enemy traps and greatly improves the defensive movement. Hex doorways can be used to 73 ability of small force. channel an enemy force. Pools of water are often avoided by foot forces.

Bunkers to form the floor, walls and a thick slab for the roof and then partially burying the structure. Follow the rules for building a bunker under the skill Construction Bunker. One day of work and heavy equipment or large amounts of manpower is required to build the bunker for each CP of the challenge. Defined in terms of manhours of work, each CP of the bunker construction challenge requires 40 Manhours of work.

Bunkers are defensive structures that are mostly below ground. They can be part of a trench system and provide extra cover from aerial attacks. Engineering - Defense Forward bunkers are usually used as a or mortar emplacement. Rear position bunkers are used for command posts, storage and as field hospitals. While Hex tunnels can be used for a bunker with two ends plugged by pouring soil into them, this makes it difficult to monitor for approaching enemies since there is little opportunity to observe the bunker from an external location such as a scout post. Smaller bunkers can be constructed with slabs of CCC

Earthworks Earthworks are any structure formed On an alien world the use of this term from massive quantities of soil or unformed may be questionable (there is no "Earth" in stone (alternatively CCC rubble). the work) but there is little need to coin a new word. Modern defensive earthworks are this work fell to the foot soldier and in the primarily trenches and berms. While soil is absence of earth moving equipment, this not particularly strong, in large quantities it method should not be forgotten. can form a significant barrier to enemy There are two factors in moving soil. attacks. One is the volume of soil in cubic meters, the Vehicles such as a bulldozer or C-Suit other is the distance that the soil is to be for moving soil greatly reduce the time it takes moved to its new location. It takes one to create these simple structures, but in the Manhour to move one cubic meter of soil one history of military engineering the majority of meter using only shovels.

Trench Engineering - Defense

A trench is an excavation that creates forces. However there is no elevation a condition of hard cover for friendly troops advantage to such a structure. along a line. A trench has an advantage over a All objects in a trench are under hard berm in that it is very difficult to penetrate the cover (60% Impairment to hit). barrier between enemy fire and friendly It takes 3 manhours of digging with unskilled labor for every meter of trench.

Caponier A caponier is a structure such as a are particularly useful in this role because bunker built into a trench system that is when the caponier is camouflaged the weapon designed to fire down the trench. Usually the may be difficult to notice. trench is built so that it is relatively easy to Planning out a caponier is a tech advance into, but more difficult to exit. Lasers challenge with 2d6 CP.

Moat

74 Trenches can be flooded to turn it into moat and then set on fire to deter anyone a moat. In medieval times the moat would be from crossing. filled with sewage to deter anyone swimming It takes 7 manhours of digging with across. Petroleum fuel can be poured into a unskilled labor for every meter of moat.

Berm

Berms are mounds of earth that form Berms can be reinforced with slabs of a barrier. These are often employed to direct CCC. or restrict the movement of enemy troops and A berm is not an impenetrable provide cover. barrier. It serves two purposes, to provide The Artifact The Artifact cover for troops and slowing enemy Soil by itself has no armor rating. movement. For values other than these, see the A berm must be sufficiently steep that appendix Berm Calculations. it is difficult for footsoldiers and land vehicles to drive over it to do so it must have an incline Berm Hight Manhours HP per of over thirty degrees (30) and be at least 1 per meter meter meter high. Pilots driving their land vehicles over the berm must make a piloting roll with a 1 meter 3 500 20% impairment for every meter in hight over 1.3 meters. If the roll is failed they cannot get 2 meters 9 1,500 over the berm that turn. Soldiers on foot have a 20% 75 Impairment to movement rolls for every 3 meters 27 4,500 meter of berm hight. A Constitution roll must be passed or characters take one Physical 4 meter 81 13,500 stress point per meter of berm hight. Infantry take one point of stress per For example a berm 2 meters high meter of berm hight if the Impairment value is and 80 meters long takes 720 manhours to rolled under. build. Earthmoving equipment in this book have a rating in manhours that can be used in The following table give the time it building a berm. takes to make a berm one meter long and how many Hit Points that berm has.

Foxholes A foxhole is a defensive position that A foxhole takes one manhour to can be quickly constructed. The term refers to construct and provides soft cover (40% a range of structures from a mildly protective Impairment to hit). Working another two lean-to to a system of tunnels and structures manhours gives hard cover (60% Impairment that are part of the firing line. This can be any to hit). Foxholes also allow the character to structure or hole that a soldier can take cover use the Hide skill while in the hole. in.

Turret Down and Hull Down

These positions provide either soft or hit), while Turret down means view of the Engineering - Defense hard cover to vehicles. Hull down means that vehicle is completely obstructed (60% the vehicle can fire from its position behind Impairment to hit). cover giving soft cover (40% Impairment to

Casemates and Lookouts A casemate is an armored gun a target (80% Impairment to hit). Suppressive position. On The Artifact this usually refers to fire can be maintained only if enemy a heavy or grenade machine gun position movement is accurately reported by a Comm burrowed into a wall of a hex. Grenade Officer using Triangulation or a Scout using a machine guns can also be used from overhead laser marker. air or water access tubes, but takes skill to hit Demolition Demolition of old structures and well against explosive bombardment if they removal of enemy structures is the are not reinforced or hardened against such responsibility of the Engineer. attacks. Most CCC structures are simple in Demolition of old CCC structures is their construction, using slabs to form the different from demolishing concrete and steel, walls floor and ceiling. Only very large but small kicker charges positioned to push military buildings over three stories tall are out the walls of a structure from the inside will frequently built of more than one slab per usually flatten the structure. Demolition of wall. These structures are very durable from hardened CCC structures is a difficult process the outside and can withstand an enormous that has yet to be fully perfected by Earth amount of plasma and laser fire but do less forces.

Cutting Charges Most explosive charges give a “kick” explosives have a very small and hot blast when they explode. These are useful in which cuts reinforcing ties and then using flinging materials away or out of a structure. kicker charges a split second later can quickly However some structures that are reinforced topple most structures. are tied together so that these kicker charges Cutting charges are usually in the do not dislodge structural members. More form of cord that can be wrapped around the explosives may eventually dislodge them but object to be cut. Engineering - Demolition cutting the material that is tying the structural members together is preferable. When a cutting charge is used, roll for the Structural Recognition skill. Each In some cases this can be done with fractional success doubles the damage of the bolt cutters or even particle beam cutters but cutting charge. this may cause a structure to fail with people inside. A successful Explosives skill roll is then required to set the cutting charge and In most cases it is better to cut them then another Explosives skill roll is required with fast burning explosives. These cutting for the kicker charge.

Local Sources Explosives may not be readily mixture from available material. For each available in needed quantities because of fractional success the mixture does 3 points of supply chain issues. In these situations the damage for every manhour of collecting Engineer should try and supplement their materials. supply with locally available materials. The For example: To gather materials for 300 main source of which is LCF fuel which may points worth of explosives a character rolls for be stored near vehicles. their chemistry skill. They roll under their full If LCF is not available and time column. The base time for gathering materials permits, manufacture of explosives may be for explosives doing 300 points of damage is

76 possible with locally available materials. 100 hours (300/3=100). An explosives skill These will most likely be low grade but can roll is required to package the explosive for still be effective. use. Material Gathering This work can be done by unskilled A chemistry roll is required to labor as long as the laborers are shown what formulate and manufacture an explosive to look for.

Shaped Charges Some explosives can be shaped into a one exposed side to concentrate more blast cone or wrapped around a copper core with energy in one direction. This can also be The Artifact The Artifact accomplished by piling or dirt on the blast range class in other directions by one the charge and one side being open to the letter. For example, B becomes A. If the range target. class is A already, the explosive is channeled Shaping an explosive increases the in one direction. damage in one direction by 25% and reduces 77 Engineering - Demolition Maintenance Vehicles require regular maintenance or they suffer from decreased performance and given enough time, can suffer catastrophic failure. In addition vehicles that are damaged in battle require repair.

For general information on vehicle repair, see An assistant can cut the time that it the end of the Vehicles section of The Artifact takes to effect repairs by rolling against the RPG page 264. tech challenge themselves or can improve the To repair the basic function or safety of the repair using the helping rules on maintain a vehicle a Tech Challenge be page 82. overcome. When making the repair, the player Individual systems can be repaired by declares how long each roll will take. Making separate crews at the same time. Each task rolls very quickly increases the hazard of some becomes a separate tech challenge. transforms. Engineering - Maintenance 78 The Artifact The Artifact Field Repairs When in the field with no supply rig the vehicle in a field repair. The CP chain, spare parts are not always available. reduced by each roll is doubled but the vehicle Every effort should be made to scavenge parts will only run for a short period of time. from disabled vehicles so there will be parts A second Tech Challenge is generated when needed. Tanks that have had their to find out how long the vehicle will run on weapons damaged make good platforms for the field repairs. The GM rolls 1d6 to find the carrying large pieces of equipment once their CP of this challenge but does not reveal the turret and weapons are removed. number. The mechanic can then ignore this Even when taking these precautions it tech challenge or work to overcome it. is possible to run out of vital parts. In some The number of CP left over subtracts 79 cases the loss of a vehicle can mean that a from the fractional successes of any piloting mission will be failed or loss of life unless the rolls made for this vehicle. If a piloting roll is vehicle is fixed immediately. failed, the vehicle reverts to it’s condition When the repair of a vehicle is vital before it was repaired. One piloting roll is and time is restricted, the player may opt to required at the beginning of every hour.

Field Enhancements

In some circumstances it may be Speed system failure chart necessary to disable safety limits on vehicles Roll 1d100 and equipment to get temporary boosts in 1-20 No Failure performance. This will often do damage to the vehicle or equipment and the gains may be 21-40 Engine damage, speed cut in meager. half 41-60 Drive system damage, speed Follow the rules for modifications as cut in half given in The Artifact RPG. In a field enhancement CP reduced by each roll is 61-80 Engine failure, vehicle doubled but the enhancement will only immobile function for a short period before it causes 81-100 Drive system failure, vehicle problems. immobile Engineering - Maintenance A second Tech Challenge is generated to find out how long the enhancement will Shields keep working. The GM rolls 1d6 to find the CP Whenever the pilot fails their Pilot of this challenge but does not reveal the skill, roll on the system failure chart. In number. The mechanic can then ignore this addition, at the beginning of each hour the tech challenge or work to overcome it. vehicle is running, a piloting skill roll must be The number of CP left over subtracts made. from the fractional successes of skill rolls to Shield system failure chart use the enhanced system. Each enhancement Roll 1d100 type below lists the skill that must be rolled under. If a roll is failed, roll on the system 1-20 No Failure failure chart under the enhancement. One roll 21-40 Shield damage, one generator is required at the beginning of every hour the output half original. vehicle runs. 41-100 Shield damage, all generator Speed output half original. 61-80 Shield damage, single Whenever the pilot fails their Pilot generator failure skill, roll on the system failure chart. In addition, at the beginning of each hour the 81-100 Shield damage, all generators vehicle is running, a piloting skill roll must be fail, no shields made. Weapons Whenever the pilot fails a their Artillery Operation skill, roll on the system failure chart. vehicle is running, a piloting skill roll must be Weapon system failure chart made. Roll 1d100 Armor system failure chart 1-10 No Failure Roll 1d100 11-30 Weapon fails to fire 1 time 1-20 No Failure 31-60 Weapon failure, no longer fires 21-40 Panels fall off -10 AR to vehicle 61-80 Small explosion, 10% of PB 41-60 Armor causes drive system weapon damage to everything damage, speed cut in half within 10 meters 61-80 Electrical short, surge in 81-100 Large explosion equal to vehicle’s systems causes 1 damage of the weapon range critical hit on front fire arc. class A 81-100 Electrical short, surge in vehicle’s systems causes 1d6 ECMs critical hits on front fire arc. Whenever the pilot fails a their ECM skill, roll on the system failure chart.

ECM system failure chart Roll 1d100 1-10 No Failure 11-30 ECM fails to initialize this turn 31-60 ECM failure, no longer operational

Engineering - Maintenance 61-80 ECM failure, surge in vehicle’s systems causes 1 critical hit on front fire arc. 81-100 ECM failure, surge in vehicle’s systems causes 1d6 critical hits on front fire arc.

ECCMs Whenever the pilot fails a their ECCM skill, roll on the system failure chart.

ECCM system failure chart Roll 1d100 1-10 No Failure 11-30 ECCM fails to initialize this turn 31-60 ECCM failure, no longer operational

80 61-80 ECCM failure, system glitch. Vehicle gains 30% Impairment to pilot 81-100 ECCM failure, system glitch. Vehicle gains 60% Impairment to pilot

Armor Whenever the pilot fails their Pilot skill, roll on the system failure chart. In addition, at the beginning of each hour the The Artifact The Artifact Building When taking up a building project there are two basic considerations, materials that are available and the time it takes to use those materials. Materials are collected from various local sources and then are assembled into a finished product, either by hand or by Hosent manufacturing. The tools used to build are available by employing active Hosent or disassembling Hosent.

The Manufacturing Process 81 On The Artifact, manufacturing is not ceramic is laid down by the piezo nozzles in a something that only large organizations can method similar to a 3D printer. Once the basic do. Hosent lay idle everywhere and these form is laid down, the ceramic mold is broken enable anyone to obtain raw materials and down again and the material re-used. build nearly anything they desire in a matter In a similar manner, electronic circuit of days or even hours. The astounding thing boards are sprayed in place. Thin metal wiring is, that in such abundance is that few have the and films are also sprayed in place, but for engineering skills necessary to design complex larger metal parts, the Hosent builds a mold systems. In a Scimrahn industry tribe, there and then uses an arc furnace to melt the metal are only handfuls that understand the design into the mold. of the equipment they manufacture. While most parts or tools can be made Hosent build primarily by using out of CCC, a small amount of metal is powdered CCC and reconstituting it. At first required to build electronic components. This the CCC must be broken down by hand and metal can be difficult to acquire unless it is then one or more Hosent will be employed to scavenged. Any device that requires large build grinding machines and crushers to amounts of metal will require a far more effort pulverize blocks of CCC. and resources as the prime sources of metal is This pulverized CCC is called the methane wastes or the core. Small “Meagieken” loosely translated as “stone for quantities of heavy metals and rare elements making”. A second stage of sifting the carbon can be found in the Filtration Hexes from from the ceramic is then done by the Hosent millennia of extracting them from air and and an electron pump breaks down the carbon water. nanotubes into slurry. From this slurry, the The three elements of building on The

Hosent has three arms that have piezo nozzles Artifact are manpower to get materials to the Engineering - Building that spray layers of ceramic until a form or Hosent, Time for the Hosent to build, and mold is formed for the base of the desired engineering skill to design. part. Then layer after layer of carbon and

Materials The biggest perceived limits to replace them with ones that are locally construction on The Artifact, is replacing abundant. familiar materials with native materials. It’s The major construction materials are difficult for Earthers to design without the listed below. materials they’ve become accustomed to and

Cement Cement is a manufactured material ways of extracting calcium from soil, but this made from calcium, silicon, aluminum and requires processing a large quantity of earth iron. On earth the calcium is derived from or extracting it from water which usually does crushed limestone, which is not readily not produce significant amounts. Another available on The Artifact except at the core, possibility is locating an emptied reservoir, which is difficult to get to. However there are which can have several inches of mineral build up in the bottom of the hex resulting in cement, 200 kilograms of raw material are hundreds of tons of calcium. needed. Cement is produced in limited 2. A fuel must be secured for heating the Kiln. quantities by earth forces in hidden locations Plasma from a conduit is often the best for use by engineers. It is most often used as option, but methane, or hydrogen and oxygen mortar for cementing rubble together to build using electrolysis with the electricity supplied structures. from a Power Hex are also feasible but require In some instances the engineer may more infrastructure. be asked to set up a cement producing facility. 3. A barrel type, rotating kiln must be This is an enormous undertaking and requires constructed and mounted on a slant. In some a large investment of manpower. The process cases, a plasma conduit is the ideal housing for doing so is roughly as follows. for this. The CCC in the Plasma conduit has a 1. A quantity of raw materials must be secured melting temperature of 3300°C degrees and either by trade or by locating local sources. It the Kiln only needs to reach 1500°C so no is usually best to locate local sources as there further refractory is needed. is a significant overhead to transporting 4. The raw materials are ground up. The materials over long distances. Portland grinding mechanism can be of any type, but cement ingredients are as follows. The most Hosent grinders like those used for grinding problematic of which is aluminum which is CCC are acceptable. Instruction on how these not readily available through Scimrahn are constructed is best learned from a

Engineering - Building channels and is therefore used in the lowest Scimrahn industry tribe or from another workable percentage. engineer that has established such an 60% to 67% Calcium operation before. Otherwise using CCC to build a wheel and table mill is the best 17% to 25% Silicon (from soil) alternative. 3% to 8% Aluminum 5. Raw materials are introduced to the kiln, up to 6% Iron their passage through the Kiln is controlled by This means, to produce 1,000 the rotation and slope of the kiln. The kilograms of concrete mortar (of which material that exits the lower end of the kiln cement is only 12%) 120 kilograms of cement (called clinker) must be slowly cooled to a is needed. However 40% percent of the raw temperature that will allow it to be ground materials are lost in producing the cement. again to a fine powder. If Gypsum is available This means that to make 120 kilograms of from a local source, this can be ground in at 2% of mass with the cement to enhance workability.

Mud Brick As an alternative to concrete but E-Suits can do significant damage by construction, mud brick can be used to build punching the structure. structures but has poor resistance to The roof of a structure cannot easily explosives and impact. be made from mud brick and will not Adding sloped earth can increase the withstand vehicular impact attacks such as E- explosive resistance of these structures. This Suit punches. Some kind of mortar is needed

82 is not often a serious consideration when to hold the bricks together. defending against Plasma and Laser attacks

CCC Carbon Ceramic Composite is a properties that can have detrimental effects to difficult material to get used to working with. radio and radar if these effects are not It does have a number of traits that make it a anticipated and designed around. useful structural material but because it has a All this said, It is the most plentiful grain to it and is very hard. It can also behave structural material on The Artifact, followed in unexpected ways making many engineers by the Carbon Foam in the structural reluctant to use it. In addition it has electrical

The Artifact members. Bunkers are easily made from Slabs The Artifact sheared from the walls of a hex which is the process is as follows. most common method of harvesting CCC. The 83

1. A particle cutter is used to etch a groove 1020 square meters max). Earth forces have several inches deep into a hex wall in the introduced drilling small holes behind the desired dimensions of the slab. The cutting is slab and using a string of small explosive unskilled labor and takes 1 manhour for every charges to quickly remove the slab (this 6 meters of cut 1 cm thick or 1 meters of cut requires an explosives skill roll). for 6 cm deep. 2. If the CCC is to be used directly in bunker construction, the Slab is braced so that it will

not fall to the ground once removed. This is to Engineering - Building prevent accidental cracking. If it is to be broken up and re used for manufacturing, this step is not required. 3. The Slab is then sheered from the hex wall. Several methods are effective in doing this quickly. The Scimrahn and Kelrath use a device that pulses electrical current through a layer of carbon thereby heating it. It then cools and the process is repeated. The cycle causes the ceramic layer to loose strength and the slab sheers off. This process takes 30 seconds to an hour dependent on the size of the slab (30 sec per square meter

Cloth Cloth is useful for tarps and light structures and camouflage. Cloth can be labor structures. While not a structural material, it intensive to produce and the skill required to can provide protection from the weather and turn a plant like Giant Fern into fabric is non- can be useful in building non-essential trivial so it is advisable that cloth is obtained from Scimrahn supplies (this would be the commanding officer). responsibility of a purchasing officer or the

Dirt Dirt is readily available in Agricultural Some engineers have pioneered Hexes and although is sometimes not ideal as wetting down the front edge of a barrier to a primary building material. further absorb energy from these types of A bulldozer or other earth moving attacks, however this technique can have it’s equipment like correctly equipped E-suits or drawbacks. If a significant amount of energy is C-suits can quickly move enough earth to be a directed at a single point, the water rapidly protective barrier. Dirt is especially effective heats and in turning to steam, can cause the against lasers and plasma weapons due to it’s barrier to explode. high melting temperature.

Metal Metal is a valuable material on The many electronic circuits. Nickel is less than Artifact and not many know how to work with ideal for these purposes, but is serviceable. it. For instance, steel was nearly unknown Other metals such as copper, can be

Engineering - Building before the arrival of earth forces. obtained but in very limited quantities Raw iron is the most common metal through trading with the Kelrath through a available to the Scimrahn followed by nickel. Freetrader. This results in the Scimrahn using nickel in

Plastic The Scimrahn produce plastics in very assisting them in producing plastic for other limited quantities for batteries and a handful applications but distributing the information of other applications. Earth forces have been has been slow.

Build Time

The time it takes to build an item is Materials it’s primary cost. The Scimrahn don’t use The simpler the engineer can keep the money and military characters who have parts and the more common the materials, the manpower to command don’t explicitly pay easier and faster they can be collected. the soldiers that will do the work. Food supplies may be the closest thing to currency On average, 5 Kilograms of materials that would be required. can be collected per manhour. The first stage in building is to collect Materials to Parts resources by foraging for it or to have others This is the time it takes the Hosent to collect it and then barter for them. use the raw materials and build the parts. The second stage in building is how Simple slab buildings or tools that don’t 84 long the Hosent will take to build the project require remanufacturing by Hosent can skip and how much support they will need in this step. manhours. This step is not needed for hand A Hosent can process 10 Kilograms of made items and structures like simple materials per hour. More Hosent can be used buildings. in parallel to produce parts faster. The last stage is the time to assemble Parts Assembly the parts that were made by hand or by the This is the time it takes to assemble Hosent. all the parts. For items that can fit through the The total mass of the materials Hosent's door assembly is left to the Hosent. needed needs to be determined first before the For projects larger than the Hosent's door time to build can be determined. The Artifact The Artifact sub-assemblies are made by the Hosent and An engineer can reduce the time then must be completed by hand. taken on any of these steps by 5 manhours or 1 100 Kg of parts can be assembled per hour of Hosent manufacturing by adding 1 CP manhour. to the design challenge. The total time for any step cannot go lower than half of the original value.

Structures Engineers will frequently be called on are the best option available to the engineer. to construct shelters for various purposes. The Some kind of tent poles will be needed in most main considerations are how large and how tent construction. 85 durable does the structure need to be. The Fabric for tent making is usually need in durability can range anywhere from available from any base with a teleporter. It is needing temporary protection from chilled air not normally practical to make fabric in the to withstanding enemy bombardment. Size field. can range between sheltering just a few men to hangers for multiple vehicles. Fabric structures offer next to no protection from attack, but they can be Follow the Rules for building protected by walls of sandbags. construction under the Architectural skill. For each day of labor count the work as 8 Dirt manhours. For each week count the work to Dirt or soil offers a fast and abundant be done as 40 manhours. resource for making protective walls. The Hit Points of a structure are not Construction can be done with unskilled listed in the Architectural skill and are based labor. on the number of CP of the challenge. Sandbags can be used to make walls Each CP of the challenge gives the of dirt. The bags can be loosely stacked or they building 50 HP can be sewn together with wire. Otherwise bermed dirt can be effective walls. If the Engineer wants to build a sturdier structure, they can add more material Fabric and dirt construction are a to the structure to add hit points. This is mainstay of field grade buildings. normally done under the field quality building Brick rate of 8 manhours per CP if the Although less desirable than concrete, reinforcement is done with simple materials dried mud brick is an acceptable alternative. such as sandbags or otherwise sheltering the Engineering - Building structure with earth. If the reinforcement is to Buildings with an armor rating be hidden by decorative elements, then the between 1-4 are likely to be using brick for added CP takes 40 manhours to complete. their walls. To give the building an armor rating, Concrete add 2 CP to the challenge for every point of Although not readily available, AR the building will have. concrete construction is desirable when Selecting a Building Material possible because of it’s durability and ease of use. Some Materials work well for walls but are less suited for making roofs from. Buildings with an armor rating Examples of these are dirt and brick. If between 4-10 are likely to be using concrete construction is to only consist of walls then for their walls. these materials are fine, otherwise several CCC building materials will be needed. By far the most common native CCC is used by Scimrahn but some building material on The Artifact. It is Earth engineers are reluctant to build with it stronger than steel by weight. because of not being familiar with it. CCC works well as a structural Fabric support and for ceilings. For temporary shelter until more permanent structures can be built, fabric tents Buildings with an armor rating near one of the ends of the doorway is between 10-60 are likely to be using CCC for preferable as it makes evacuation quicker. their walls. In some situations it may be HDCCC necessary to build protective structures other HDCCC is very hard and strong but is than in a doorway for use in monitoring an very difficult to produce and machine. Panels area. of HDCCC must be produced by Hosent. Structure Size Buildings with an armor rating The Engineer must determine how between 100-250 are likely to be using large the structure will need to be. When HDCCC for their walls. considering this, the use of the building is of Steel primary importance. If a structure is only for Steel or even iron is relatively rare on temporary shelter, it can be far smaller than if The Artifact. Most Steel for construction will it is for long term use or if people will need to be teleported in from Gadios. Although it may work inside it. be possible to produce structural steel with For temporary shelter only, multiply Hosent, it is generally a very slow process that the number of people housed by two (2). This would not fit into a Field Engineer’s mission is the Area in square meters the building time frame. needs to cover. The only time Steel is likely to be used For longer term shelter or if people is as a structural material as the skeleton of a will work in the shelter, multiply the number Engineering - Building structure. However CCC and concrete are of people that will use the structure by eleven much easier to obtain and can work just as (11). This is the Area in square meters the well or better. building needs to cover. Structure Location For vehicle storage multiply the It is generally preferable to build length of the vehicle by the width of the inside a structurally sound hex doorway as vehicle multiplied by two (2) multiplied by the this provides a physical shelter and blocks number of vehicles. This gives room to approach in all but two directions. If maneuver and for maintenance. manpower is low, then a small doorway In almost all instances, structures that should be chosen and both entrances should an Engineer will be called on to construct will be monitored. If manpower is abundant then be of single story construction as there is building in a large hex doorway may be an ample space available. The hight of the roof option as it provides additional evacuation will need to be determined. If the structure is avenues. All evacuation routes should be housing only people, a roof hight near 230 cm monitored. (2.3 m) is adequate. If the structure is housing Building deep inside the doorways is equipment or vehicles then a minimum of 50 preferable if heavy firepower is available as it cm (.5 m) should be added to the largest limits the angle that enemies can attack from. vehicle hight. If heavy firepower is not available building

Building Equipment The following is a topical approach to mass produced items as it is unlikely that a

86 designing and building various kinds of Field Engineer would be tasked with anything equipment. other than a single instance design. Where possible the statistics for Mass produced items often perform common equipment is given as a reference. better than the designs that the Engineer will Most of the figures given are geared be able to produce because they are time towards large applications rather than small tested and refined.

Generating Power In many engineering roles the need for generating power or using available The Artifact The Artifact electricity is readily apparent. Materials = 12 Manhours Pumping water, site lighting and Parts Fabrication = 5.4 Hosent hours heating are all applications that an Assembly = 0.1 Manhours engineer needs to be able to accomplish to establish a site. 100 HP V4 Vehicles also need power to move and operate Fuel: Gasoline or Ethanol equipment. The power units used here equal Power Output: 7 14 HP or 10,000 Watts of power. Piloting Impairment 60%

12v Lead Acid Battery Total fuel: 15 liters Total Power = 0.24 Capacity: 22 hours Engine Mass Dry: 96 Kg Discharge Power per Turn = .005 87 Output = Electric Gasoline Mass = 10 Kg Engine Mass Full: 107 Kg Materials = 7 Manhours Ethanol Parts Fabrication = 0.1 Hosent hours Engine Mass Full: 105.2 Kg Assembly = 0 Manhours Materials = 41 Manhours Parts Fabrication = 29 Hosent hours Energy Clip Assembly = 1 Manhour Total Power = 100 Discharge Power per Turn = 0.5 300 HP V8 Output = Electric Fuel: Gasoline or Ethanol Mass = 1 Kg Power Output: 21.4 Materials = 5 Manhours Piloting Impairment 20% Parts Fabrication = 0.1 Hosent hours Assembly = 0 Manhours Total fuel: 26 liters Capacity: 12 hours Energy Backpack Engine Mass Dry: 275 Kg Total Power = 500 Gasoline Discharge Power per Turn = 7.2 Engine Mass Full: 291.63 Kg Output = Electric Ethanol Mass = 9.7 Kg Engine Mass Full: 288.8 Kg Materials = 7 Manhours Materials = 78 Manhours Parts Fabrication = 1 Hosent hours Parts Fabrication = 74 Hosent hours Assembly = 0 Manhours Assembly = 3 Manhours

Plasma Clip 300 HP Diesel Engineering - Building Total Electrical Power = .1 Fuel: Diesel Discharge Power per Turn = .01 Power Output: 21.4 Total Plasma Stored = 8.3 Cu cm Piloting Impairment 40% Output = Electric and Plasma Mass = 1 Kg Total fuel: 22 liters Materials = 5 Manhours Capacity: 12 hours Parts Fabrication = .1 Hosent hours Engine Mass Dry: 275 Kg Assembly = 0 Manhours Engine Mass Full: 291.6 Kg Materials = 77 Manhours 10 HP 4 Stroke Parts Fabrication = 103 Hosent hours Fuel: Gasoline or Ethanol Assembly = 3 Manhours Power Output: 0.7 Piloting Impairment 50% 1000 HP Diesel Fuel: Diesel Total fuel: .6 liters Power Output: 71.4 Capacity = 10 hours Piloting Impairment 50% Engine Mass Dry = 11.8 Kg Gasoline Total fuel: 25 liters Engine Mass Full = 12.25 Kg Capacity: 3.7 hours Ethanol Engine Mass Dry: 1106.7 Kg Engine Mass Full = 11.7 Kg Engine Mass Full: 1121.8 Kg Materials = 210 Manhours the E-suit. The rest of the systems can draw Parts Fabrication = 707 Hosent hours power directly off the batteries. Assembly = 10.3 Manhours Fuel: Battery TF-2394 Engine Mechanical Power Output: 19 Fuel: LCF Piloting Impairment 62% Power Output: 49.5 Piloting Impairment 70% Total Power: 93,000 Capacity: 12 hours Total fuel: 4.38 liters Engine Mass: 160 Kg Capacity: 17 hours Battery Mass: 464 Kg Engine Mass Dry: 380 Kg Materials = 137 Manhours Engine Mass Full: 382.8 Kg Parts Fabrication = 111 Hosent hours Materials = 90 Manhours Assembly = 6 Manhours Parts Fabrication = 240 Hosent hours Assembly = 4 Manhours TF-2394 Plasma Engine Power Output: 48 TF-2394 Extended Engine Piloting Impairment 60% Fuel: LCF Power Output: 70.3 Cubic cm of Plasma: 478 Piloting Impairment 70% Capacity: 5 hours

Engineering - Building Engine Mass: 630 Kg Total fuel: 4 liters Plasma Mass: 30 Kg Capacity: 12 hours Materials = 137 Manhours Engine Mass Dry: 560 Kg Parts Fabrication = 122 Hosent hours Engine Mass Full: 562.9Kg Assembly = 6 Manhours Materials = 122 Manhours Parts Fabrication = 280 Hosent hours Speeder-15 Plasma Engine Assembly = 5.6 Manhours Power Output: 36 Piloting Impairment 110% TF-2394 Jet Turbines Fuel: LCF Cubic cm of Plasma: 881 Power Output: 48.5 Capacity: 13 hours Piloting Impairment 60% Engine Mass: 690 Kg Plasma Mass: 60 Kg Total fuel: 4 liters Materials = 163 Manhours Capacity: 17 hours Parts Fabrication = 213 Hosent hours Engine Mass Dry: 125 Kg Assembly = 7 Manhours Engine Mass Full: 129.28 Kg Materials = 40 Manhours ZPE Parts Fabrication = 24 Hosent hours ZPE stands for "Zero Point Energy". This is Assembly = 1.7 Manhours the background noise of the universe. Only the Chezbah know how to manufacture these TF-2394 Generator devices, and the technology is a jealously Converts: Mechanical to Electrical guarded secret. Because of this any ZPE Power Output: 19 generators that the character encounters will

88 Power Required: 26 most likely be a booster engine stolen out of a Piloting Impairment 22% Mass Transit train car. Larger engines exact a hefty price because they are either out of a Generator Mass: 120 Kg Mass Transit engine or less probably a Materials = 40 Manhours Chezbah Cruiser. Parts Fabrication = 30 Hosent hours Assembly = 1.6 Manhours Booster Power = 10,000 per turn TF-2394 Electric Motor Mass = 34,000 Kg This electric motor only needs to Piloting Modifier 20% Impairment per power the various hydraulic drive systems in Generator Cost: By negotiation only The Artifact The Artifact Piloting Modifier 30% Impairment per Mass Transit Engine Generator Power = 170,000 per turn Cost: By negotiation only Mass = 578,000 Kg

Custom Power Generation When common power of configuration. Internal Combustion supplies are inappropriate for the Engines output power through a rotating needed application, a custom power shaft. supply can be built. The ICE converts chemical fuel to Powerplant mechanical energy. There are four factors of 89 A powerplant is the engine that any Internal Combustion engine type of fuel, converts stored energy in fuel into mechanical desired power output per turn, mass and or electrical power that can be used to do efficiency. work. When an ICE is used to power a Developing a powerplant is a Tech vehicle, the vehicle gets one 10% piloting Challenge. Once the design is completed, the Impairment per engine. engineer can produce as many of that design If the ICE is being used for stationary as is needed. They do not have to roll again for power, it requires a successful Repair the powerplant design challenge but do have Machinery skill roll to start. This roll gets a to follow the rules under Build Time for each 50% Advantage to start out. powerplant produced. Power Output: Select a number of energy See the end of this section for the points the ICE needs to produce each turn. challenge transforms. For every 10 energy point the engine will Energy Types produce the build gains 1 CP Powerplants draw energy from one Mass: For each point of Power Output, the source and convert it to another type. Some ICE starts with a mass of 20 Kg. power applications, such as turning a wheel Select a chemical fuel type (see Fuel) require mechanical energy. Other applications Efficiency: ICEs start out with an efficiency of such as powering a laser require electrical 50% power. Add 1 CP to reduce the mass of the engine by 1 Powerplants may draw energy from Kg per Energy Point. Engine cannot weigh fuel of some sort or one powerplant may draw less than 8 Kg per Energy Point with currently Engineering - Building power from another powerplant type. For available technology. example, an electric motor can draw power from a battery or from a fuel cell. An internal Add 1 CP to increase the efficiency of the combustion engine may transfer mechanical engine by 5% between 1% and 70%. Add 1 CP energy to a generator which converts the to increase the efficiency 2% between 71% and mechanical energy to electrical energy. 80% Efficiency cannot be increased over 80% with currently available technology. Each time energy is converted some power is lost to inefficiencies. Powerplants Add 3 CP to the challenge if the ICE is have an efficiency value. Using the efficiency designed to use an additional type of fuel. value of a powerplant, convert the percentage Roll to overcome the Tech Challenge and value to a decimal value (ex 50% becomes .5). apply it’s effects. Divide the Power Output by the efficiency Turbine decimal value to get the total amount of energy that the powerplant must consume to Chemical to Mechanical output the desired amount of power. A turbine engine is useful for creating Internal Combustion thrust in an oxygen environment. Only half of the power generated by the turbine may be Chemical to Mechanical diverted to other systems or converted to An internal combustion engine (ICE) electrical power. The rest is only useable to is any engine that uses chemical fuel in an power the vehicle’s thrust. enclosed cylinder and piston design regardless A turbine is more efficient than an When an rocket is used to power ICE but they are more challenging to design. vehicle movement, the vehicle gets one 30% The turbine converts chemical fuel to piloting Impairment per engine. mechanical energy. There are four factors of Power Output: Select a number of energy any turbine engine, type of fuel, desired power points the rocket needs to produce each turn. output per turn, mass and efficiency. For each energy point the engine will produce When an turbine is used to power a the build gains 3 CP vehicle, the vehicle gets one 20% piloting Mass: For each point of Power Output, the Impairment per engine. rocket starts with a mass of 2 Kg. If the Turbine is being used for Select a chemical fuel type (see Fuel). When stationary power, it requires a successful selecting the fuel, the rocket must also be Repair Machinery skill roll to start. This roll supplied with three times as much mass in gets a 30% Advantage to start out. oxidizer. Power Output: Select a number of energy Efficiency: Rockets start out with an efficiency points the turbine needs to produce each turn. of 70% For every 4 energy points the engine will Add 1 CP to reduce the mass of the engine by produce the build gains 1 CP 0.5 Kg per Energy Point. Engine cannot weigh Mass: For each point of Power Output, the less than 0.5 Kg per Energy Point with turbine starts with a mass of 5 Kg. currently available technology.

Engineering - Building Select a chemical fuel type (see Fuel) Add 1 CP to increase the efficiency of the Efficiency: Turbines start out with an engine by 5% between 1% and 70%. Add 1 CP efficiency of 60% to increase the efficiency 1% between 71% and 90% Efficiency cannot be increased over 90% Add 1 CP to reduce the mass of the engine by 1 with currently available technology. Kg per Energy Point. Engine cannot weigh less than 1 Kg per Energy Point with currently Roll to overcome the Tech Challenge and available technology. apply it’s effects. Add 1 CP to increase the efficiency of the Fuel Cell engine by 5% between 1% and 70%. Add 1 CP Chemical to Electrical to increase the efficiency 1% between 71% and Fuel cells turn chemical energy 90% Efficiency cannot be increased over 90% directly into electrical energy. with currently available technology. The Fuel Cell is manufactured to use Add 3 CP to the challenge if the turbine is only one type of fuel, but they can be designed to use an additional type of fuel. manufactured to use most combustible gas or Roll to overcome the Tech Challenge and liquids. Hydrogen is the simplest fuel for a apply it’s effects. Fuel cell to use. Other fuels require separate Rocket stages that complicate the fuel cell and increase build time. Chemical to Mechanical Gasoline A rocket engine is only useful for Material Acquisition time x 3 generating thrust. It’s power generated cannot Build time x 4 be converted by practical means. Diesel Rocket engines must provide their Material Acquisition time x 3 90 own source of oxygen. Solid fuel rockets often Build time x 5 have a chemical oxidizer combined with the Alcohol fuel. Liquid fuel rockets often use liquid Material Acquisition time x 3 oxygen or another liquid oxidizer. For most Build time x 3 fuels around three times the oxygen is LCF required for thrust while hydrogen requires Material Acquisition time x 4 six times the oxygen as stored hydrogen. Build time x 15 The rocket converts chemical fuel to Methane mechanical energy. There are four factors of Material Acquisition time x 3 any rocket engine, type of fuel, desired power Build time x 2 output per turn, mass and efficiency. Hydrogen Material Acquisition time x 3 The Artifact The Artifact Build time x 1 Efficiency: Electric motors start out with an When an Fuel Cell is used to power a efficiency of 80% vehicle, the vehicle gets one 20% piloting Add 1 CP to reduce the mass of the engine by 1 Impairment per engine. Kg per Energy Point. The motor cannot weigh If the Fuel Cell is being used for less than 7 Kg per Energy Point with currently stationary power, it requires a successful available technology. Repair Machinery skill roll to start. This roll Add 1 CP to increase the efficiency of the gets a 20% Advantage to start out. engine by 5% between 1% and 70%. Add 1 CP Power Output: Select a number of energy to increase the efficiency 2% between 71% and points the Fuel Cell needs to produce each 95% Efficiency cannot be increased over 95% with currently available technology.

turn. For every 2 energy point the engine will 91 produce the build gains 1 CP Roll to overcome the Tech Challenge and Mass: For each point of Power Output, the cell apply it’s effects. starts with a mass of 30 Kg. Electric Generator Select a chemical fuel type (see Fuel) Mechanical to Electrical Efficiency: Fuel Cells start out with an Most internal combustion engines use efficiency of 80% a generator or alternator of some sort. Many Add 1 CP to reduce the mass of the engine by 1 vehicles require electric power to operate. Kg per Energy Point. The fuel cell cannot This necessitates the conversion of weigh less than 10 Kg per Energy Point with mechanical power to electricity. currently available technology. A generator is essentially an electric Add 1 CP to increase the efficiency of the cell motor in reverse is the most common method by 5% between 1% and 70%. Add 1 CP to of generating electrical power. In most cases a increase the efficiency 2% between 71% and single motor can be used as both a motor and 90% Efficiency cannot be increased over 90% a generator. with currently available technology. Follow the rules for electric motors but Add 10 CP to the challenge if the Cell is instead of using electrical energy to produce designed to use an additional type of fuel. mechanical energy, the generator does the opposite. The generator uses mechanical Roll to overcome the Tech Challenge and energy and produces electrical energy. apply it’s effects. Battery Power Electric Motor Chemical to Electrical Electrical to Mechanical

Battery power is a mainstay of mobile Engineering - Building Electric motors are simple and highly systems. They can be relatively easily efficient. They are necessary if using batteries recharged. The main weight of these systems or a fuel cell for a power supply. Electric is the battery pack itself but with this kind of motors convert electrical energy to power plant some weight goes into cabling, mechanical energy by outputting power housing and power conversion inverters. through a rotating shaft. When battery power is used to power When an electric motor is used to a vehicle, the vehicle gets one 1% piloting power a vehicle, the vehicle gets one 2% Impairment. piloting Impairment per motor. If the battery is being used for If the electric motor is being used for stationary power, it requires a successful stationary power, it requires a successful Repair Machinery skill roll to start. This roll Repair Machinery skill roll to start. This roll gets a 95% Advantage to start out. gets a 90% Advantage to start out. Power Output: Select a number of energy Power Output: Select a number of energy points the system needs to produce each turn. points the electric motor needs to produce For every 50 energy points the battery will each turn. For every 20 energy points the produce the build gains 1 CP. engine will produce the build gains 1 CP. Mass: For every ten points of Power Output, Mass: For each point of Power Output, the the battery pack starts with a mass of 10 Kg. electric motor starts with a mass of 15 Kg. Remember to include the fuel mass of the battery pack. Efficiency: Battery packs start out with an plants require a large amount of energy to efficiency of 95% start (usually from a plasma main). Add 1 CP to reduce the mass of the battery Fusion plants require fuel in the form pack by 1 Kg per 10 Energy Points. The motor of hydrogen or deuterium (heavy hydrogen) cannot weigh less than 1 Kg per 10 Energy but the rate that they consume their fuel is Points with currently available technology. minute and so fuel is not considered to be an Add 1 CP to increase the efficiency of the pack issue under most conditions but is considered by 5% between 1% and 70%. Add 1 CP to to have a 1 month fuel supply. increase the efficiency 2% between 71% and Fusion plants do have an efficiency 95% Efficiency cannot be increased over 95% rating but it is not for fuel consumption it is with currently available technology. for how much energy is generated as heat. Roll to overcome the Tech Challenge and This heat may be a useful byproduct in many apply it’s effects. situations. Heating water or simply using the heat to warm a complex of buildings reduces Plasma Coil the need for a separate heating system. Heat to Electrical and Mechanical When a fusion plant is used to power Plasma coils can generate mechanical a vehicle, the vehicle gets five 100% piloting energy as well as electrical power at the same Impairments per plant. time using the magnetic field of the plasma. If the fusion plant is being used for When a plasma coil is used to power a stationary power, it requires a successful Engineering - Building vehicle, the vehicle gets one 30% piloting Repair Machinery skill roll to start. This roll Impairment per coil. gets three 100% Impairments to start out. If the plasma coil is being used for Power Output: Select a number of energy stationary power, it requires a successful points the fusion plant needs to produce each Repair Machinery skill roll to start. This roll turn. For every 10 energy points the plant will gets a 20% Advantage to start out. produce the build gains 1 CP. Power Output: Select a number of energy Fusion plants must have a total energy output points the plasma coil needs to produce each of over 1000 Energy Points or they cannot turn. For every 5 energy points the engine will sustain their fusion reaction. produce the build gains 1 CP. Mass: For each point of Power Output, the Mass: For each point of Power Output, the fusion plant starts with a mass of 50 Kg. plasma coil starts with a mass of 20 Kg. Efficiency: Fusion plants start out with an Efficiency: Plasma coils start out with an efficiency of 70% efficiency of 80% Add 1 CP to reduce the mass of the fusion Add 1 CP to reduce the mass of the plasma coil plant by 1 Kg per Energy Point. The plant by 1 Kg per Energy Point. The coil cannot cannot weigh less than 45 Kg per Energy Point weigh less than 5 Kg per Energy Point with with currently available technology. currently available technology. Add 1 CP to increase the efficiency of the plant Add 1 CP to increase the efficiency of the coil by 1% between 1% and 70%. Add 2 CP to by 5% between 1% and 70%. Add 1 CP to increase the efficiency 1% between 71% and increase the efficiency 2% between 71% and 90% Efficiency cannot be increased over 90% 95% Efficiency cannot be increased over 95% with currently available technology. with currently available technology. 92 Roll to overcome the Tech Challenge and Roll to overcome the Tech Challenge and apply it’s effects. apply it’s effects. Using the ending efficiency value, convert the Fusion Plant percentage value to a decimal value (ex 70% Nuclear to Heat and Electrical becomes .70). Divide the total power by the efficiency decimal value. This is the total of Fusion technology is rare on The the electrical energy produced and the heat Artifact. Usually any time large amounts of energy produced. To get just the heat energy power are required the best way to obtain it is the fusion plant produces, subtract the to get it from a plasma conduit. electrical energy from the total. The size of the fusion reactor usually makes it impractical for most vehicles. Fusion The Artifact The Artifact Muscle Power To get the average wind speed in Km/ Mechanical to Mechanical h of an area, roll 3d10 if being used on the surface or 2d10 if used underground. Sometimes muscle power is the only available option or it is preferable for some When wind power is used to power a reason. Human muscle power and animal vehicle, the vehicle gets two 60% piloting muscle power work in the same way. Impairment per mechanism. For every human or animal providing If the mechanism is being used for muscle power add the STR attributes together stationary power, it requires a successful and then divide by 5000 to get the EUs that Repair Machinery skill roll to start. This roll muscle power puts out. To convert this energy gets a 50% Advantage to start out.

to electricity a generator must be used. Efficiency: Wind power mechanisms start out 93 To harness the energy and put it to with an efficiency of 60% use, there must be a device of some kind that Collector Surface: The larger the surface of the converts the muscle power into mechanical collector (sail or turbine blades) the more energy such as pedals, oars, yolks or spoked energy can be collected. The collector surface wheel. is recorded in Square Meters. When muscle power is used to power Larger collector surfaces weigh more. a vehicle, the vehicle gets one 60% piloting Power = Environmental Class x Average Wind Impairment per mechanism. Speed x Collector Surface x Efficiency / 250 If the mechanism is being used for Mass: For each point of collector surface, the stationary power, it requires a successful mechanism starts with a mass of 25 Kg. Repair Machinery skill roll to start. This roll gets a 70% Advantage to start out. Add 1 CP to reduce the mass of the mechanism by 1 Kg per Energy Point. It Power = 1 per 5,000 STR cannot weigh less than 15 Kg per Energy Point Mass: For each point of Power Output, the with currently available technology. mechanism starts with a mass of 75 Kg. Add 1 CP to increase the efficiency of the Efficiency: Muscle power mechanisms start mechanism by 1% between 1% and 70%. Add 2 out with an efficiency of 80% CP to increase the efficiency 1% between 71% Add 1 CP to reduce the mass of the and 95% Efficiency cannot be increased over mechanism by 1 Kg per Energy Point. It 95% with currently available technology. cannot weigh less than 50 Kg per Energy Roll to overcome the Tech Challenge and Point with currently available technology. apply it’s effects.

Add 1 CP to increase the efficiency of the Engineering - Building mechanism by 1% between 1% and 70%. Add 2 Power Plant Build Transforms CP to increase the efficiency 1% between 71% and 95% Efficiency cannot be increased over When the character rolls to design a 95% with currently available technology. powerplant, use the following tables. If the roll against the Tech Challenge succeeds, use Roll to overcome the Tech Challenge and the Successful Transform table. If the roll fails apply it’s effects. use the Failure Transform table.

Wind Power Successful Transform Mechanical to Mechanical Roll 1d6 Wind power converts air movement to 1 Increase Mass 1 Kg per Energy Point mechanical energy. These power systems may or take the form of sails to move a vehicle to the Decrease Efficiency 1% blades of a wind turbine. These are wind 2 Increase Mass 1 Kg per Energy Point energy collectors. or The faster the wind moves across the Decrease power output by 1 Energy Point wind energy collector and the higher the 3 Material collection takes 5 additional Environmental Class, the more energy the manhours per powerplant built collector can convert to usable energy. or Decrease Efficiency 1% 4 Increase Piloting Impairment by 20% if All transforms are suggestions. The being used in a vehicle, decrease the GM can alter or introduce different Advantage to start the powerplant by 5% if transforms as they deem fit. Alternatively the being used as stand alone power Player may request a different transform or or suggest their own but the GM should make Increase Mass 1 Kg per Energy Point sure it introduces interesting conditions to the 5 Parts construction takes longer because of build. complex parts. Hosents take one additional hour to build parts for every ten Kilograms Optional Rule: For very large builds that of powerplant mass. will take dozens if not hundreds of rolls, or before any rolls are made, the player can opt Decrease efficiency by 1% to reduce a number of CP for each Fractional 6 Skill used in last attempt is no longer Success but all transform effects are effective until 4 CP are reduced in one roll multiplied by the number of CP. and the next attempt requires that at least 2 CP reduced to make progress. Example: The player decides to reduce 10 CP with each fractional success. They get a transform of “Increase Mass 1Kg per Energy Failure Transform Point”. This becomes “Increase Mass 10 Kg Roll 1d10 per Energy Point” for this roll. 1 Increase Mass 5 Kg per Energy Point or Engineering - Building Decrease Efficiency 5% Fuel 2 Increase Mass 2 Kg per Energy Point Power generation requires power to or be stored in some manner. Whatever form Decrease power output by 2 Energy Points that is will be considered the fuel for the 3 Parts construction takes longer because of generator. complex parts. Hosents take one Using the ending efficiency value of a additional hour to build parts for every ten powerplant, convert the percentage value to a Kilograms of powerplant mass decimal value (ex 50% becomes .50). Divide 4 The engineer failing the roll is injured the Power Output by the efficiency decimal when testing the prototype (1d10 damage) value. if they don’t make a saving Reflex roll. The Example: The Power Output of an ICE is 10. character gets a 1% Advantage for every It has an efficiency of 45%. 10 / .45 = 22.2 minute in game that the turn took. (e.g. a 1 hour turn gives a 60% advantage) This is the total fuel energy consumed 5 Someone else gets injured (1d10 damage) per turn. This value is multiplied by then time when testing the prototype if they don’t the engineer wants the power plant to run to make a saving Reflex roll. The character find out how large a fuel supply will be gets a 1% Advantage for every minute in needed. This fuel weight is important for game that the turn took. (e.g. a combat vehicles. turn gives a 0% advantage) Batteries 6 Fire! Vehicles take 1d100 damage or 1d100 The amount of power that batteries Kg of materials must be gathered and can hold is considerable but is still less than processed again. the chemical energy in liquid carbon or

94 7 An NPC involved in building the prototype gasoline. One advantage of a battery powered takes 2d10 damage if they do not make a vehicle is that it can be recharged anywhere Reflex roll. The skill used is no longer electrical power is available. The biggest effective. disadvantage to batteries is that they usually 8 Increase Piloting Impairment by 100% if require small amounts of exotic metal in their being used in a vehicle, decrease the anode and cathode. Advantage to start the powerplant by 50% Batteries also cannot discharge their entire if being used as stand alone power. energy supply all at once, they can only 9 The design challenge is now immune to discharge a small fraction of their total power the skill used. in a turn. 10 Messed up! The design gains 3 CP. Take the powerplant’s fuel energy consumed per turn and divide it by 3. This is the The Artifact The Artifact minimum size of the battery. If a smaller Liquid Carbon (LCF) battery is used, it will not be able to put out Power/Liter 100,000 enough power per turn. Mass: 1.1 Kg per liter Total Power = Battery Mass (in Kg) x 200 Ethanol Power/Liter 6,000 Discharge Power per Turn = Battery Mass x 3 Mass: 0.8 Kg per liter Material collection difficulty: +1 CP per 30 Kg Methane of battery. Power/Liter 4,000 Fuel Tank Mass: 0.67 Kg per liter Fuel is chemical stored energy. The Compressed Hydrogen primary considerations in choosing a fuel are Power/Liter 2,500 Mass: 0.02 Kg per liter availability and energy density. The other 95 factor is the volume of fuel that the vehicle can carry. Plasma Storage Plasma power is easily obtainable in Use the fuel energy consumed and power hexes, it is also light. However, plasma multiply it by the number of turns the power is not a compact power source and not plant must run. (1 hr = 360 turns) This is the normally suitable for small vehicles. total power that must be stored in the fuel. Use the fuel energy consumed and Example: Our ICE has a fuel energy multiply it by the number of turns the power consumed of 22.2 and it needs to run for 10 plant must run. (1 hr = 360 turns) This is the hours (3600 turns). 22.2 x 3600 = 79,920 total power that must be stored in the fuel. Divide the total stored power Example: A plasma coil has a fuel energy requirement by the power per liter of the fuel. consumed per turn of 15 and we want it to run Example: The ICE is going to be powered by for 5 hours (1800 turns). 15 x 1800 = 27,000 LCF with a power per liter of 10,000. 79,920 / Divide the total stored power 100,000 = 0.799 liters requirement by the power per cubic cm of the Diesel plasma. Power/Liter 5,500 Example: The coil will use 27,000 energy Mass: 0.7 Kg per liter points over a five hour period. It requires 135 Gasoline cc of fuel. 27,000 / 200 = 135 Power/Liter 5,000 Mass: 0.7 Kg per liter Power/Cubic CM = 200 Mass: 0.6 Kg per Cubic cm

Weapon Build Transforms Engineering - Building

When the character rolls to design a 4 Increase Piloting Impairment by 10% if weapon, use the following tables. If the roll being used in a vehicle, Increase the against the Tech Challenge succeeds, use the Impairment to hit a target by 5% if being Successful Transform table. If the roll fails use used as stand alone weapon the Failure Transform table. or Successful Transform Increase Mass 1 Kg per Energy Point Roll 1d6 5 Parts construction takes longer because of 1 Increase Mass 1 Kg per Energy Point complex parts. Hosents take one additional or hour to build parts for every ten Kilograms Decrease Intensity by 500 of weapon mass. 2 Increase Mass 1 Kg per Energy Point or or Decrease Intensity by 500 Increase power required by 1 Energy Point 6 Skill used in last attempt is no longer 3 Material collection takes 5 additional effective until 4 CP are reduced in one roll manhours per weapon built and the next attempt requires that at least 2 or CP reduced to make progress. Decrease Intensity by 500 7 An NPC involved in building the prototype Failure Transform takes 2d10 damage if they do not make a Roll 1d10 Reflex roll. The skill used is no longer 1 Increase Mass 5 Kg per Energy Point effective. or 8 Increase Piloting Impairment by 30% if Decrease Intensity by 2,000 being used in a vehicle, Increase the 2 Increase Mass 2 Kg per Energy Point Impairment to hit a target by 10% if being or used as stand alone weapon. Increase power used by 2 Energy Points 9 The design challenge is now immune to 3 Parts construction takes longer because of the skill that was just used. complex parts. Hosents take one 10 Messed up! The design gains 3 CP. additional hour to build parts for every ten Kilograms of weapon mass All transforms are suggestions. The GM can alter or introduce different 4 The engineer failing the roll is injured transforms as they deem fit. Alternatively the when testing the prototype (1d10 damage) Player may request a different transform or if they don’t make a saving Reflex roll. The suggest their own but the GM should make character gets a 1% Advantage for every sure it introduces interesting conditions to the hour in game that the turn took. (e.g. a 1 build. work day turn gives a 8% advantage) 5 Someone else gets injured (1d10 damage) when testing the prototype if they don’t Optional Rule: For very large builds that Engineering - Building make a saving Reflex roll. The character will take dozens if not hundreds of rolls, gets a 1% Advantage for every hour in before any rolls are made, the player can opt game that the turn took. (e.g. a combat to reduce a number of CP for each Fractional turn gives a 0% advantage) Success but all transform effects are 6 Fire! Vehicles take 1d100 damage or 1d100 multiplied by the number of CP. Kg of materials must be gathered and Example: The player decides to reduce 10 CP processed again. with each fractional success. They get a transform of “Increase Mass 1Kg per Energy Point”. This becomes “Increase Mass 10 Kg per Energy Point” for this roll.

Building Lasers Lasers are rugged and TF-2394 Laser relatively long ranged weapons PB Damage 300 but usually are lower yield than Energy Required: 6 other weapons. While there are Mass: 122 Kg some notable exceptions to this on larger Range Class: D vehicles, the weapon is often moderately ROF: 1 heavy. However they are simple to automate Piloting Impairment 40% and add little complexity when added to Material Collection 70 Manhours vehicles. Parts Fabrication = 33 Hosent hours Assembly = 1.2 Manhours

96 Speeder 15 Laser Blaster PB Damage 40 TF-2394 Heavy Laser Energy Required: 0.17 PB Damage 500 Mass: 3.4 Kg Energy Required: 17 Range Class: D Mass: 347 Kg ROF: 1 Range Class: D Piloting Impairment 15% ROF: 1 Material Collection 10 Manhours Piloting Impairment 65% Parts Fabrication = 1.8 Hosent hours Material Collection 104 Manhours Assembly = 0 Manhours Parts Fabrication = 193 Hosent hours Assembly = 3.2 Manhours The Artifact The Artifact Rall 4 Laser When a laser is used in a vehicle, the PB Damage 400 vehicle gets one 5% piloting Impairment per Energy Required: 12 laser. Mass: 225 Kg If the laser is being used in stationary Range Class: D emplacement, it requires a successful Artillery ROF: 1 Operation skill roll to hit a target. This roll ROF: 1 gets a 0% Impairment to start out. Piloting Impairment 35% Material Collection 100 Manhours PB Damage: Select a number of points that Parts Fabrication = 67 Hosent hours the laser will do in damage at the point blank Assembly = 2.2 Manhours range bracket. For every 50 points of damage the laser will do the build gets 1 CP. 97 Hunter Laser Intensity: Lasers have an intensity value of PB Damage 100 8000 to start out with. This effects how much Energy Required: .7 energy is required to do the desired points of Mass: 14 Kg damage. Range Class: D Energy Required: The energy the laser ROF: 1 requires to do increasing amounts of damage Piloting Impairment 15% increases dramatically. Use the formula below Material Collection 35 Manhours to get the number of energy units that are Parts Fabrication = 4 Hosent hours required to power the laser. Assembly = 0 Manhours PB Damage x PB Damage / Intensity Demolisher Belly Laser Multiply the Point Blank Damage you chose PB Damage 1000 earlier by the Point Blank Damage (again) and Energy Required: 68 then divide by the laser’s Intensity value. Mass: 1458 Kg Mass: For each point of Energy Required, the Range Class: E laser starts with a mass of 20 Kg. ROF: 1 Piloting Impairment 25% Range Class: Lasers start with a range class of Material Collection 405 Manhours C. Parts Fabrication = 958 Hosent hours Rate of Fire: Lasers normally fire Assembly = 15 Manhours continuously throughout the turn so their rate of fire is considered to be 1. Add 10 CP to add Kelrath Capital Ship Laser 1 to the laser’s rate of fire and multiply the PB Damage 1500 Energy Required by the ROF.

Energy Required: 175 Engineering - Building Mass: 2620 Kg Add 1 CP to reduce the mass of the laser by 1 Range Class: D Kg per Energy Required. The laser cannot ROF: 1 weigh less than 15 Kg per Energy Required Piloting Impairment 85% with currently available technology. Material Collection 629 Manhours Add 1 CP to increase the Intensity value by Parts Fabrication = 1786 Hosent hours 500. Assembly = 26 Manhours Add 3 CP to increase the range class of the laser each letter class up to E. Add 9 CP to Designing Lasers increase the range class each letter past this When designing a laser, the primary up to G. Any range class increases past this considerations are damage, range, energy use, should be specifically be okayed by the GM mass and ease of use. because they require technology that is not Once the design is completed, the commonly available and add 30 CP to the engineer can produce as many of that design challenge. as is needed. They do not have to roll again for Subtract 4 CP to reduce the range class of the the laser design challenge but do have to laser by one letter. follow the rules under Build Time for each Roll to overcome the Tech Challenge and weapon produced. apply it’s effects. Input Power Required: Electrical Calculating Range Bracket Damage Short (S) x1 The damage that a laser does at Medium (Med) x 0.5 various ranges is based on it’s Point Blank Long (L) x 0.25 (PB) Damage. Take the PB Damage and multiply it by the following numbers. Extreme (Ex) x 0.1

Building Plasma Weapons Plasma weapons are medium Hunter Plasma Cannon range weapons and carry a good PB Damage: 200 punch for their energy needs. Energy Required: 3 Plasma weapons use a supply of Mass: 190 Kg superheated gas (between 10 thousand and 15 Range Class: C thousand degrees) that has a strong electrical Rate of Fire: 3 charge. An electrical charge is passed through Payload: 10 the air and the plasma is guided down it. Designing Plasma Weapons TF-2394 Plasma Blaster When designing a plasma weapon, the PB Damage: 25 primary considerations are damage, range, Energy Required: 0.58 energy use, mass, rate of fire, payload and

Engineering - Building Mass: 140 Kg ease of use. Range Class: B Once the design is completed, the Rate of Fire: 30 engineer can produce as many of that design Payload: 200 as is needed. They do not have to roll again for Piloting Impairment 10% the plasma weapon design challenge but do Material Collection 76.5 Manhours have to follow the rules under Build Time for Parts Fabrication = 24 Hosent hours each weapon produced. Assembly = 1.6 Manhours Input Power Required: Electrical TF-2394 Plasma Gun Ammunition Required: Plasma Payload PB Damage: 400 When a plasma weapon is used in a Energy Required: 4 vehicle, the vehicle gets one 10% piloting Mass: 330 Kg Impairment per plasma weapon. Range Class: C If the plasma weapon is being used in Rate of Fire: 1 stationary emplacement, it requires a Payload: 7 successful Artillery Operation skill roll to hit a Piloting Impairment 30% target. This roll gets a 0% Impairment to start Material Collection 83 Manhours out. Parts Fabrication = 36 Hosent hours Assembly = 2.6 Manhours PB Damage: Select a number of points that the plasma weapon will do in damage at the TF-2394 Plasma Cannon point blank range bracket. For every 100 PB Damage: 600 points of damage the plasma weapon will do Energy Required: 9 the build gets 1 CP. Mass: 940 Kg Intensity: Plasma weapons have an intensity 98 Range Class: C value of 40,000 to start out with. This effects Rate of Fire: 1 how much energy is required to do the desired Payload: 10 points of damage. Energy Required: The energy the plasma Rall 4 Plasma Cannon weapon requires to do increasing amounts of PB Damage: 200 damage. Use the formula below to get the Energy Required: 2 number of energy units that are required to Mass: 351 Kg power the plasma weapon. Range Class: C Rate of Fire: 2 PB Damage x PB Damage / Intensity Payload: 20 Multiply the Point Blank Damage you chose earlier by the Point Blank Damage (again) and The Artifact The Artifact then divide by the plasma weapon’s Intensity Subtract 4 CP to reduce the range class of the value. plasma weapon by one letter. Mass: For each point of Energy Required, the Roll to overcome the Tech Challenge and plasma weapon starts with a mass of 40 Kg. apply it’s effects. Range Class: Plasma weapons start with a Payload range class of A. The payload that is stored in the Rate of Fire: The massive magnetic fields that weapon has a small mass however the build up on the plasma weapon take time to powerful magnets that hold the plasma in cycle. This means that most Plasma weapons place are very heavy. have a ROF of 1. It is inefficient to make a Determine a number of rounds that the

plasma weapon fire more than one pulse plasma weapon should store. This is the 99 during a turn. Payload of the weapon. Add the result of the Add 1 CP for every EU used to fire the following formula to the mass of the weapon. weapon to add 1 to the plasma weapon’s rate Payload x PB Damage / 10 = Mass of Payload of fire and multiply the Energy Required by in Kg the ROF to get the total energy required to fire a full burst. Recalculate the weapon’s mass Example: A plasma cannon with a Point based on this new Energy Required. Blank Damage of 200 and a payload of 10 has the following mass. 10 x 200 /10 = 100 Kg Add 1 CP to reduce the mass of the plasma weapon by 1 Kg per Energy Required. The Add 1 CP to reduce the mass of the plasma plasma weapon cannot weigh less than 30 Kg storage to 90% of it’s current mass. This can per Energy Required with currently available be done up to ten times. technology. Calculating Damage Add 1 CP to increase the Intensity value by The damage that a plasma weapon 1000. does at various ranges is based on it’s Point Add 3 CP to increase the range class of the Blank (PB) Damage. Take the PB Damage and plasma weapon each letter class up to C. Add multiply it by the following numbers. 9 CP to increase the range class each letter Short (S) x1 past this up to E. Any range class increases Medium (Med) x 0.75 past this should be specifically be okayed by the GM because they require technology that Long (L) x 0.5 is not commonly available and add 30 CP to Extreme (Ex) x 0.13 the challenge. Engineering - Building Building Particle Beam Weapons Particle Beam weapons Piloting Impairment 80% generate a large quantity of Material Collection 421 Manhours particles, usually electrons, but Parts Fabrication = 545 Hosent hours sometimes neutrons, or in rare Assembly = 18 Manhours instances alpha particles and accelerate them at a target. These beams can melt solid matter rapidly at close ranges, but the beam disperses Deliverance Particle Cannon rapidly over distance. Because of the raw PB Damage 5000 energy that the weapon handles the system Energy Required: 85 usually requires time to charge and then cool, Mass: 3460 Kg this results in a lower rate of fire than most Range Class: C other weapons. ROF: 1/2 Piloting Impairment 55% Material Collection 717 Manhours TF-2394 Particle Cannon Parts Fabrication = 1,221 Hosent hours PB Damage 4500 Assembly = 34 Manhours Energy Required: 49 Mass: 1898 Kg Chezbah Cruiser Particle Cannon Range Class: B PB Damage 9500 ROF: 1 Energy Required: 300 Mass: 9,025 Kg damage increases dramatically. Use the Range Class: C formula below to get the number of energy ROF: 1/2 units that are required to power the particle Piloting Impairment 80% weapon. Material Collection 1,934 Manhours PB Damage x PB Damage / Intensity Parts Fabrication = 3,771 Hosent hours Assembly = 93 Manhours Multiply the Point Blank Damage you chose earlier by the Point Blank Damage (again) and Flying Fortress Super Particle Cannon then divide by the particle weapon’s Intensity PB Damage 80,000 value. Energy Required: 21,000 Mass: For each point of Energy Required, the Mass: 640,000 Kg particle weapon starts with a mass of 50 Kg. Range Class: E Range Class: Particle weapons start with a ROF: 1/2 range class of A. Piloting Impairment 195% Material Collection 139,765 Manhours Rate of Fire: Particle weapons normally fire Parts Fabrication = 320,000 Hosent hours once in a turn so their rate of fire is 1. Add 50 Assembly = 6,976 Manhours CP to add 1 to the particle weapon’s rate of fire and multiply the Energy Required by the ROF. Designing Particle Weapons Add 1 CP to reduce the mass of the particle When designing a particle weapon, weapon by 1 Kg per Energy Required. The

Engineering - Building the primary considerations are damage, particle weapon cannot weigh less than 30 Kg range, energy use, mass and ease of use. per Energy Required with currently available technology. Once the design is completed, the engineer can produce as many of that design Add 1 CP to increase the Intensity value by as is needed. They do not have to roll again for 10,000. the particle weapon design challenge but do Add 3 CP to increase the range class of the have to follow the rules under Build Time for particle weapon each letter class up to B. Add each weapon produced. 9 CP to increase the range class each letter Input Power Required: Electrical past this up to C. Any range class increases past this should be specifically be okayed by When a particle weapon is used in a the GM because they require technology that vehicle, the vehicle gets one 10% piloting is not commonly available and add 30 CP to Impairment per particle weapon. the challenge. If the particle weapon is being used in Subtract 4 CP to reduce the range class of the stationary emplacement, it requires a particle weapon by one letter. successful Artillery Operation skill roll to hit a target. This roll gets a 0% Impairment to start Roll to overcome the Tech Challenge and out. apply it’s effects. PB Damage: Select a number of points that Calculating Damage the particle weapon will do in damage at the The damage that a Particle Weapon point blank range bracket. For every 1000 does at various ranges is based on it’s Point points of damage the particle weapon will do Blank (PB) Damage. Take the PB Damage and the build gets 1 CP. multiply it by the following numbers. Intensity: Particle weapons have an intensity Short (S) x 0.88 100 value of 300,000 to start out with. This effects how much energy is required to do the desired Medium (Med) x 0.4 points of damage. Long (L) x 0.08 Energy Required: The energy the particle Extreme (Ex) x 0.008 weapon requires to do increasing amounts of

Building Meta Atom Weapons Meta Atom weapons are long point blank damage even at the end of their range weapons. The damage they range. do remains very close to their The Artifact The Artifact TF-2394 Meta Cannon PB Damage x PB Damage / Intensity PB Damage 400 Multiply the Point Blank Damage you chose Energy Required: 17.5 earlier by the Point Blank Damage (again) and Mass: 1898 Kg then divide by the meta gun’s Intensity value. Range Class: E ROF: 1 Mass: For each point of Energy Required, the Piloting Impairment 50% meta gun starts with a mass of 250 Kg. Material Collection 450 Manhours Range Class: Meta Guns start with a range Parts Fabrication = 426 Hosent hours class of D. Assembly = 19.7 Manhours Rate of Fire: Meta Guns normally fire once per turn so their rate of fire is 1. Add 15 CP to Designing Meta Atom Weapons add 1 to the meta gun’s rate of fire and 101 When designing a meta gun, the multiply the Energy Required by the ROF. primary considerations are damage, range, Add 1 CP to reduce the mass of the meta gun energy use, mass and ease of use. by 10 Kg per Energy Required. The meta gun Once the design is completed, the cannot weigh less than 100 Kg per Energy engineer can produce as many of that design Required with currently available technology. as is needed. They do not have to roll again for Add 1 CP to increase the Intensity value by the meta gun design challenge but do have to 500. follow the rules under Build Time for each weapon produced. Add 3 CP to increase the range class of the meta gun each letter class up to F. Add 9 CP to Input Power Required: Electrical increase the range class each letter past this When a meta gun is used in a vehicle, up to H. Any range class increases past this the vehicle gets one 5% piloting Impairment should be specifically be okayed by the GM per meta gun. because they require technology that is not If the meta gun is being used in commonly available and add 30 CP to the stationary emplacement, it requires a challenge. successful Artillery Operation skill roll to hit a Subtract 4 CP to reduce the range class of the target. This roll gets a 0% Impairment to start meta gun by one letter. out. Roll to overcome the Tech Challenge and PB Damage: Select a number of points that apply it’s effects. the meta gun will do in damage at the point blank range bracket. For every 60 points of damage the meta gun will do the build gets 1 Calculating Damage

CP. The damage that a meta atom does at Engineering - Building Intensity: Meta Guns have an intensity value various ranges is based on it’s Point Blank of 10,000 to start out with. This effects how (PB) Damage. Take the PB Damage and much energy is required to do the desired multiply it by the following numbers. points of damage. Short (S) x1 Energy Required: The energy the meta gun Medium (Med) x 0.88 requires to do increasing amounts of damage increases dramatically. Use the formula below Long (L) x 0.88 to get the number of energy units that are Extreme (Ex) x 0.5 required to power the meta gun.

Building Projectile Weapons Gas powered Weapons do not Below are two variations on projectile require a significant amount of weapons use electrical power. These are EMP energy to operate as their energy guns (Electro-Magnetic Pulse) that use coils is in the ammunition. The main or rails to create a magnetic field that performance impact of a traditional projectile accelerate the projectile from the barrel, or to weapon is the mass of the weapon and its concentrate the expanding gas from a gas ammunition which can be considerable. propelled shell. TF-2394 Projectile Cannon shell casings. This does not mean the weapon PB Damage 500 doesn’t use energy. Mass: 1,367.9 Kg PB Damage x PB Damage / Intensity Range Class: D Payload: 4 Multiply the Point Blank Damage you chose ROF: 1 earlier by the Point Blank Damage (again) and Piloting Impairment 75% then divide by the projectile weapon’s Material Collection 308 Manhours Intensity value. Parts Fabrication = 276 Hosent hours Mass: For each point of Energy Required, the Assembly = 14 Manhours projectile weapon starts with a mass of 40 Kg per Energy Required. GRX Storm Main Cannon Range Class: Projectile weapons start with a PB Damage 900 range class of B. Mass: 3,252 Kg Range Class: D Rate of Fire: Projectile weapons have a ROF of Payload: 50 1 to start. Add 1 CP to add 1 to the projectile ROF: 1 weapon’s rate of fire. Piloting Impairment 60% Add 1 CP to reduce the mass of the projectile Material Collection 679 Manhours weapon by 1 Kg per Energy Required. The Parts Fabrication = 1411 Hosent hours projectile weapon cannot weigh less than 15 Assembly = 31 Manhours Kg per Energy Required with currently

Engineering - Building available technology. Designing Projectile Weapons Add 1 CP to increase the Intensity value by When designing a projectile weapon, 500. the primary considerations are damage, range, mass, rate of fire, payload and ease of Add 3 CP to increase the range class of the use. projectile weapon each letter class up to D. Add 9 CP to increase the range class each Once the design is completed, the letter past this up to E. Any range class engineer can produce as many of that design increases past this should be specifically be as is needed. They do not have to roll again for okayed by the GM because they require the projectile weapon design challenge but do technology that is not commonly available and have to follow the rules under Build Time for add 30 CP to the challenge. each weapon produced. Subtract 4 CP to reduce the range class of the Input Power Required: Chemical projectile weapon by one letter. Ammunition Required: Projectile Payload Roll to overcome the Tech Challenge and When a projectile weapon is used in a apply it’s effects. vehicle, the vehicle gets one 20% piloting Payload Impairment per projectile weapon. Determine a number of rounds that If the projectile weapon is being used the projectile weapon should store. This is the in stationary emplacement, it requires a Payload of the weapon. Add the result of the successful Artillery Operation skill roll to hit a following formula to the mass of the weapon. target. This roll gets a 10% Impairment to start out. Payload x PB Damage x 60 / Intensity = Mass of Payload in Kg PB Damage: Select a number of points that 102 the projectile weapon will do in damage at the Example: A projectile cannon with a Point point blank range bracket. For every 200 Blank Damage of 200, an Intensity of 6,000 points of damage the projectile weapon will do and a payload of 10 has the following mass. 10 the build gets 1 CP. x 200 x 60 / 6,000 = 20 Kg Intensity: Projectile weapons have an intensity value of 6,000 to start out with. This effects the mass of ammunition required to do the desired points of damage. Energy Required: Projectile weapons do not normally require any external energy. All the energy the weapon needs is contained in the The Artifact The Artifact Calculating Damage Short (S) x1 The damage that a projectile does at Medium (Med) x 0.9 various ranges is based on it’s Point Blank Long (L) x 0.8 (PB) Damage. Take the PB Damage and multiply it by the following numbers. Extreme (Ex) x 0.5

Building Mechanical Projectile Weapons Projectile weapons such as point blank range bracket. For every 50 points catapults use stored mechanical of damage the projectile weapon will do the energy to launch a projectile on a build gets 1 CP. 103 ballistic trajectory. These weapons Intensity: Projectile weapons have an take less time to collect materials for and are intensity value of 2,000 to start out with. This simpler to construct. Often, rubble can be effects the mass of ammunition required to do used as the projectiles making any local the desired points of damage. source of material usable ammunition. Energy Required: Mechanical projectile Unlike chemically powered projectile require external power to launch a projectile weapons, mechanical powered weapons or to reset. However mechanical projectile require an external energy source, in most weapons often store energy in springs, torsion cases to reset them to a ready firing state. This mechanisms or in weights over a period of energy can be provided by human or animal minutes so not all of the energy is needed at muscle power or by another source like an once. internal combustion engine. However these weapons are usually designed to be set to fire PB Damage x PB Damage / Intensity by using very little power that is stored up Multiply the Point Blank Damage you chose over time. For instance a catapult that does 50 earlier by the Point Blank Damage (again) and points of damage can be reset over twenty then divide by the projectile weapon’s minutes by two men putting out only 0.006 Intensity value. EU each. Mass: For each point of Energy Required, the projectile weapon starts with a mass of 80 Kg Designing Mechanical Projectile per Energy Required. Weapons Range Class: Mechanical projectile weapons When designing a projectile weapon, start with a range class of A. the primary considerations are damage, Rate of Fire: Projectile weapons have a ROF of range, mass, rate of fire, payload and ease of 1 to start. Add 10 CP to add 1 to the projectile Engineering - Building use. weapon’s rate of fire. Multiply the energy Once the design is completed, the required by the ROF. engineer can produce as many of that design Add 1 CP to reduce the mass of the projectile as is needed. They do not have to roll again for weapon by 1 Kg per Energy Required. The the projectile weapon design challenge but do projectile weapon cannot weigh less than 15 have to follow the rules under Build Time for Kg per Energy Required with currently each weapon produced. available technology. Input Power Required: Mechanical Add 1 CP to increase the Intensity value by Ammunition Required: Projectile Payload 500. When a projectile weapon is used in a Add 3 CP to increase the range class of the vehicle, the vehicle gets one 40% piloting projectile weapon each letter class up to C. Impairment per projectile weapon. Add 9 CP to increase the range class each letter past this up to D. Any range class If the projectile weapon is being used increases past this should be specifically be in stationary emplacement, it requires a okayed by the GM because they require successful Artillery Operation skill roll to hit a technology that is not commonly available and target. This roll gets a 20% Impairment to add 30 CP to the challenge. start out. Subtract 4 CP to reduce the range class of the PB Damage: Select a number of points that projectile weapon by one letter. the projectile weapon will do in damage at the Roll to overcome the Tech Challenge and Calculating Damage apply it’s effects. The damage that a projectile does at Payload various ranges is based on it’s Point Blank Determine a number of rounds that (PB) Damage. Take the PB Damage and the projectile weapon should store. This is the multiply it by the following numbers. Payload of the weapon. Add the result of the following formula to the mass of the weapon. Short (S) x1 Payload x PB Damage x PB Damage / Medium (Med) x 0.9 Intensity = Mass of Payload in Kg Long (L) x 0.8 Extreme (Ex) x 0.5

Building Electro-Thermal Chemical Weapons ETC guns use chemical If the ETC weapon is being used in charge to accelerate a shell down a stationary emplacement, it requires a barrel like a regular chemical successful Artillery Operation skill roll to hit a powered weapon, but unlike a target. This roll gets a 0% Impairment to start regular gas powered gun, the ETC uses a out. powerful electrical field to keep the expanding PB Damage: Select a number of points that Engineering - Building gas in a column behind the shell even after it the ETC weapon will do in damage at the has left the barrel. This allows the shell to be point blank range bracket. For every 50 points pushed further and harder than a traditional of damage the ETC weapon will do the build gas powered weapon. gets 1 CP. Intensity: ETC weapons have an intensity KS-10 Main Cannon value of 3,000 to start out with. This effects PB Damage 500 how much energy is required to do the desired Mass: 1564 Kg points of damage. Range Class: D Energy Required: 5 Energy Required: The energy the ETC weapon Payload: 50 requires is partly supplied by the chemical ROF: 1 propellant in the shell and partly electrical to Piloting Impairment 40% power electromagnets in the barrel. Use the Material Collection 364 Manhours formula below to get the number of energy Parts Fabrication = 628 Hosent hours units that are required to power the ETC Assembly = 16 Manhours weapon. PB Damage x PB Damage / Intensity Designing Electro-Thermal Chemical Multiply the Point Blank Damage you chose Weapons earlier by the Point Blank Damage (again) and When designing a ETC weapon, the then divide by the ETC weapon’s Intensity primary considerations are damage, range, value. This is the total energy use by the energy use, mass, rate of fire, payload and weapon. ease of use. The electromagnets in the barrel of the ETC weapon use one tenth of the total energy. 104 Once the design is completed, the engineer can produce as many of that design Total Energy Required /10 = Electrical Energy as is needed. They do not have to roll again for Required. the ETC weapon design challenge but do have to follow the rules under Build Time for each Mass: For each point of Energy Required, the weapon produced. ETC weapon starts with a mass of 40 Kg. Input Power Required: Electrical Range Class: ETC weapons start with a range class of C. Ammunition Required: Projectile Payload Rate of Fire: The massive magnetic fields that When a ETC weapon is used in a build up on the ETC weapon take time to vehicle, the vehicle gets one 30% piloting cycle. This means that most ETC weapons Impairment per ETC weapon. have a ROF of 1. It is less efficient to make a The Artifact The Artifact ETC weapon fire more than one pulse during The payload that is stored in the a turn. Add 4 CP to add 1 to the ETC weapon’s weapon has a slightly smaller mass than rate of fire and multiply the Electrical Energy traditional gas powered projectiles. Required by the ROF. Determine a number of rounds that the ETC Add 1 CP to reduce the mass of the ETC weapon should store. This is the Payload of weapon by 1 Kg per Energy Required. The the weapon. Add the result of the following ETC weapon cannot weigh less than 30 Kg per formula to the mass of the weapon. Energy Required with currently available Payload x PB Damage x 50 / Intensity = Mass technology. of Payload in Kg Add 1 CP to increase the Intensity value by Example: A ETC cannon with a Point Blank 500.

Damage of 500, an Intensity of 3,000 and a 105 Add 3 CP to increase the range class of the payload of 50 has the following mass. 50 x ETC weapon each letter class up to E. Add 9 500 x 50 / 3,000 = 417 Kg CP to increase the range class each letter past Calculating Damage this up to F. Any range class increases past this should be specifically be okayed by the The damage that a projectile does at GM because they require technology that is various ranges is based on it’s Point Blank not commonly available and add 30 CP to the (PB) Damage. Take the PB Damage and challenge. multiply it by the following numbers. Subtract 4 CP to reduce the range class of the Short (S) x1 ETC weapon by one letter. Medium (Med) x 0.9 Roll to overcome the Tech Challenge and Long (L) x 0.85 apply it’s effects. Extreme (Ex) x 0.5 Payload

Building Electro-Magnetic Weapons

Electro-Magnetic Projectile piloting Impairment per Electromagnetic launchers can use several weapon. different principles to accelerate a If the Electromagnetic weapon is projectile. These can include rail being used in stationary emplacement, it guns, coil guns, or pulse guns. Although each requires a successful Artillery Operation skill uses very different principles to operate but

roll to hit a target. This roll gets a 0% Engineering - Building the effect is similar, a projectile is accelerated Impairment to start out. to ballistic velocities using a magnetic field. PB Damage: Select a number of points that the Electromagnetic weapon will do in Designing Electro-Magnetic Projectile damage at the point blank range bracket. For Weapons every 50 points of damage the When designing an Electromagnetic Electromagnetic weapon will do, the build weapon, the primary considerations are gets 1 CP. damage, range, energy use, mass, rate of fire, Intensity: Electromagnetic weapons have an payload and ease of use. intensity value of 6,000 to start out with. This Once the design is completed, the effects how much energy is required to do the engineer can produce as many of that design desired points of damage. as is needed. They do not have to roll again for Energy Required: The energy the the Electromagnetic weapon design challenge Electromagnetic weapon requires is electrical but do have to follow the rules under Build to power electromagnets in the barrel. Use the Time for each weapon produced. formula below to get the number of energy Input Power Required: Electrical units that are required to power the Electromagnetic weapon. Ammunition Required: Projectile Payload PB Damage x PB Damage / Intensity When a Electromagnetic weapon is used in a vehicle, the vehicle gets one 30% Multiply the Point Blank Damage you chose earlier by the Point Blank Damage (again) and then divide by the Electromagnetic weapon’s Subtract 4 CP to reduce the range class of the Intensity value. This is the total energy use by Electromagnetic weapon by one letter. the weapon. Roll to overcome the Tech Challenge and Mass: For each point of Energy Required, the apply it’s effects. Electromagnetic weapon starts with a mass of Payload 50 Kg. The payload that is stored in the Range Class: Electromagnetic weapons start weapon has a smaller mass than traditional with a range class of C. gas powered projectiles. Rate of Fire: The massive magnetic fields that Determine a number of rounds that the build up on the Electromagnetic weapon take Electromagnetic weapon should store. This is time to cycle. This means that most the Payload of the weapon. Add the result of Electromagnetic weapons have a ROF of 1. It the following formula to the mass of the is less efficient to make a Electromagnetic weapon. weapon fire more than one pulse during a turn. Add 4 CP to add 1 to the Electromagnetic Payload x PB Damage / Intensity = Mass of weapon’s rate of fire and multiply the Energy Payload in Kg Required by the ROF. Example: A Electromagnetic cannon with a Add 1 CP to reduce the mass of the Point Blank Damage of 500, an Intensity of Electromagnetic weapon by 1 Kg per Energy 5,000 and a payload of 500 has the following Required. The Electromagnetic weapon mass. 500 x 500 / 5,000 = 50 Kg

Engineering - Building cannot weigh less than 20 Kg per Energy Required with currently available technology. Calculating Damage Add 1 CP to increase the Intensity value by The damage that a projectile does at 500. various ranges is based on it’s Point Blank Add 3 CP to increase the range class of the (PB) Damage. Take the PB Damage and Electromagnetic weapon each letter class up multiply it by the following numbers. to F. Add 9 CP to increase the range class each Short (S) x1 letter past this up to G. Any range class increases past this should be specifically be Medium (Med) x 0.9 okayed by the GM because they require Long (L) x 0.85 technology that is not commonly available and add 30 CP to the challenge. Extreme (Ex) x 0.5

Building Missile Launchers Missiles are different from Assembly = 12 Manhours most other weapon systems because the weapons mass Vanguard Missile Launcher consists primarily of ammunition. PB Damage 1,000 Because the missile provides the thrust with Mass: 734.7 Kg little impact on the vehicle, the bulky Range Class: C reinforcements that withstand the stresses of Blast Range Class: B a projectile weapon firing are not needed. This Payload: 20 makes the payload the missile can deliver ROF: 5-20 106 much higher. Fire Arcs: 1 KS-10 Missile Launcher Piloting Impairment 230% PB Damage 2,000 Material Collection 252 Manhours Mass: 1403 Kg Parts Fabrication = 106 Hosent hours Range Class: E Assembly = 7 Manhours Blast Range Class: B Payload: 5 Designing Missile Launchers ROF: 1-5 When designing a missile launcher, Fire Arcs: 4 the primary considerations are damage, Piloting Impairment 90% range, blast range, mass, payload and ease of Material Collection 325 Manhours use.

The Artifact Parts Fabrication = 356 Hosent hours The Artifact Once the design is completed, the per Energy Required with currently available engineer can produce as many of that design technology. as is needed. They do not have to roll again for Add 1 CP to increase the Intensity value by the missile launcher design challenge but do 500. have to follow the rules under Build Time for each weapon produced. Add 3 CP to increase the range class of the missile launcher each letter class up to E. Add Input Power Required: Chemical 9 CP to increase the range class each letter Ammunition Required: Missile Payload past this up to F. Any range class increases When a missile launcher is used in a past this should be specifically be okayed by vehicle, the vehicle gets one 10% piloting the GM because they require technology that is not commonly available and add 30 CP to

Impairment per missile launcher. 107 the challenge. If the missile launcher is being used in stationary emplacement, it requires a Add 5 CP to increase the blast range class of successful Artillery Operation skill roll to hit a the missile launcher each letter class up to B. target. This roll gets a 10% Impairment to Add 15 CP to increase the range class each start out. letter past this up to C. Any range class increases past this should be specifically be PB Damage: Select a number of points that okayed by the GM because they require the missile launcher will do in damage at the technology that is not commonly available and point blank range bracket. For every 200 add 50 CP to the challenge. points of damage the missile launcher will do the build gets 1 CP. Subtract 4 CP to reduce the range class of the missile launcher by one letter. Intensity: Missile Launchers have an intensity value of 15,000 to start out with. This effects Missiles can redirect themselves if designed to the mass of ammunition required to do the do so. Add one CP to the design challenge for desired points of damage. each fire arc the missiles can fire into from their mounted position. Energy Required: Missile Launchers do not normally require any external energy. All the Roll to overcome the Tech Challenge and energy the weapon needs is contained in the apply it’s effects. missile itself. This does not mean the weapon doesn’t use energy, the energy value here is in Payload the propellant and warhead. Determine a number of rounds that PB Damage x PB Damage / Intensity the missile launcher should store. This is the Multiply the Point Blank Damage you chose Payload of the weapon. Add the result of the earlier by the Point Blank Damage (again) and following formula to the mass of the weapon. Engineering - Building then divide by the missile launcher’s Intensity Payload x Energy Required = Mass of Payload value. in Kg Mass: For each point of Energy Required, the Example: A missile launcher with a Point missile launcher starts with a mass of 2 Kg per Blank Damage of 2000, an Intensity of 15,000 Energy Required. and a payload of 5 has the following mass. 10 Range Class: Missile Launchers start with a x 2000 x 2000 / 15,000 = 1,333 Kg range class of C. Blast Range Class: Missile Launchers start Calculating Damage with a blast range class of A. The damage that an explosive missile Rate of Fire: Missile Launchers have a ROF of does is based on it’s PB Damage. The numbers 1 to start. Add 1 CP to add 1 to the missile given below are for the Blast Range Class. launcher’s rate of fire. Short (S) x1 Add 1 CP to reduce the mass of the missile launcher by 1 Kg per Energy Required. The Medium (Med) x 0.9 missile launcher cannot weigh less than 1 Kg Long (L) x 0.85 Extreme (Ex) x 0.5 Shields There are two types of force The second kind is much less fields or shields that are in use on The common and there is only one design. The Artifact. The most common is the ion Kerdi use a field that dampens and absorbs cascade barrier in which a powerful magnetic energy. Very little is understood about this field envelops the vehicle and a curtain of type of shield and removing them from a ionized gas or plasma that deflects projectiles Kerdi takes great skill as they are highly or disperses energy. integrated into the Kerdi's systems.

Ion Cascade Shields Ion cascade shields are the Energy Required: 19 standard shields used on The Artifact. Mass:282 Kg They use a powerful magnetic field to Piloting Impairment 35% accelerate a curtain of ionized gas (usually Sensor Impairment 10% from the air in an atmosphere) around a ECM Impairment 20% building or vehicle. This curtain diffuses laser Material Collection 128 Manhours light and has enough force to deflect plasma Parts Fabrication = 79 Hosent hours and even projectiles. Assembly = 3.4 Manhours

Engineering - Building Kelrath Freighter Shield 100 pt Shield Hit Points: 500 Hit Points: 100 Energy Required: 26 Energy Required: 1 Mass:558.7 Kg Mass:18 Kg Piloting Impairment 35% Piloting Impairment 30% Sensor Impairment 0% Sensor Impairment 10% ECM Impairment 8% ECM Impairment 20% Material Collection 558 Manhours Material Collection 43.6 Manhours Parts Fabrication = 281 Hosent hours Parts Fabrication = 4 Hosent hours Assembly = 5.5 Manhours Assembly = .2 Manhour When designing a Ion Cascade Shield, TF-2394 Shield the primary considerations are Hit Points,, Hit Points: 200 energy use and mass. Energy Required: 4.47 Once the design is completed, the Mass:72.6 Kg engineer can produce as many of that design Piloting Impairment 35% as is needed. They do not have to roll again for Sensor Impairment 20% the ICS design challenge but do have to follow ECM Impairment 26% the rules under Build Time for each weapon Material Collection 58 Manhours produced. Parts Fabrication = 9 Hosent hours Input Power Required: Electrical Assembly = 1 Manhour When a ICS is used in a vehicle, the Rall 4 Shield vehicle gets one 20% piloting Impairment per shield. 108 Hit Points: 260 Energy Required: 9.55 If the shield is being used in Mass:176 Kg stationary emplacement, it requires a Piloting Impairment 30% successful Repair Electronics skill roll to Sensor Impairment 21% activate. This roll gets a 50% Advantage to ECM Impairment 45% start out. Material Collection 55 Manhours ICS are electromagnetically noisy. In Parts Fabrication = 38 Hosent hours some situations this may not matter to a Assembly = 1.7 Manhours designer but an ICS starts out reducing local sensor’s effectiveness by reducing their skill Delta Shield Advantage by 10% and reduce an ECM’s skill Hit Points: 400 Advantage by 20% for each shield. The Artifact The Artifact Hit Points: Select a number of points that the 2 Increase Mass 1 Kg per Energy Point ICS will protect from. For every 50 points of or damage the ICS deflects a turn the build gets 1 Increase power required by 1 Energy Point CP. 3 Material collection takes 20 additional Efficiency: Each ICS has an Efficiency rating manhours per weapon built that effects it’s power consumption. or Decrease local sensors and ECMs by 5% This rating starts at 20% when more protecting light vehicles or anything smaller than 5 meters to a side. 4 Increase Piloting Impairment by 10% if being used in a vehicle, Decrease the Efficiency starts at 15% for medium advantage to start 5% if being used as stand vehicles or anything smaller than 10 meters to alone shield 109 a side. or Heavy vehicles or anything larger Increase Mass 1 Kg per Energy Point than 15 meters start with an efficiency of 10%. 5 Decrease sensors and ECMs by 5% more Super Heavy vehicles and anything or larger than 20 meters to a side start with an Decrease Efficiency by 1% efficiency of 5% 6 Skill used in last attempt is no longer Energy Required: The energy the ICS requires effective until 4 CP are reduced in one roll to protect against damage increases and the next attempt requires that at least 2 dramatically as the damage goes up. Use the CP reduced to make progress. formula below to get the number of energy units that are required to power the shield. Failure Transform Roll 1d10 HP x HP / Efficiency / 40,000 = Energy Required 1 Increase Mass 5 Kg per Energy Point or Multiply the Hit Points you chose earlier by Decrease Efficiency by 5% the Hit Points (again), then divide by the ICS 2 Increase Mass 5 Kg per Energy Point decimal Efficiency value and then divide by or 40,000. Increase power used by 5 Energy Points Mass: For each point of Energy Required, the 3 Parts construction takes longer because of ICS starts with a mass of 20 Kg. complex parts. Hosents take one Add 1 CP to reduce the mass of the ICS by 1 Kg additional hour to build parts for every ten per Energy Required. The ICS cannot weigh Kilograms of weapon mass less than 18 Kg per Energy Required with 4 The engineer failing the roll is injured currently available technology. when testing the prototype (1d10 damage) Engineering - Building Add 1 CP to increase the Efficiency value by if they don’t make a saving Reflex roll. The 5%. The maximum Efficiency value for an ICS character gets a 1% Advantage for every is 25% with currently available technology. hour in game that the turn took. (e.g. a 1 work day turn gives a 8% advantage) Add 1 CP to decrease the electromagnetic 5 Someone else gets injured (1d10 damage) noise generated by the shield 5% against when testing the prototype if they don’t Sensor and ECM Advantages. make a saving Reflex roll. The character Roll to overcome the Tech Challenge and gets a 1% Advantage for every hour in apply it’s effects. game that the turn took. (e.g. a combat When the character rolls to design a turn gives a 0% advantage) force field, use the following tables. If the roll 6 Fire! 1d100 Kg of materials must be against the Tech Challenge succeeds, use the gathered and processed again. Successful Transform table. If the roll fails use 7 An NPC involved in building the prototype the Failure Transform table. takes 2d10 damage if they do not make a Successful Transform Reflex roll. The skill used is no longer Roll 1d6 effective. 1 Increase Mass 1 Kg per Energy Point 8 Increase Piloting Impairment by 30% if or being used in a vehicle, Decrease the Decrease Efficiency by 1% advantage to start 20% if being used as stand alone shield 9 The design challenge is now immune to Optional Rule: For very large builds that the skill that was just used. will take dozens if not hundreds of rolls, 10 Messed up! The design gains 3 CP. before any rolls are made, the player can opt All transforms are suggestions. The to reduce a number of CP for each Fractional GM can alter or introduce different Success but all transform effects are transforms as they deem fit. Alternatively the multiplied by the number of CP. Player may request a different transform or Example: The player decides to reduce 10 CP suggest their own but the GM should make with each fractional success. They get a sure it introduces interesting conditions to the transform of “Increase Mass 1Kg per Energy build. Point”. This becomes “Increase Mass 10 Kg per Energy Point” for this roll.

Kerdi Shields

Kerdi Shields are HP Energy Mass omnidirectional shields but can only 400 +1 per HP absorbed 1200 Kg absorb energy from all fire arcs. They are ineffective against projectile ECM Advantage 60% weapons and cannot be combined with Ion Camouflage Advantage 60% Cascade Shields.

Engineering - Building Kerdi Shields also give a camouflage Removing a Kerdi’s shields from the robot is a bonus in dark conditions and from sensors. 40 CP tech challenge and it disables the robot

Sensors and Countermeasures

Sensors are used to enhance a 3 Material collection takes 20 additional person’s ability to perceive the world. manhours per system built In this section sensors refer to a cluster or of devices such as radar, sonar, infrared Decrease skill Advantage by 5% cameras, laser range finders and optical 4 Increase Piloting Impairment by 10% if cameras. being used in a vehicle, Decrease skill Electromagnetic Countermeasures are Advantage by 5% used to foil sensors. They are systems for or obscuring sensors technology like radar. Increase Mass 1 Kg per Energy Point ECMs often make use of powerful radio 5 Parts construction takes longer because of transmitters to confuse radar readings and complex parts. Hosents take one additional lasers used to blind cameras and infrared hour to build parts for every ten Kilograms sensors. of weapon mass. When the character rolls to design a or sensor system, use the following tables. If the Decrease skill Advantage by 5% roll against the Tech Challenge succeeds, use the Successful Transform table. If the roll fails 6 Skill used in last attempt is no longer use the Failure Transform table. effective until 4 CP are reduced in one roll

110 and the next attempt requires that at least 2 Successful Transform CP reduced to make progress. Roll 1d6 1 Increase Mass 1 Kg per Energy Point or Decrease Efficiency 1% 2 Increase Mass 1 Kg per Energy Point or Increase power required by 1 Energy Point The Artifact The Artifact Failure Transform 7 An NPC involved in building the prototype Roll 1d10 takes 2d10 damage if they do not make a 1 Increase Mass 5 Kg per Energy Point Reflex roll. The skill used is no longer or effective. Decrease skill Advantage by 30% 8 Increase Piloting Impairment by 30% if 2 Increase Mass 2 Kg per Energy Point being used in a vehicle, Decrease the skill or Advantage 30% if being used as stand Decrease Efficiency 5% alone system. 3 Parts construction takes longer because of 9 The design challenge is now immune to complex parts. Hosents take one the skill that was just used. additional hour to build parts for every ten 10 Messed up! The design gains 3 CP. Kilograms of system mass All transforms are suggestions. The 111 4 The engineer failing the roll is injured GM can alter or introduce different when testing the prototype (1d10 damage) transforms as they deem fit. Alternatively the if they don’t make a saving Reflex roll. The Player may request a different transform or character gets a 1% Advantage for every suggest their own but the GM should make hour in game that the turn took. (e.g. a 1 sure it introduces interesting conditions to the work day turn gives a 8% advantage) build. 5 Someone else gets injured (1d10 damage) when testing the prototype if they don’t make a saving Reflex roll. The character Optional Rule: For very large builds that gets a 1% Advantage for every hour in will take dozens if not hundreds of rolls, game that the turn took. (e.g. a combat before any rolls are made, the player can opt turn gives a 0% advantage) to reduce a number of CP for each Fractional Success but all transform effects are 6 Fire! Vehicles take 1d100 damage or 1d100 multiplied by the number of CP. Kg of materials must be gathered and processed again. Example: The player decides to reduce 10 CP with each fractional success. They get a transform of “Increase Mass 1Kg per Energy Point”. This becomes “Increase Mass 10 Kg per Energy Point” for this roll.

Sensors The statistics below are for as is needed. They do not have to roll again for

sensor clusters that include radar, low the design challenge but do have to follow the Engineering - Building light, infrared, ultraviolet, spotlights, rules under Build Time for each system parabolic microphones and sonar. produced. Input Power Required: Electrical TF-2394 Sensor Suite When sensors are used in a vehicle, Sensor Advantage 100% the vehicle gets one 20% piloting Impairment Range Class D to start out with. Energy Required: 10.4 Select a percent value for the sensor’s skill Mass: 221 Kg Advantage. This is their ease of use and gives Piloting Impairment 20% an Advantage roll to the character while using Material Collection 194 Manhours the sensors. Select a value between 0% and Parts Fabrication = 22 Hosent hours 80%. For every 10% of skill Advantage add 1 Assembly = 2.2 Manhours CP to the design challenge. Range Class: Select a range class and note it’s Designing Sensors Extreme range bracket in Kilometers. Range When designing a system of sensors, class A equals 0.03, B equals .3 C equals 1 etc. the primary considerations are range, energy The design gets 1 CP for every range class use, mass and ease of use. (A=1, B=2 C=3 etc.). Once the design is completed, the engineer can produce as many of that design Efficiency: Sensors have an Efficiency rating Mass: For each point of Energy Required, the that effects it’s power consumption. This Sensors start with a mass of 30 Kg. rating starts at 80% Add 1 CP to reduce the mass of the sensor Energy Required: The energy the sensor system by 1 Kg per Energy Required. The system requires is based on range and skill sensors cannot weigh less than 20 Kg per Advantage. Use the formula below to get the Energy Required with currently available number of energy units that are required to technology. power the sensors. Add 1 CP to increase the sensor’s Efficiency by Ex Range x Skill Advantage / Efficiency = 1%. Energy Required Roll to overcome the Tech Challenge and Multiply the sensor’s extreme range bracket apply it’s effects. (in Kilometers) you chose earlier by the decimal value of the Skill Advantage divided by the Efficiency decimal value. If the skill Turrets and Sensors advantage is 0% use the value 0.005. Visual sensors are only pointed in one fire arc unless they are mounted on a turret like the head of an E-Suit.

Electro-Magnetic Counter Measures

Engineering - Building Electromagnetic counter Once the design is completed, the measures include flares, chaff, optics engineer can produce as many of that design sensor blinding lasers, radio jammer as is needed. They do not have to roll again for and sound dampeners. ECMs are used to fool the sensor design challenge but do have to enemy sensors by making false sensor follow the rules under Build Time for each readings, make the system with the ECM system produced. disappear or make the system seem to jump Input Power Required: Electrical around erratically. These systems are designed to prevent sensors from locking onto When ECMs are used in a vehicle, the the system with the ECM. vehicle gets one 20% piloting Impairment to start out with. Select a percent value for the ECM skill TF-2394 ECMs Advantage. This is their ease of use and gives ECM Advantage 100% an Advantage roll to the character while using Range Class C the ECM. Select a value between 0% and 80%. Energy Required: 1.3 For every 10% of skill Advantage add 1 CP to Mass: 30.7 Kg the design challenge. Piloting Impairment 20% Material Collection 146 Manhours Range Class: Select a range class and note it’s Parts Fabrication = 3.1 Hosent hours Extreme range bracket in Kilometers. Range Assembly = 0.3 Manhours class A equals 0.03, B equals .3 C equals 1 etc. The build gets 1 CP for every range class (A=1, B=2 C=3 etc.). Kelrath Freighter ECMs ECM Advantage 56% Efficiency: ECMs have an Efficiency rating Range Class D that effects it’s power consumption. 112 Energy Required: 215 This rating starts at 60% when Mass: 5253 Kg protecting light vehicles or anything smaller Piloting Impairment 20% than 5 meters to a side. Material Collection 1120.8 Manhours Efficiency starts at 40% for medium Parts Fabrication = 1394 Hosent hours vehicles or anything smaller than 10 meters to Assembly = 52 Manhours a side. Designing ECMs Heavy vehicles or anything larger than 15 meters start with an efficiency of 20%. When designing ECMs, the primary considerations are range, energy use, mass Super Heavy vehicles and anything and ease of use. larger than 20 meters to a side start with an efficiency of 10% The Artifact The Artifact Energy Required: The energy the ECM system Mass: For each point of Energy Required, the requires is based on range and skill ECMs start with a mass of 160 Kg. Advantage. Use the formula below to get the Add 1 CP to reduce the mass of the sensor number of energy units that are required to system by 1 Kg per Energy Required. The power the ECMs. ECMs cannot weigh less than 80 Kg per Ex Range x Ex Range x Skill Advantage / Energy Required with currently available Efficiency = Energy Required technology. Multiply the ECM’s extreme range bracket (in Add 1 CP to increase the ECM’s Efficiency by Kilometers) you chose earlier by the extreme 1%. range bracket by the decimal value of the Skill Roll to overcome the Tech Challenge and Advantage divided by the Efficiency decimal

apply it’s effects. 113 value. If the skill advantage is 0% use the value 0.005.

Electro-Magnetic Counter Counter Measures ECCMs consist of radar When ECCMs are used in a vehicle, boosters, software to filter through the vehicle gets one 20% piloting Impairment ECM interference, sidelobe to start out with. comparison antenna and radar jammer Select a percent value for the ECCM skill location systems. Advantage. This is their ease of use and gives an Advantage roll to the character while using TF-2394 ECCMs the ECCM. Select a value between 0% and ECCM Advantage 20% 80%. For every 5% of skill Advantage add 1 CP Range Class B to the design challenge. Energy Required: 0.08 Range Class: Select a range class and note it’s Mass: 2.6 Kg Extreme range bracket in Kilometers. Range Piloting Impairment 20% class A equals 0.03, B equals .3 C equals 1 etc. Material Collection 150 Manhours The build gets 1 CP for every range class (A=1, Parts Fabrication = 0.5 Hosent hours B=2 C=3 etc.). Assembly = 0 Manhours Efficiency: ECCMs have an Efficiency rating that effects it’s power consumption. This Kelrath Freighter ECCMs rating starts at 60% ECCM Advantage 50% Range Class C Energy Required: The energy the ECCM Engineering - Building Energy Required: 4.6 system requires is based on range and skill Mass: 165 Kg Advantage. Use the formula below to get the Piloting Impairment 20% number of energy units that are required to Material Collection 113 Manhours power the ECCMs. Parts Fabrication = 22 Hosent hours Ex Range x Ex Range x Skill Advantage / Assembly = 1.6 Manhours Efficiency = Energy Required Multiply the ECCM’s extreme range bracket Designing ECCMs (in Kilometers) you chose earlier by the When designing ECCMs, the primary extreme range bracket by the decimal value of considerations are range, energy use, mass the Skill Advantage divided by the Efficiency and ease of use. decimal value. If the skill advantage is 0% use Once the design is completed, the the value 0.005. engineer can produce as many of that design Mass: For each point of Energy Required, the as is needed. They do not have to roll again for ECCMs start with a mass of 40 Kg. the design challenge but do have to follow the Add 1 CP to reduce the mass of the sensor rules under Build Time for each system system by 1 Kg per Energy Required. The produced. ECCMs cannot weigh less than 20 Kg per Input Power Required: Electrical Energy Required with currently available technology. Add 1 CP to increase the ECCM’s Efficiency by Roll to overcome the Tech Challenge and 1%. apply it’s effects.

Illumination In locations where lighting Efficiency: ECMs have an Efficiency rating has failed either because of a lack of that effects it’s power consumption. This power or because the lighting systems rating starts at 50% have failed, it is important to provide lighting Energy Required: The energy the Illumination for movement and to illuminate living areas. system requires is based on range Efficiency This can often involve lighting large areas. and Advantage. Use the formula below to get Lighting is an aid to human vision but the number of energy units that are required illumination can also be an aid to various to power the Illuminators. sensor systems. Things like infrared Ex Range x Ex Range x Advantage / Efficiency illuminators, tone generators for sonar and = Energy Required radar signal boosters also fall under this category. Multiply the illuminator’s extreme range bracket (in Kilometers) you chose earlier by Illumination adds an Advantage to the extreme range bracket by the decimal the use of a sensor. This includes human value of the Skill Advantage then divide by the vision (Range Class D). decimal value of the Efficiency. Engineering - Building Designing Illumination Mass: For each point of Energy Required, the When designing Illumination, the Illuminators start with a mass of 100 Kg. primary considerations are what kind of Add 1 CP to reduce the mass of the illuminator sensor the illuminators aid (such as lighting system by 1 Kg per Energy Required. The for vision and cameras), range, energy use, Illuminator cannot weigh less than 50 Kg per mass and ease of use. Energy Required with currently available Once the design is completed, the technology. engineer can produce as many of that design Add 1 CP to increase the illumination’s as is needed. They do not have to roll again for Efficiency by 1%. the design challenge but do have to follow the rules under Build Time for each system Roll to overcome the Tech Challenge and produced. apply it’s effects. Input Power Required: Electrical Directional Illuminators When Illuminators are used in a An illuminator that is pointed in only vehicle, the vehicle gets one 5% piloting one direction uses less power. A reflector Impairment to start out with. bounces any illumination that would have gone in other directions in a cone. Select a percent value for the Illumination Advantage. This is the intensity of the Divide the power required by 4 if an illumination. Select a value between 10% and illuminator is directional. 100%. For every 10% of Advantage add 1 CP to Light For Growing the design challenge. To produce enough light to grow Range Class: Select a range class and note it’s plants, an illuminator must provide 100-200 Extreme range bracket in Kilometers. Range times the light that is required for a human to 114 class A equals 0.03, B equals .3 C equals 1 etc. see. Multiply the Energy Required by 100. The The design gets 1 CP for every range class Advantage can now be applied to Agricultural (A=1, B=2 C=3 etc.). skills for growing plants. The Artifact The Artifact Other Items The following items do not fall under other categories.

Life Support Some vehicles and structures Powered Life Support require life support systems. Even if a When people must be supported for vehicle doesn’t require a life support long periods of time and there is adequate system, if it is to travel in environmental power, recycling systems can be built to

classes lower than 4, it is advisable to provide water. If power is available, producing 115 have some life support built in. oxygen from available water can extend Unpowered Life Support oxygen supplies and CO2 scrubbers can Life support usually consists of operate for much longer. oxygen tanks that are supplemented by a CO2 By using energy and additional scrubber or re-breather. In addition a supply equipment the length of time life can be of water equal to twice the available oxygen supported is increased. supply since water is more often needed for Energy Required: A vehicle uses 1 EU per survival. person to support life. Mass = 5Kg x People Supported x Hours Mass: For each point of energy required the life support system weighs 100 Kg

Turrets A turret is an armored mount emplacements. Lower Impairment values will point for a weapon or sensor the require more power. turret adds protection to a Energy Required: The greater the mass of the weapon, but adds mass and turret and it’s equipment, the more power that complexity. The more firing arcs it can move is required to move the turret quickly. Follow through the larger the mechanism must be. the formula to determine the energy required. Heads on E-Suits are considered Equipment Mass + Turret Mass = Total Mass turrets. Total Mass / Targeting Impairment / 10,000 Turrets count as a critical hit location

= Energy Required Engineering - Building on vehicles. First add Equipment Mass and the Turret Designing Turrets Mass together giving the Total Mass of the Input Energy Required: Mechanical assembly. Now divide Total Mass by the Add all the mass of the equipment that will be decimal value of the Targeting Impairment mounted on the turret. This value is the and then divide by 10,000 to get the Energy Equipment Mass. Required to operate the Turret. Mass = Equipment mass x Fire Arcs / 4 For each point of Energy Required, the design gains 1 CP Targeting Impairment: Choose an Impairment percent that will either go to a Roll For the design challenge. Use the piloting impairment for vehicles or a skill standard Tech Challenge story transforms for Impairment for turrets built as stand alone this challenge.

Arms

Arms are used to manipulate objects, Arms count as a critical hit location they require power to function. The more on vehicles. power that is put into them the faster and Hosent Arms stronger they are. The design of the Arm and STR: 8000 hand determines how dexterous it is. Arms Punch Damage: 320 can be used as a mount point for weapons. Piloting Impairment: 50% because the arm is more dexterous and moves Length: 145 m faster. Impairments cannot be lower than 1%. Mass: 6,182.5 Kg The design challenge gets 1 CP for every 10% Energy Required: 37.8 the impairment is lower than 100%. (e.g. 20% Hosent arms are abundantly available. They Impairment would get 8 CP.) normally would be collected from ones Efficiency: Arms have an Efficiency rating that available. The following collection times are effects their power consumption. This rating examples for if one was being made from starts at 80%. scratch but there would be little reason to do this. If a character is going to use Hosent Energy Required: The greater the Strength of arms, use just the material collection time. the Arms and the lower the Impairment, the Material Collection 1301 Manhours more power that is required to move the arms. Parts Fabrication = 7419 Hosent hours Follow the formula to determine the energy Assembly = 62 Manhours required. Str /Impairment / Efficiency / 700 = Energy TF-2394 Arm Required STR: 800 Divide STR by the decimal value of the Punch Damage: 80 Impairment, divide by the decimal value of Piloting Impairment: 20% Efficiency and then divide by 700 to get the Length: 1.72 m Energy Required to operate the Arms. Mass: 219 Kg Punch Damage: The higher the strength and

Engineering - Building Energy Required: 6.7 Material Collection 54 Manhours the lower the impairment (faster motion), the Parts Fabrication = 98.7 Hosent hours more damage an arm can do when punching Assembly = 2.2 Manhours Str / Impairment / 50 = Punch Damage Rall 4 Arms Length: The length of the arm determines it's STR: 600 reach from it's mount point. A longer arm is Punch Damage: 60 heavier than a shorter arm. An E-suit arm is Piloting Impairment: 20% normally 43% it's total hight. Determine the Length: 2.279 m length of the arm in meters. Mass: 274.3 Kg Mass: The length in meters of the arm and the Energy Required: 5.7 Energy Required are used to determine the Material Collection 69 Manhours mass of the arm. Parts Fabrication = 109.8 Hosent hours (Energy Required + Length) x 25 = Mass Assembly = 2.7 Manhours Add Energy Required to Length in meters and Designing Arms multiply by 40. The result is the mass of the arm or arms. The total power put into each arm is split between making the arm faster and Add 1 CP to increase the arm’s Efficiency by making the arm stronger. The engineer 5%. decides how much power to put into either Roll to overcome the Tech Challenge and purpose. A slow arm can be very strong but apply it’s effects. will be difficult to handle and not have much punch damage. A weaker arm that is fast will be more dexterous. When the character rolls to design an

116 arm, use the following tables. If the roll Energy Required: Mechanical or Electrical against the Tech Challenge succeeds, use the STR: Select a strength attribute for the arm or Successful Transform table. If the roll fails use arms. The Strength attribute of multiple arms the Failure Transform table. is one figure that encompasses the strength of Successful Transform all of them together. The design challenge gets Roll 1d6 1 CP for every 200 points of STR. 1 Increase Mass 10 Kg per Energy Point Impairment: Choose an Impairment percent or that will either go to a piloting impairment for Decrease Efficiency 5% vehicles or a skill Impairment for arms built 2 Increase Mass 10 Kg per Energy Point as as a stationary industrial robot. Lower or Impairment values will require more power Increase power required by 1 Energy Point The Artifact The Artifact 3 Material collection takes 5 additional All transforms are suggestions. The manhours per system built GM can alter or introduce different or transforms as they deem fit. Alternatively the Increase Impairment by 5% Player may request a different transform or 4 Decrease Efficiency 5% suggest their own but the GM should make or sure it introduces interesting conditions to the Increase Mass 10 Kg per Energy Point build. 5 Parts construction takes longer because of Optional Rule: For very large builds that complex parts. Hosents take one additional will take dozens if not hundreds of rolls, hour to build parts for every ten Kilograms before any rolls are made, the player can opt of weapon mass. to reduce a number of CP for each Fractional

or Success but all transform effects are 117 Increase Impairment by 5% multiplied by the number of CP. 6 Skill used in last attempt is no longer Example: The player decides to reduce 10 CP effective until 4 CP are reduced in one roll with each fractional success. They get a and the next attempt requires that at least 2 transform of “Increase Mass 40Kg per Energy CP reduced to make progress. Point”. This becomes “Increase Mass 400 Kg per Energy Point” for this roll. Failure Transform Roll 1d10 1 Increase Mass 200 Kg per Energy Point or Increase Impairment by 30% 2 Increase Mass 80 Kg per Energy Point or Decrease Efficiency 25% 3 Parts construction takes longer because of complex parts. Hosents take one additional hour to build parts for every ten Kilograms of system mass 4 The engineer failing the roll is injured when testing the prototype (1d10 damage) if they don’t make a saving Reflex roll. The character gets a 1% Advantage for every hour in game that the turn took. (e.g. a 1 work day turn gives a 8% advantage) Engineering - Building 5 Someone else gets injured (1d10 damage) when testing the prototype if they don’t make a saving Reflex roll. The character gets a 1% Advantage for every hour in game that the turn took. (e.g. a combat turn gives a 0% advantage) 6 Fire! 1d100 Kg of materials must be gathered and processed again. 7 An NPC involved in building the prototype takes 2d10 damage if they do not make a Reflex roll. The skill used is no longer effective. 8 Increase Impairment by 30% 9 The design challenge is now immune to the skill that was just used. 10 Messed up! The design gains 3 CP. Building Vehicles Engineering - Vehicles

Build Track design challenge first. Note it’s power To start building a vehicle the output, mass and piloting Impairment. Add following build track is used. This gives the the mass to the mass of all the equipment in proper order to follow. the last step. 1. Choose a vehicle class, Light, Medium, 4.Choose a drive type or types (wheeled, Heavy or Super Heavy. Larger classes take tracked, articulated, thrusters, etc.) longer to build and take more energy to 5.Choose the hull material and strength.

118 move but can carry more equipment. Apply the hull calculations to see how much 2.Get all the equipment you want to build into mass is left for equipment. the vehicle and add up all the mass and 6.Enter the mass of the vehicle and power into power requirements. Remember to include the vehicle ratings and get the design’s CP. sensors, countermeasures, weapons, life 7.Roll to resolve the design challenge and support and any other devices that would apply it’s effects. help the vehicle achieve it’s purpose for being built. See: Equipment and Building Some stages of designing the vehicle Sections and Control Systems. will add Challenge Points to the design challenge while others won’t directly but their 3.Choose a powerplant and fuel type. If the added mass to the whole vehicle will add to powerplant is a custom solution, resolve it’s the design challenge in the end. The Artifact The Artifact Vehicle Ratings All Vehicles have a size rating. This is Vehicles that have a mass greater than 50,000 used to classify their performance. Given the Kilograms Full Mass are considered Super same engine, a vehicle given a Light Heavy vehicles. classification will be faster than a vehicle This step, of deciding on the vehicle given a Medium classification, and faster still class is put first so that there will be a goal than a Heavy vehicle. The closer a vehicle is to that the engineer can build to. The ending the upper range of its size rating the more mass of the vehicle may be higher or lower performance penalties it must take. than what the designer intended but as long as Vehicles that have a mass less than or equal to it falls inside the class that the vehicle was

5,000 Kilograms of mass are considered light designed for the vehicle will perform more or 119 vehicles. less as expected. Vehicles that have a mass more than 5,000 If a design’s goal is to fall right on the Kilograms Full Mass but less than or equal to border of two classes, it’s suggested to select 10,000 Kilograms Full Mass are considered the larger of the two classes. If the design ends Medium vehicles. up in the smaller class because of it’s total Vehicles that have a mass more than 10,000 mass, then it the engineer can add some mass Kilograms but less than or equal to 50,000 to match the desired class or recalculate it’s Kilograms are considered Heavy vehicles. performance for the smaller class.

Light Vehicles

A light vehicle could be anything from Speed Index Horse Power Speed in Km/h a pair of roller skates to a large pickup truck. 1 14 60 E-suits normally fall in this category. 2 28 85 Examine the power requirements to 3 42 104 move a light vehicle at the desired speed to get 4 56 120 an idea of how much power will be needed from the vehicle’s powerplant. 5 70 134 6 84 147 Speed 7 98 159 After the amount of energy that will 8 112 170 drive the vehicle is determined and the effects of efficiency and drive system power loss is 9 126 180

taken into consideration, the amount of 10 140 190 Engineering - Vehicles energy remaining is consulted on this chart. 15 210 232 The speed listed is the speed the vehicle could 20 280 268 travel without any performance penalties. 25 350 300 30 420 329 35 490 355 40 560 379 45 630 402 50 700 424 55 770 445 60 840 465 65 910 484 70 980 502 75 1050 520 80 1120 537 85 1190 553 90 1260 569 95 1330 585 100 1400 600 For values other than those given here see the Challenge Point. Each roll against the Design Appendix: Light Vehicle Speed Calculations. Challenge requires 40 manhours just for the Fire Arcs design work. Light vehicles have 4 fire arcs, front, If the design work is rushed, for every right, back and left. 8 hours cut off the time requirement gives a 20% Impairment to the design rolls. Vehicle Design Challenge For every 1,000 Kilograms of vehicle mass, the design challenge gains one

Medium Vehicles Examples of medium vehicles are anything between a commercial delivery truck to a city bus. Speed Index Horse Power Speed in Km/h 1 14 50 Examine the power requirements to move a medium vehicle at the desired speed 5 70 112 to get an idea of how much power will be 10 140 158 needed from the vehicle’s powerplant. 15 210 194 Speed 20 280 224 Engineering - Vehicles After the amount of energy that will 25 350 250 drive the vehicle is determined and the effects 30 420 274 of efficiency and drive system power loss is 35 490 296 taken into consideration, the amount of 40 560 316 energy remaining is consulted on this chart. 45 630 335 The speed listed is the speed the vehicle could 50 700 354 travel without any performance penalties. 55 770 371 60 840 387 65 910 403 70 980 418 75 1050 433 80 1120 447 85 1190 461 90 1260 474 100 1400 500 110 1540 524 120 1680 548 130 1820 570 150 2100 612 160 2240 632 170 2380 652

120 180 2520 671 190 2660 689 200 2800 707 For values other than those given here see the Appendix: Medium Vehicle Speed Calculations. Fire Arcs Medium vehicles have 8 fire arcs. The Artifact The Artifact Vehicle Design Challenge Challenge requires 80 manhours just for the For every 1,200 Kilograms of vehicle design work. mass, the design challenge gains one If the design work is rushed, for every Challenge Point. Each roll against the Design 16 hours cut off the time requirement gives a 20% Impairment to the design rolls.

Heavy Vehicles

Examples of heavy vehicles are large Speed Index Horse Power Speed in Km/h commercial trucks to large bulldozers. 90 1,260 285 Examine the power requirements to 100 1,400 300 121 move a heavy vehicle at the desired speed to 110 1,540 315 get an idea of how much power will be needed 120 1,680 329 from the vehicle’s powerplant. 130 1,820 342 Speed 140 1,960 355 After the amount of energy that will drive the vehicle is determined and the effects 150 2,100 367 of efficiency and drive system power loss is 160 2,240 379 taken into consideration, the amount of 170 2,380 391 energy remaining is consulted on this chart. 180 2,520 402 The speed listed is the speed the vehicle could 190 2,660 414 travel without any Performance Penalties. 200 2,800 424 Speed Index Horse Power Speed in Km/h For values other than those given here see the 1 14 30 Appendix: Heavy Vehicle Speed Calculations. 5 70 67 Fire Arcs 10 140 95 Heavy vehicles have 8 fire arcs. 15 210 116 Vehicle Design Challenge 20 280 134 For every 3,000 Kilograms of vehicle 25 350 150 mass, the design challenge gains one 30 420 164 Challenge Point. Each roll against the Design 35 490 177 Challenge requires 120 manhours just for the 40 560 190 design work. If the design work is rushed, for every 45 630 201 24 hours cut off the time requirement gives a 50 700 212 20% Impairment to the design rolls. Engineering - Vehicles 55 770 222 60 840 232 65 910 242 70 980 251 75 1,050 260 80 1,120 268 85 1,190 277

Super Heavy Vehicles Super Heavy vehicles cover a range of Examine the power requirements to vehicles from heavy construction equipment move a super heavy vehicle at the desired to super tankers. The Chezbah Cruiser and the speed to get an idea of how much power will Kelrath Freighter fall in this category. be needed from the vehicle’s powerplant. Designing a super heavy vehicle is time Speed consuming and constructing one is even more time consuming. These should normally be After the amount of energy that will outside the reach of an engineer unless a very drive the vehicle is determined and the effects high power campaign is desired. of efficiency and drive system power loss is taken into consideration, the amount of Speed Index Horse Power Speed in Km/h energy remaining is consulted on this chart. 3,000 42,000 548 The speed listed is the speed the vehicle could 3,500 49,000 592 travel without any Performance Penalties. 4,000 56,000 632 Speed Index Horse Power Speed in Km/h 4,500 63,000 671 1 14 10 5,000 70,000 707 10 140 32 6,000 84,000 775 20 280 45 7,000 98,000 837 30 420 55 8,000 112,000 894 40 560 63 9,000 126,000 949 50 700 71 10,000 140,000 1,000 60 840 77 For values other than those given here see the 70 980 84 Appendix: Super Heavy Vehicle Speed 80 1,120 89 Calculations. 90 1,260 95 Fire Arcs 100 1,400 100 Super Heavy vehicles have 8 fire arcs. 150 2,100 122 Vehicle Design Challenge 200 2,800 141 For every 10,000 Kilograms of vehicle

Engineering - Vehicles 250 3,500 158 mass, the design challenge gains one 300 4,200 173 Challenge Point. Each roll against the Design 350 4,900 187 Challenge requires 240 manhours just for the 400 5,600 200 design work. If the design work is rushed, for every 450 6,300 212 40 hours cut off the time requirement gives a 500 7,000 224 20% Impairment to the design rolls. 600 8,400 245 700 9,800 265 800 11,200 283 900 12,600 300 1,000 14,000 316 1,500 21,000 387 2,000 28,000 447 2,500 35,000 500

Control Systems Control systems are all the systems Cockpit that allow a vehicle to be piloted. A cockpit usually is a small 1-3 person Control systems negate the piloting control system that allows a vehicle to be Impairments that come from trying to piloted. integrate all the equipment and systems that Select a number of Crew from 1 and 3 that will 122 have been built into the vehicle. man the cockpit. For each point of Piloting Modifier Piloting Modifier = 200 x crew the control system eliminates 1% of Piloting Impairment and if any is left over after the To increase the Piloting Modifier more than vehicle is completed, give a Piloting 100 per crew, add 1 CP to the vehicle design Advantage of 1% per point up to 100%. challenge for every 10 points per crew added. Add the mass of the control systems Mass: 210 Kg x Crew to the total mass of the vehicle. Bridge A bridge is a room with 4 or more (sometimes much more) crew that control the vehicle. The Artifact The Artifact Select a number of Crew of 4 or more that will Engine Room man the cockpit. The engine room is like a bridge that Piloting Modifier = 160 x crew focuses on controlling power to the vehicle To increase the Piloting Modifier more than and systems integrity. Because of this a 20 per crew, add 1 CP to the vehicle design vehicle with an engine room is more resistant challenge for every 10 points per crew added. to systems being damaged. Mass: 150 Kg x Crew (min 4 crew) Gyroscope Piloting Modifier = 80 x Crew A Gyroscope can be used to maintain orientation for vehicles. The engine room makes systems less 123 Piloting Modifier = 40 likely to fail because of damage. This reduces the Critical Hit Location Percent on one hit Mass: 10 Kg location by 10% for every 4 crew in the engine room.

Computers Quantum Liquid Computer (QLC) Medium QLC Quantum Liquid Computers are the One of these computers handles the operation main type of computers used on the artifact. of each TF-2394. Many vehicles use these QLCs to manage Piloting Modifier piloting tasks and regulate difficult to control 40 for 1 CP systems. 80 for 2 CP QLCs must be programmed to handle 120 for 4 CP the vehicle they are being installed in. This Mass: 200 Kg adds Challenge Points to the vehicle design Cost: ¥8,000 challenge but at an increasing cost as the programming grows more complex. Large QLC Piloting Modifier The program for controlling the 80 for 1 CP vehicle has no protection against hacking to 160 for 2 CP start out. 240 for 4 CP Add 1 CP to the vehicle build for every 3 Mass: 600 Kg Barrier Points. Multiply the CP by the number Cost: ¥12,000

of computers used to control the vehicle. Engineering - Vehicles Personal QLC Hex Mainframe QLC Hex Mainframes are massive QLCs that These are the processors for the Scimrahn maintain each hex. They are bulky for the Comm/Comp. amount of computing power they offer but are Piloting Modifier freely available. 6 for 1 CP For each Hex Mainframe used in a vehicle, 12 for 2 CP reduce the material collection challenge by 10 18 for 4 CP CP. Mass: 200 g Cost: ¥2,000 Piloting Modifier 50 for 1 CP Small QLC 100 for 2 CP Two of these computers manage the terrain 150 for 4 CP handling and balance of the TF-2394 E-Suit. Mass: 480 Kg Piloting Modifier Cost: ¥4,000 16 for 1 CP 32 for 2 CP Hosent Brain 48 for 4 CP The QLCs used in Hosent are widely available Mass: 50 Kg in industry hexes and are used for a large Cost: ¥6,000 variety of functions where the size of the processor is not an issue. The Hosent Brain is a cube measuring 120 cm on a side. Hosent Brains that are for sale are usually just covering the labor costs of removing and Kerdi Brain transporting the processor. The Kelrath manufacture and sell the QLC For each Hosent Brain used in a vehicle, that is used in Kerdi robots. They are sold reduce the material collection challenge by 15 without the control instructions that the Kerdi CP. function by. Piloting Modifier Piloting Modifier 160 for 1 CP 130 for 1 CP 320 for 2 CP 260 for 2 CP 480 for 4 CP 390 for 4 CP 640 for 8 CP 520 for 8 CP Mass: 2,000 Kg Mass: 500 Kg Cost: ¥4,000 Cost: ¥10,000,000

Passengers Open Compartment In an open passenger compartment, Enclosed Compartment the passengers are exposed on the outside of In and enclosed passenger the craft. This makes for a lighter vehicle but compartment the vehicle fully protects the

Engineering - Vehicles does not protect the passengers like an passengers. Passengers cannot be attacked enclosed crew compartment would. directly. Passengers in an open compartment have soft cover. Mass = Number of Passengers x 110 The passenger compartment adds a critical hit Mass = Number of Passengers x 60 location to the vehicle with a Critical The passenger compartment adds a critical hit Percentage of 30%. location to the vehicle with a Critical Percentage of 70%.

Cargo When a vehicle carries cargo, there is Open Compartment the mass of the cargo itself and then there is Open cargo compartments offer a the material mass that is used to support the lighter vehicle mass but does not protect the cargo in the vehicle. This is the superstructure cargo from weather or attack. mass. Added Vehicle Mass= Cargo Capacity x Cargo A vehicle has a mass when it is empty Capacity / 300 of all cargo and passengers. This is the dry The cargo compartment adds a critical hit mass. The mass of the vehicle when it is full of location to the vehicle with a Critical cargo, passengers and crew is called the full Percentage of 30%. mass. Enclosed Compartment When calculating the cargo capacity Enclosed cargo compartments protect of a vehicle, the weight of the cargo is added to

124 the cargo being carried but make the vehicle the full mass where the superstructure bulkier. required to transport the cargo is added to the dry mass. Added Vehicle Mass= Cargo Capacity x Cargo Capacity / 400

Drive Types Vehicles have at least one some, such as the Scimrahn Freighter and the drive type but some have more Chezbah Demolisher act as hybrids. than one type of movement, and The Artifact The Artifact If more than one drive type is used Drive types all have an piloting each will have their own speed. If the drive Impairment, Efficiency rating and a types are not used at the same time, the power Movement Energy rating. Movement Energy to the drive can be switched from one to the is the power that moves the vehicle forward other. like the thrust from a turbine or the In some cases it may be useful to use mechanical energy that turns wheels. two drive types, one that delivers the energy to Drive systems usually have to hold the forward movement and one that holds the vehicle up. Some drive systems use the vehicle up. For example, a jet turbine engine structure of the vehicle to do this as with may be used for forward movement while wheeled vehicles and some use energy from wheels hold the vehicle up. Another example the powerplant to hold the vehicle up such as would be a vehicle that uses an anti-grav drive the blades of a helicopter. In either case, the 125 to hold the vehicle up and articulated legs to drive system’s capability to hold up the vehicle move the vehicle. has a maximum mass that it can sustain. Each drive system counts as a critical hit location on vehicles.

Articulated Articulated vehicles are not Efficiency x Movement Energy = Speed Index very energy efficient but are very Multiply the decimal value of the flexible in the types of terrain they Efficiency by the Energy Units being put into can travel over. moving the vehicle to get the Speed Index. The mass of an articulated drive is Look up the speed index under the vehicle only for the drive mechanism (or legs) not for class to get the vehicle’s base speed. any arms that the vehicle might have. Maximum Vehicle Mass: The maximum The first thing an Articulated vehicle vehicle mass is determined by the power that must be able to do is to hold itself up. Some used to hold the vehicle up. hybrids do this with AG but a majority uses Articulated vehicles rely partly on the strength of legs to hold them up. their structure (the legs) and partly on energy Unless the vehicle is going to use expended to keep the structure balanced. It another drive type to stay up the legs must be does not matter how many legs are in the strong enough to hold the vehicle up. The leg articulated design, just how strong the total strength of the vehicle must be at least enough system is. to carry the mass of the vehicle. Efficiency x Energy Units x 800 = Max Vehicle Engineering - Vehicles Some of the engine power must go Mass (Kg) into this and determines the maximum Multiply the decimal value of the vehicle mass. If the total vehicle mass ends up Efficiency by the Energy Units used to hold being greater than this, then power needs to the vehicle up and then multiply by 800 to get be taken away from movement and added to the maximum mass the legs can hold up. strength. Energy Required: Add the energy points put Designing Articulated Drive Systems into movement with the energy used to hold Input Power Required: Electrical or the vehicle up. This is the Energy Required. Mechanical Drive Mass: The Drive system starts with a Articulated vehicles start out with 4 60% mass of 40 Kg for every point of Energy piloting Impairments. Required. Efficiency: Articulated vehicles start off with Add 1 CP to the vehicle design challenge to an Efficiency rating of 30%. reduce one of the drive system’s Impairments Movement Energy: Select a number of EU by 5%. from the powerplant that will go into moving Add 1 CP to the vehicle design challenge to the vehicle forward. Higher power levels will increase the Efficiency of the drive system by move the vehicle faster. The amount of power 5%. selected cannot exceed the total power Add 1 CP to the vehicle design challenge to generation of the vehicle’s powerplant. reduce the mass of the drive by 1 Kg per Energy Required. The drive cannot weigh less currently available technology. than 30 Kg per Energy Required with

Land Land vehicles are wheeled, or Maximum Vehicle Mass: The maximum tracked vehicles. While these are vehicle mass is determined by the structure of comparatively simple vehicles, the drive system. they cannot easily move vertically between It does not matter if the vehicle is floors. Land vehicles have static support wheeled or tracked, just how strong the total systems that do not require power to support system is. the vehicle, only to move it. Drive Mass x 10 = Maximum Vehicle Mass Designing Land Drive Systems The designer may increase the mass Input Power Required: Mechanical of the drive to allow for a heavier vehicle. Land vehicles start out with a 20% piloting Critical Hit Location: The Drive system counts Impairment. as a critical hit location and adds 30% to the Efficiency: Land vehicles start off with an standard critical percentage for the vehicle on Efficiency rating of 80%. that hit location. Movement Energy: Select a number of EU Add 1 CP to the vehicle design challenge to

Engineering - Vehicles from the powerplant that will go into moving reduce one of the drive system’s Impairments the vehicle forward. Higher power levels will by 1%. move the vehicle faster. The amount of power Add 1 CP to the vehicle design challenge to selected cannot exceed the total power increase the Efficiency of the drive system by generation of the vehicle’s powerplant. 5%. Efficiency x Movement Energy = Speed Index Add 1 CP to the vehicle design challenge to Multiply the decimal value of the reduce the mass of the drive by 1 Kg per Efficiency by the Energy Units being put into Energy Required. The drive cannot weigh less moving the vehicle to get the Speed Index. than 15 Kg per Energy Required with Look up the speed index under the vehicle currently available technology. class to get the vehicle’s base speed. Add 1 CP to the vehicle design challenge to Energy Required: The Energy Required is the reduce the Critical Percentage of the drive energy points put into movement. system by 5%. The Critical Percentage cannot Drive Mass: The Drive system starts with a go below 10%. mass of 30 Kg for every point of Energy Required.

Water Water vehicles are buoyant Efficiency x Movement Energy = Speed Index and the hull is supported by Multiply the decimal value of the water. Efficiency by the Energy Units being put into Designing Surface Water Drive Systems moving the vehicle to get the Speed Index. 126 Input Power Required: Mechanical Look up the speed index under the vehicle class to get the vehicle’s base speed. Water vehicles start out with a 60% piloting Impairment. Energy Required: The Energy Required is the energy points put into movement. Efficiency: Water vehicles start off with an Efficiency rating of 60%. Drive Mass: The Drive system starts with a mass of 10 Kg for every point of Energy Movement Energy: Select a number of EU Required. from the powerplant that will go into moving the vehicle forward. Higher power levels will Maximum Vehicle Mass: The maximum move the vehicle faster. The amount of power vehicle mass is determined by hull and not the selected cannot exceed the total power drive system. generation of the vehicle’s powerplant. The Artifact The Artifact Add 1 CP to the vehicle design challenge to Multiply the decimal value of the reduce one of the drive system’s Impairments Efficiency by the Energy Units being put into by 1%. moving the vehicle to get the Speed Index. Add 1 CP to the vehicle design challenge to Look up the speed index under the vehicle increase the Efficiency of the drive system by class to get the vehicle’s base speed. 1%. Energy Required: The Energy Required is the Add 1 CP to the vehicle design challenge to energy points put into movement. reduce the mass of the drive by 1 Kg per Drive Mass: The Drive system starts with a Energy Required. The drive cannot weigh less mass of 120 Kg for every point of Energy than 5 Kg per Energy Required with currently Required. available technology.

Maximum Vehicle Mass: The maximum 127 Designing Submersible Drive Systems vehicle mass is determined by the structure of Input Power Required: Mechanical the drive system. A submersible vehicle is designed to Drive Mass x 4 = Maximum Vehicle Mass move underneath the water. The hulls of these The designer may increase the mass vehicles must have a mix of high Armor of the drive to allow for a heavier vehicle. Rating and thick hull to resist the crushing Critical Hit Location: The Drive system adds force of water. In addition the vehicle must 30% to the standard critical percentage for the counteract it’s natural buoyancy with heavy vehicle on hit locations that contain crew or ballast. passenger compartments. The drive system only includes the Add 1 CP to the vehicle design challenge to buoyancy control system and the forward reduce one of the drive system’s Impairments drive. It does not include life support. by 1%. Water vehicles start out with a 60% piloting Add 1 CP to the vehicle design challenge to Impairment. increase the Efficiency of the drive system by Efficiency: Submersible water vehicles start 5%. off with an Efficiency rating of 30%. Add 1 CP to the vehicle design challenge to Movement Energy: Select a number of EU reduce the mass of the drive by 1 Kg per from the powerplant that will go into moving Energy Required. The drive cannot weigh less the vehicle forward. Higher power levels will than 100 Kg per Energy Required with move the vehicle faster. The amount of power currently available technology. selected cannot exceed the total power Add 1 CP to the vehicle design challenge to generation of the vehicle’s powerplant. reduce the Critical Percentage of the drive Efficiency x Movement Energy = Speed Index system by 5%. The Critical Percentage cannot Engineering - Vehicles go below 10%.

Flying Flying vehicles have two types the magnetic field to the engine housing and of propulsion, thrust and lift. the housing is securely mounted to the hull of Thrust Is used to move a vehicle. the vehicle. The core lifts against gravity and Lift is what keeps a air vehicle in the air. once at speed creates a force that is opposite Because of this, the lift of the vehicle of whatever gravity well it is in. determines the maximum vehicle mass. Anti-Grav engines are exacting to Designing Anti-Grav Drive Systems manufacture and require 20 times the normal Input Power Required: Electrical build time for its mass. Anti-Grav engines use a large crystal Anti-Grav engines can be used for lift (or core) made of nano layers of embedded and thrust; however, they are much better at materials suspended in a magnetic field and lifting. spun up to hundreds of thousands of RPM. Anti-grav vehicles start out with 2 60% The core would fly out of it’s housing if it were piloting Impairments. not held in place by a powerful magnetic field. Efficiency: Anti-grav vehicles start off with an The force of the core lifting is transferred by Efficiency rating of 60%. Maximum Vehicle Mass: The maximum category. Thrusters use jet engine or rocket vehicle mass is determined by the power that powerplants to produce thrust and lift. used to hold the vehicle up. Input Power Required: Mechanical The anti-grav engine uses energy Thuster drive vehicles start out with 4 60% expended to keep the vehicle up. It does not piloting Impairments. matter how many anti-grav cores are in the design, just how strong the total system is. Efficiency: Thruster drive vehicles start off with an Efficiency rating of 50%. Efficiency x Energy Units x 450 = Max Vehicle Mass (Kg) Movement Energy: Select a number of EU from the powerplant that will go into moving Multiply the decimal value of the the vehicle forward. Higher power levels will Efficiency by the Energy Units used to hold move the vehicle faster. The amount of power the vehicle up and then multiply by 450 to get selected cannot exceed the total power the maximum mass the drive can hold up. generation of the vehicle’s powerplant. Movement Energy: The anti-grav drive has a Efficiency x Movement Energy = Speed Index limit on how much power can go to moving the vehicle forward. The maximum movement Multiply the decimal value of the energy is 50% the power that went into lifting Efficiency by the Energy Units being put into the vehicle when determining maximum moving the vehicle to get the Speed Index. vehicle mass. Look up the speed index under the vehicle class to get the vehicle’s base speed.

Engineering - Vehicles Select a number of EU from the powerplant that will go into moving the Maximum Vehicle Mass: The maximum vehicle forward that is below the maximum. vehicle mass is determined by the power that Higher power levels will move the vehicle used to hold the vehicle up. faster. Thruster drive vehicles uses energy Efficiency x Movement Energy = Speed Index expended to keep the vehicle up. It does not matter how many thrusters are in the design, Multiply the decimal value of the just how strong the total system is. Efficiency by the Energy Units being put into moving the vehicle to get the Speed Index. Efficiency x Energy Units x 400 = Max Vehicle Look up the speed index under the vehicle Mass (Kg) class to get the vehicle’s base speed. Multiply the decimal value of the Energy Required: Add the energy points put Efficiency by the Energy Units used to hold into movement with the energy used to lift the the vehicle up and then multiply by 400 to get vehicle. This is the Energy Required. the maximum mass the drive can hold up. The amount of power selected cannot Energy Required: Add the energy points put exceed the total power generation of the into movement with the energy used to hold vehicle’s powerplant. the vehicle up. This is the Energy Required. Drive Mass: The Drive system starts with a Drive Mass: The Drive system starts with a mass of 40 Kg for every point of Energy mass of 1 Kg for every point of Energy Required. Required. Add 1 CP to the vehicle design challenge to Add 1 CP to the vehicle design challenge to reduce one of the drive system’s Impairments reduce one of the drive system’s Impairments by 5%. by 5%.

128 Add 1 CP to the vehicle design challenge to Add 1 CP to the vehicle design challenge to increase the Efficiency of the drive system by increase the Efficiency of the drive system by 5%. 5%. Add 1 CP to the vehicle design challenge to Add 1 CP to the vehicle design challenge to reduce the mass of the drive by 1 Kg per reduce the mass of the drive by 0.5 Kg per Energy Required. The drive cannot weigh less Energy Required. The drive cannot weigh less than 35 Kg per Energy Required with than 0.5 Kg per Energy Required with currently available technology. currently available technology. Designing Thruster Drive Systems Designing Fixed Wing Drive Systems There are many different designs for Fixed wings are useful for converting thrusters, for simplicity they are put into one thrust into lift. They operate poorly at low The Artifact The Artifact speed and thin atmospheres. The larger the Rotor wing vehicles start out with 2 40% wing the more lift it provides, but also weighs piloting Impairments. more. Efficiency: Rotor wing vehicles start off with Fixed wings only determine the an Efficiency rating of 50%. maximum mass of the vehicle. Rotor Disc: The rotor disc is the size of the Input Power Required: Mechanical sweep of all the blades. The number of blades Thuster drive vehicles start out with 1 60% is not important for this number, only the piloting Impairment. total sweep of the blade. The Rotor Disc value is in square Meters. Efficiency: Fixed wing drive vehicles start off with an Efficiency rating of 70%. Smaller rotor wings have a rotor disc

of 100-200 square Meters where heavy lift 129 Maximum Vehicle Mass: The maximum vehicles have a disc area of 500+ square vehicle mass is determined by the size of the meters. The larger the disc diameter the more wings their efficiency and the speed of the the vehicle’s maximum mass will be but the vehicle. drive system will weigh more. Fixed wing vehicles converts forward Maximum Vehicle Mass: The maximum momentum to lift. It does not matter how vehicle mass is determined by the power that many wings are in the design, just how strong used to hold the vehicle up. the total system is. The rotor wing uses energy expended Efficiency x Speed x Square meters of wing = to keep the vehicle up. It does not matter how Max Vehicle Mass (Kg) many rotors are in the design, just how strong Multiply the decimal value of the the total system is. Efficiency by the speed the vehicle will be Efficiency x Energy Units x Rotor Disc = Max traveling at and then multiply by how many Vehicle Mass (Kg) square meters of wing surface to get the maximum mass the drive can hold up. Multiply the decimal value of the Efficiency by the Energy Units used to hold Drive Mass: The Drive system starts with a the vehicle up and then multiply by how many mass of 40 Kg for every square meter of wing. square meters of wing surface to get the Add 1 CP to the vehicle design challenge to maximum mass the drive can hold up. reduce one of the drive system’s Impairments Movement Energy: The rotor wing drive has a by 5%. limit on how fast the vehicle can travel. Rotor Add 1 CP to the vehicle design challenge to wing drives cannot travel faster than 400 Km/ increase the Efficiency of the drive system by h. 5%. Select a number of EU from the Engineering - Vehicles Add 1 CP to the vehicle design challenge to powerplant that will go into moving the reduce the mass of the drive by 1 Kg per vehicle forward that is below the maximum. Energy Required. The drive cannot weigh less Higher power levels will move the vehicle than 20 Kg square meter with currently faster. available technology. Efficiency x Movement Energy = Speed Index Designing Rotor Wing (Helicopter) Multiply the decimal value of the Drive Systems Efficiency by the Energy Units being put into Input Power Required: Mechanical moving the vehicle to get the Speed Index. A rotor wing vehicle uses a wing that Look up the speed index under the vehicle is spun by a shaft to create lift. In most class to get the vehicle’s base speed. instances the rotor or body of the vehicle is Energy Required: Add the energy points put tilted to move some of the energy behind the into movement with the energy used to lift the center of gravity and thus causes it to move vehicle. This is the Energy Required. forward. This for game purposes is considered The amount of power selected cannot thrust. exceed the total power generation of the Rotor wing drives can be used for lift vehicle’s powerplant. and thrust but are unable to travel much Drive Mass: The drive system starts with a faster than 400 Km/h. mass of 5 Kg for every square meter of Rotor Disc. Critical Hit Location: The Drive system counts keep all the equipment, other drive systems as a critical hit location and adds 50% to the and hull weight under the mass that the drive standard critical percentage for the vehicle on can lift. that hit location. Equipment Mass x 5 = Max Vehicle Mass (Kg) Add 1 CP to the vehicle design challenge to Multiply the mass of all the reduce one of the drive system’s Impairments equipment and drives to get the maximum by 5%. mass the drive can hold up. Add 1 CP to the vehicle design challenge to Movement Energy: Lighter than air drives do increase the Efficiency of the drive system by not use energy and cannot be effectively used 5%. to move the vehicle. Add 1 CP to the vehicle design challenge to However, because of the size of the reduce the mass of the drive by 1 Kg per drive system, any other drives used to move Energy Required. The drive cannot weigh less the vehicle have a harder time because of wind than 3 Kg per Energy Required with currently resistance. available technology. Other Drive’s Speed Index x Efficiency = Lighter Than Air Speed Index A lighter than air vehicle is one that Multiply the Speed Index of drive uses a gas such as helium or less preferably systems producing forward movement by the hydrogen in one or many gas bags to lift the decimal value of the efficiency percentage.

Engineering - Vehicles vehicle. Three kilograms of helium and its lift The result is the new speed index for the bags can lift one kilogram of vehicle. drive. Lighter than air systems can only Energy Required: Lighter than air drives do provide minimal movement by pitching the not use energy. vehicle and usually rely on atmospheric wind for movement or some other form of thrust. Drive Mass: The Drive system starts with a mass of 5 Kg for every Kg of equipment, other Lighter than air vehicles start out with 2 60% drive systems and hull. piloting Impairments. Critical Hit Location: The Drive system counts Efficiency: Lighter than air vehicles start off as a critical hit location and adds 50% to the with an Efficiency rating of 30%. standard critical percentage for the vehicle on Maximum Vehicle Mass: The maximum that hit location. vehicle mass is determined by the size of the Add 1 CP to the vehicle design challenge to gas bag. reduce one of the drive system’s Impairments Lighter than air vehicles use the by 5%. buoyancy of the gas bag to lift the vehicle. It Add 1 CP to the vehicle design challenge to does not matter how many gas bags or their increase the Efficiency of the drive system by shape, just how strong the total system is. 1%. These drive systems are very large. Add 1 CP to the vehicle design challenge to For every one Kg of vehicle the drive must lift reduce the mass of the drive by 1 Kg of three Kg of helium is needed. This means the equipment mass. The drive cannot weigh less engineer chooses a drive size an then has to than 4 Kg of equipment mass.

130 Orbital Orbital vehicles do not need Orbital drive vehicles start out with 5 80% to produce lift as they are in free piloting Impairments. fall around a planet. Efficiency: Orbital drive vehicles start off with an Efficiency rating of 60%. Designing Orbital Drive Systems Movement Energy: Select a number of EU There are many different designs for from the powerplant that will go into moving thrusters, for simplicity they are put into one the vehicle forward. Higher power levels will category. Orbital drive systems use rocket move the vehicle faster. The amount of power powerplants to produce thrust. selected cannot exceed the total power Input Power Required: Mechanical generation of the vehicle’s powerplant. The Artifact The Artifact Efficiency x Movement Energy = Speed Index Drive Mass: The Drive system starts with a Multiply the decimal value of the mass of 1 Kg for every point of Energy Efficiency by the Energy Units being put into Required. moving the vehicle to get the Speed Index. Add 1 CP to the vehicle design challenge to Look up the speed index under the vehicle reduce one of the drive system’s Impairments class to get the vehicle’s base speed. by 5%. Maximum Vehicle Mass: Because the vehicle Add 1 CP to the vehicle design challenge to is in free fall, there is no maximum vehicle increase the Efficiency of the drive system by mass. 5%. Energy Required: The energy used to move Add 1 CP to the vehicle design challenge to

the vehicle is the Energy Required. reduce the mass of the drive by 0.5 Kg per 131 Energy Required. The drive cannot weigh less than 0.5 Kg per Energy Required with currently available technology.

Hull The hull of a vehicle mass of the vehicle. is it’s outer skin and the The hull of the vehicle counts as a structure that supports the critical hit location on vehicles.

Hull Material Hull material is an AR x Hull Thickness in CM / 50 = Hull important factor in vehicle Multiplier design. It affects the weight of Multiply Armor Rating by the the vehicle, it’s hit points, armor rating and thickness of the hull material and then divide the time that it takes to build the vehicle. by 50 to get the Hull Multiplier. The player can pick an AR in the Steel range of the material they have chosen but choosing the highest value may not always be Steel or even iron is relatively rare on the best choice since it will increase the mass The Artifact but it can be obtained and Hosent of the vehicle. have the ability to smelt it. The time it takes to collect materials

CCC Engineering - Vehicles for a steel hull is five times longer than By far the most common native normal, unless the engineer is using scrap that building material on The Artifact. It is is already available. This may be the case if stronger than steel by weight. there are a large number of wrecked earth Select an Armor Rating between 10-60. For vehicles or equipment that can be salvaged. every 20 points of AR add one CP to the Select an Armor Rating between 5-70. For vehicle build. every 30 points of AR add one CP to the AR x Hull Thickness in CM / 70 = Hull vehicle build. Multiplier AR x Hull Thickness in CM / 35 = Hull Multiply Armor Rating by the Multiplier thickness of the hull material and then divide Multiply Armor Rating by the by 70 to get the Hull Multiplier. thickness of the hull material and then divide HDCCC by 35 to get the Hull Multiplier. HDCCC is very hard and strong but is Chobam very difficult to produce and machine. The An engineered armor that was time to make parts from raw materials is five developed in the 1960’s and has gradually times longer than normal. been improved upon. It consists of layers of Select an Armor Rating between 100-250. For materials that offer different resistances to a every 5 points of AR add one CP to the vehicle penetrating attack and thus diffuse the attack. build. The time it takes to collect materials Multiply Armor Rating by the for a Chobam hull is fifteen times longer than thickness of the hull material and then divide normal unless the engineer is using scrap that by 60 to get the Hull Multiplier. is already available. This may be the case if Reactive there are a large number of wrecked Earth tanks that can be salvaged. Reactive armor uses shaped charge explosives to deflect an attack away from the The time to make parts from raw vehicle. It is not effective against lasers, materials is five times longer than normal. although the greater mass of the material may Select an Armor Rating between 40-100. For give some protection. every 10 points of AR add one CP to the It is relatively heavy for the protection vehicle build. it gives. AR x Hull Thickness in CM / 60 = Hull 2 Kg = 1 HP vs plasma and projectiles Multiplier

Protecting Critical Hit Locations To reduce the critical To reduce the mass of the hull, the hit chance on a hit location add Critical Hit Location Percent on one or more 5% (0.05) to the Hull hit locations can be increased. For every 10% Multiplier. This will reduce the Critical Hit the percentage is increased, the Hull Engineering - Vehicles Location Percent on one hit location by 10%. Multiplier is reduced 5%. Each time this is done, add one CP to the design challenge.

Hull Mass The mass of a vehicle of all the equipment plus the drive systems hull a percent of all the plus the powerplants are added together. equipment powerplant and Equipment and Drive Mass = Equipment drive weight that goes into the vehicle. This Mass + Drive Mass percent is called the Hull Multiplier. The mass Hull Mass = Hull Multiplier x Equipment and Drive Mass

Final Mass Calculations Determine Total Mass Integrity: The Integrity value of a vehicle is a Total Mass is the mass of all measure of how well all the components of a equipment plus the drive system of the vehicle vehicle are tied together. This value starts out plus the hull mass. at 750 with low values being better. Good design can strengthen a hull. Total Mass = Equipment Mass + Drive Mass + For every 1 CP added to the design challenge, Hull Mass reduce the Integrity by 50 points. The lowest the Integrity value can go is 400. 132 Hit Points Total Mass x AR / Integrity = HP All the material in a vehicle and the To determine the total HP of the strength of that material contributes to the Hit Vehicle, add the total mass and multiply by Points the vehicle will have. the Armor Rating (AR) then divide by the Integrity value.

Power Demands

Once the power requirements of the the powerplant provides, the vehicle can still vehicle have been added together, if the total operate but at a penalty. power required is greater than the power that The Artifact The Artifact This represents the power being For every Energy Unit the vehicle actively switched from one system to another requires more than the power output of the when they are required to operate. powerplant, add 1 10% Piloting Impairment. For every Energy Unit the vehicle requires more than the power output of the powerplant, add 1 CP to the vehicle build.

Vehicle Design Transforms

After adding all the Challenge Points 3 Parts construction takes longer because of for a vehicle build together, the player with complex parts. Hosents take one the engineer character rolls to reduce the CP. additional hour to build parts for every ten 133 The player makes choices that are available Kilograms of vehicle mass according to the transforms and then record 4 The engineer failing the roll is injured the effects of each transform. when testing the prototype (1d10 damage) When the character rolls to design a if they don’t make a saving Reflex roll. The sensor system, use the following tables. If the character gets a 1% Advantage for every roll against the Tech Challenge succeeds, use hour in game that the turn took. (e.g. a 1 the Successful Transform table. If the roll fails work day turn gives a 8% advantage) use the Failure Transform table. 5 Someone else gets injured (1d10 damage) Successful Transform when testing the prototype if they don’t make a saving Reflex roll. The character Roll 1d6 gets a 1% Advantage for every hour in 1 Speed Index -1 game that the turn took. (e.g. a combat or turn gives a 0% advantage) +1% critical percentage to 1 critical location 6 Fire! Vehicle takes 1d100 damage or 1d100 2 Piloting Impairment +5% Kg of materials must be gathered and or processed again. Integrity plus 20 7 An NPC involved in building the prototype 3 Drive Efficiency -5% takes 2d10 damage if they do not make a or Reflex roll. The skill used is no longer Build Time +1 hour per ten kilograms of effective. vehicle mass. 8 Integrity plus 100 4 Integrity plus 20 9 The design challenge is now immune to or the skill that was just used. Engineering - Vehicles Speed Index -1 10 Messed up! The design gains 3 CP. 5 Armor Rating -1 All transforms are suggestions. The or GM can alter or introduce different Drive Efficiency -5% transforms as they deem fit. Alternatively the 6 Skill used in last attempt is no longer Player may request a different transform or effective until 4 CP are reduced in one roll suggest their own but the GM should make and the next attempt requires that at least 2 sure it introduces interesting conditions to the CP reduced to make progress. build. Optional Rule: For very large builds that Failure Transform will take dozens if not hundreds of rolls, Roll 1d10 before any rolls are made, the player can opt to reduce a number of CP for each Fractional 1 Speed Index -5 Success but all transform effects are or multiplied by the number of CP. Piloting Impairment +10% Example: The player decides to reduce 10 CP 2 +1% critical percentage to 1 critical with each fractional success. They get a location transform of “Speed Index -1”. This becomes or “Speed Index -10” for this roll. Drive Efficiency -10% Critical Hit Locations Critical hit locations are definable The main purpose of this chart is to segments of the vehicle. They are used to determine what hit locations can be hit from better determine what systems would be the vehicle’s fire arcs. Thinking about what hit effected by damage before a vehicle has lost all locations should be visible from each fire arc it’s hit points. can be helpful in generating the table. Simple Critical Hits The location that is hit depends on the If a detailed critical hit location table direction that the attack is coming from and is not needed, the player may opt to use the thus involves the vehicle’s fire arcs. Light generic critical hit location table. As a vehicle vehicles have only four (4) fire arcs but using this chart effectively have only one medium and larger vehicles have eight (8) fire critical hit location, only the highest critical arcs making the chart twice as complex. hit percentage is used. For each fire arc, only certain Critical Hit Locations are in line of sight. For example, Roll 1d10 light vehicles have only one hull Critical Hit 1-2 Drive Hit: Speed cut in half Location and that hull is visible from all fire 3-4 Passengers Hit: Loss of passengers equal arcs. Medium and larger vehicles have two or to damage/100 more Critical Hit Locations, usually these are 5-6 Systems: Loss of one of the following designated front and back (although they do systems. If the vehicle does not have the not have to be). In that case the front hull Engineering - Vehicles system rolled for, roll again. would not be visible from fire arc 6 and the Roll 1d10 back hull hit location would not be visible 1-2 ECMs from fire arc 2. 3-4 Sensors Light Vehicle Hit Locations 5-6 Shields For light vehicles, there is only one 7-8 Communication hull hit location but it must be visible from all 9-10 Weapon four fire arcs. All other Critical Hit Locations 7-8 Control: The vehicle gets a 20% need to be visible from three consecutive fire Impairment to pilot for every 50 points arcs. of damage done by the attack A turret or arm that can fire into a fire 9-10 Fuel: Cut the fuel capacity of the vehicle arc must be visible from that fire arc. in half. Light vehicles have four fire arcs, their Full Critical Hit Location Table chart with only the visibility of the hit locations noted looks like this. To generate a full critical hit table, there are three steps. Example 1. Generate the hit location chart. Arc 1 Arc 2 Arc 3 Arc 4 Hit 2. Assign Critical Percentages to hit Location locations. Visible Visible Visible Visible Hull 3. Determine the effect of each critical Visible Visible Visible Drive effect. Visible Visible Visible Drive 2 Step 1: Hit Locations Visible Visible Visible Turret 134 Hit locations on a vehicle include Add up the number of hit locations main structures of the vehicle. These are visible in each fire arc and divide by ten. Then things like the drive systems, the hull of the round to the nearest whole number. vehicle, arms and turrets. Medium, Heavy and Super Heavy vehicles have more than one critical location for the hull. No vehicle should have more than 10 hit locations. If a vehicle does have more than 10, the player should pick 10 locations that would be the largest structures on the vehicle or they may combine similar hit locations

The Artifact until there are only 10 remaining. The Artifact Example An example of a Medium vehicle’s chart with only the visibility of the hit Arc 1 Arc 2 Arc 3 Arc 4 Hit locations noted looks like this. Location Example Visible Visible Visible Visible Hull Visible Visible Visible Drive Arc 1 Arc 2 Arc 3 Arc 4 Hit Visible Visible Visible Drive 2 Location Visible Visible Visible Turret Visible Visible Visible Visible Front Hull 10 / 3 10 / 4 10 / 2 10 / 4 Visible Back Hull Visible Visible Visible Visible Drive = 3.33 =2.5 =5 =2.5

Round Round Round Round Visible Drive 2 135 3 3 5 3 Visible Visible Visible Visible Turret This number is used to determine Arc 5 Arc 6 Arc 7 Arc 8 Hit how many digits each hit location should take Location up on a 1D10 roll. For instance if the number Visible Front Hull is two (2), the first critical hit location would Visible Visible Visible Visible Back Hull take up 1-2 on a 1D10 roll. The next hit location would take 3-4 on the 1D10 roll and Visible Drive so on. Visible Visible Visible Visible Drive 2 It is likely that the number generated Visible Visible Visible Visible Turret will not equal ten when the Critical Hit Locations are added up. If the number is less Add up the number of hit locations than ten, add one to one of the hull Critical visible in each fire arc and divide by ten. Then Hit Locations. If the number is more than ten, round to the nearest whole number. See subtract one from the hit location with the examples under light vehicles. least amount of equipment in it. This number is used to determine Example how many digits each hit location should take up on a 1D10 roll. For instance if the number Arc 1 Arc 2 Arc 3 Arc 4 Hit is two (2), the first critical hit location would Location take up 1-2 on a 1D10 roll. The next hit 1-4 1-3 1-5 1-3 Hull location would take 3-4 on the 1D10 roll and so on. 4-5 6-10 4-5 Drive It is likely that the number generated 5-7 6-7 6-7 Drive 2 will not equal ten when the Critical Hit 8-10 8-10 8-10 Turret Locations are added up. If the number is less Engineering - Vehicles In this example Arc 1 had to have one than ten, add one to one of the hull Critical added to it’s hull. Arc 2 and 4 had to have one Hit Locations. If the number is more than ten, subtracted from both drive systems since they subtract one from the hit location with the would have the fewest systems. least amount of equipment in it. Medium, Heavy and Super Heavy Example Vehicle Hit Locations Arc 1 Arc 2 Arc 3 Arc 4 Hit Medium vehicles have two hull hit Location locations and for example, could be 1-4 1-4 1-4 1-2 Front Hull designated front and back. Heavy vehicles 3-4 Back Hull have three and super heavy vehicles have four. 5-7 5-7 5-7 5-6 Drive Medium and larger vehicles have 7-8 Drive 2 eight fire arcs. For medium vehicles and larger, each Critical Hit Location must be 8-10 8-10 8-10 9-10 Turret visible from five consecutive fire arcs. Arc 5 Arc 6 Arc 7 Arc 8 Hit A turret or arm that can fire into a fire Location arc must be visible from that fire arc. 1-2 Front Hull 1-4 1-4 1-4 3-4 Back Hull 5-6 Drive and arms in the list that are eligible as Critical 5-7 5-7 5-7 7-8 Drive 2 Hits. 8-10 8-10 8-10 9-10 Turret It is possible, even likely, that some critical hit locations will have fewer than three Step 2: Assign Critical Percentages systems in them. If this is the case, only the Each Critical Hit Location has a systems that are logically in them should be percent likelihood that it will take a critical listed. This may mean that there will not hit. This is by default a standard number for always be three Critical Hits in a hit location the vehicle but can be modified by making the but there always should be at least one. hull thicker in certain locations or by adding Example an engineering room as described previously. Articulated Drive 40% The percentages should be recorded with their Critical Hit Location. • Leg Light Vehicle Critical Percentages • Terrain computer Light vehicles have a base 40% chance • Shield Generator of a critical hit for all their critical locations. This number is modified by adding protective To determine the chance of hitting a hull panels over sensitive vehicle systems. Critical Hit on a Critical Hit Location, add the Some drive systems have modifiers to this mass of all the chosen systems together. Then percentage. divide by ten (10) this number is the Mass Engineering - Vehicles Ratio. Medium Vehicle Critical Percentages Combined mass of chosen systems / 10 = Medium vehicles have a base 30% Mass Ratio chance of a critical hit for all their critical locations. This number is modified by adding Example: The drive system weighs 1200 Kg protective hull panels over sensitive vehicle the terrain computer weighs 200 Kg and the systems. Some drive systems have modifiers shield generator weighs 100 Kg. The total is to this percentage. 1500 Kg. The Mass Ratio of the equipment equals 1500 /10 or 150. Heavy and Super Heavy Vehicle Critical Percentages Then for each system, divide it’s mass by the Mass Ratio and round to the nearest Heavy and Super Heavy vehicles have whole number or if it is too low, record a one a base 20% chance of a critical hit for all their (1). Record this number for each system. The critical locations. This number is modified by number indicates the likelihood of a system adding protective hull panels over sensitive being hit in that Critical Hit Location. vehicle systems. Some drive systems have modifiers to this percentage. Likelihood = System mass / Mass Ratio Step 3: Critical Effect Round the Likelihood number to the nearest whole number and record it. Now that you have the chart of Critical Hit Locations you will need to Example: The Likelihood of the example determine what Critical Hit effects are in systems are as follows. those locations. Legs Critical Effects are used to simulate 1200 Kg / 150 = 8 the effect of systems failure on a vehicle before Terrain Computers 136 it has lost all it’s hit points.Any device or system installed on a vehicle can be made 200 Kg / 150 = 1.33 round to 1 eligible for a Critical Hit. Shield Generator Three systems must be chosen for 100 Kg / 150 = 0.66 round to 1 each Critical Hit Location but no more than ten to be used as Critical Hits. The Chosen Add all three Likelihood numbers systems must make sense for that hit location. together. If they add up to ten (10) move on to The three systems chosen should be the three the next step. If they are higher than ten systems with the most mass, unless the GM (>10), subtract one (1) from the largest approves a smaller system being selected. Likelihood number until ten (10) is reached. If Remember to include the power generation they add up to less than ten (<10) add one (1) equipment, it’s fuel supply, drive equipment The Artifact The Artifact to the largest system until ten (10) is reached. Roll 1d10 Record the adjusted Likelihood numbers. 1-2 Quarter Failure The Likelihood number recorded for 3-4 Half Failure each number is used to determine how many digits it should take up on a 1D10 roll. For 5-8 Total Failure instance if the Likelihood number is five (5) 9-10 Catastrophic Failure for a system it could take up 1-5 on a 1D10 Quarter Failure: Whatever the system does, it roll. If the next system has a Likelihood has lost one quarter of it’s capacity. The GM number of 3 it could take up 6-8 on a 1D10 should agree on the result of this effect. roll. When done the three systems should occupy all the digits of a rolled 1D10. Record Half Failure: The system looses one half of it’s these table results. capacity to function. 137 Total Failure: The system has completely failed, it no longer functions. Critical Effect Catastrophic Failure: The destruction of this To determine the effect of the critical system causes a catastrophic failure of other hit, roll on the table below. Remember that systems until the vehicle is completely unless the Critical Effect is “Catastrophic disabled. Failure” the effect is only on the system that is damaged, not the whole vehicle. Engineering - Vehicles Equipment Compendium The equipment in this book importing these goods prohibitively is not always available to those expensive. As a result, nearly all of outside of Gadios and the Game the goods listed here are Master should make it difficult to manufactured in or near Gadios by acquire any of the items listed here unless corporations that are setting up shop on the there are special circumstances. The high cost Artifact. of transporting material to The Artifact make Equipment Survival Gear AC Power Inverters Protects from 3 Mental and 2 Physical stress An inverter converts DC power like per hour in loud sound environments. that produced by a vehicle’s alternator or from INT 20% Impairment a battery to alternating current that is used to Mass: 200 g power most devices. Cost: ¥600 Mass: 2 kg Cost: ¥3,080 Acoustic Ear Protection / Amplification Similar to normal ear protectors, but Acoustic Amplifier these incorporate a sound amplification These are listening devices that system. When near sources of loud noises amplify faint sounds by 35-40 decibels so that greater than 82 db (gunshots, loud they can be more readily heard. Background equipment, etc. will trip the system) these sound is also amplified. hearing protectors lower the decibel level of sound reaching the ears by 35 db. When not in These devices often have a simple the presence of loud noises, other noises are microphone attached, but their performance amplified by 15 db enabling the user to hear is greatly enhanced by using a quality external faint and normally inaudible sounds easily. microphone. A headset can be used to monitor the output of the amplifier, or it can be Protects from 3 Mental and 2 Physical stress plugged into almost any other device that has per hour in loud sound environments. a sound input. INT 20% Advantage INT 30% Advantage Mass: 200 g Mass: 600 g Cost: ¥3,200 Cost: ¥2,000 Air Mattress Acoustic Ablation Tired of sleeping on the cold hard Acoustic ablation systems take ground? An air mattress can help keep you ambient noise and broadcast the opposite more comfortable and warm. However if the waveform to cancel out (or ablate) sound. The ground is warmer than the air the mattress system is only effective at ablating relatively will actually make you colder. quiet noises such as heartbeats, footsteps, and Sleep and rest relive 1 extra stress point per 8 breathing (sounds that are less than 50 db). hours while using the air mattress. This ECM is only effective at blocking Mass: 500 g

138 detection that would use sound. Cost: ¥2,000 ECM Range Class: A Mass: 800 g Aireocapsules Cost: ¥3,000 Aireocapsules are nanometer diameter spheres that hold reactively high Acoustic Ear Protection concentrations of oxygen. They are ingested or When near sources of loud noises, it is injected and travel through the blood stream. beneficial to have hearing protection. These The Aireocapsules start absorbing CO2 and hearing protectors lower the decibel level of releasing oxygen. This gives the user the sound reaching the ears by 35 db. ability to maintain very high levels of activity in thin atmospheres or to hold their breath for very long periods of time. The Artifact The Artifact Aireocapsules are designed to detect a rise in CO2 in the bloodstream maintaining a Chain Hoist normal blood-oxygen level and can remain in A chain hoist is a heavy-duty chain the bloodstream for hours until activated. The that is wrapped around one or a number of Aireocapsules begin to release oxygen and pulleys. When attached to an overhead surface absorb CO2 immediately. This enhances the capable of bearing the weight, the hoist can physical stamina of the user. lift up to 6 tons off the ground. Chain hoists are often operated by hand although some use electric motors. Because of the pulleys Effects: The user can hold his or her breath for involved, the lifting process is slow. Often it the effective duration of the dose. If the user takes upwards of one minute to raise an object engages in strenuous physical activity they get one meter. a 80% Advantage to Con and a 10% Advantage 139 to Str for the duration of the dose. As long as Mass: 50 Kg the user can breath normally and they are not Cost: ¥10,000 engaged in strenuous activity, the Aireocapsules shut down and remain in the Chain Saw blood stream extending the duration of the A chain saw is useful for cutting dose until CO2 levels increase again. through unarmored obstructions at a rapid rate. However armored objects will quickly Injection dose: 2 hours dull the blade. Ingestion dose: 15 minutes Cost: ¥2,000 per dose Damage: 20 Parry: -10 ASO Operations Manual Mass: 2-5 Kg The information in the ASO Cost: ¥6,000-10,000 operations manual can be very useful for defining how to proceed in most common Chemical Suit situations. It includes some rudimentary Prevents toxic chemicals from Scimrahn and Kelrath. Includes tips for touching the skin, also masks human sent, handling social and combat interactions in the useful for keeping Seeters away. different cultures. It also includes a good 30% Advantage to camouflage rolls against amount of information on how to find food, animals. electricity and water. Mass: 1 Kg For game purposes the manual has Cost: ¥400 similar information to what is in the first 27 pages of this book but would also contain Cot detailed procedures on how to accomplish Cots are collapsible beds made of tasks. Aids the Foraging skill (10% Advantage) canvas stretched over a frame. and a Scimrahn, Kelrath and Chezbah Culture Sleep and rest relive 1 extra stress point per 8 skill (10% Advantage). Takes ten minutes of hours while using the cot. reading each time the character wants to use the advantage. Mass: 6.7 Kg Cost: ¥800 Mass: 100 g Cost: free Collapsible Chair A very nice item to have. By staying Bicycle off the ground a chair can keep you dryer and Bicycles are lightweight and very

relatively warmer. Equipment quiet. They are also very small making them ideal in cramped spaces. Rest relives 1 in 10 extra stress points per 15 minutes. Str Roll Mass: 2.1 Kg Speed in Km/h Cost: ¥200 Fail Full 1/2 1/4 1/8 Speed: 15 20 24 27 30 Collapsible Table A wonderful invention for keeping Mass: 8-15 kg items off the ground, such as food or cards. Cost: ¥6,000-12,000 Mass: 9 Kg Cost: ¥1,000 are replenished with a coolant. This is usually ice, but sometimes coolers have electricity- Communication Wire powered refrigerants. Often, when given enough time, Mass Empty: 1 Kg military forces will set up their own Mass Full: 15-20 Kg communication networks to protect against Cost: ¥800 eavesdropping. The two most common media Powered Cost: ¥2,000 for setting up such a network are copper and fiber optics. Diving Fins Used for faster swimming in water.

Equipment Copper Effect: 20% Advantage to Swimming skill. Copper communication wire is cheap Mass: 190 g and relatively easy to work with. However the Cost: ¥600 wire can be tapped without much effort if the cable is found. 200 Liter Drums Copper wire requires a signal booster Good for holding water, fuel, oil or (repeater) every five hundred meters other goods. It is a bad idea to change what Mass: 2 Kg per 100 meters liquids a barrel is holding, for instance, a Cost: ¥400 per 100 meters barrel that once held fuel should never be used to store drinking water. Fiber optic Mass: 15 Kg Fiber optic cable is more expensive Cost: ¥1,000 than copper but it has several advantages. It is very hard to tap a fiber optic line without Duct Tape making the user aware that something is Invented to hold metal ductwork going on. Fiber optic cable carries more together, Duct Tape has become a must have information than a copper pair. It also can for temporary fixes of all sorts. send a signal greater distances without a 10% Advantage to Repair skill rolls signal booster. Cost: ¥30 per 10 meter roll Fiber optic lines require a signal booster every 12 Km. 100 mph tape Mass: 6 Kg per 500 meters Very similar in appearance to Duct Cost: ¥6,000 per 500 meters Tape, 100 mile per hour tape gets it's name from it's intended function of sealing bullet Compass holes in airplanes. It now sees a great deal of It was originally thought that a use by the NACSP military forces as a compass would be useless in the Artifact, temporary repair tool. however the magnetic plasma conduits will 15% Advantage to Repair skill rolls draw the magnetic needle to alignment with it giving a local direction marker. Mass: 550 g Cost: ¥40 per 10 meter roll Mass: 50-175 g Cost: ¥600-4,000 Electrical Power Converter The electrical power that is used in Compression Sack The Artifact's incremental cities is over five 140 Compression Sacks are like duffel hundred volts AC and operates at 14 kilohertz. bags with special reinforcements that allow In other words if you plugged any the bag to ratchet down on its contents and conventional device that was developed on reduce their total volume. This is very useful earth it would very likely melt. To make the for clothing and other fabric items as it forces commonly available electrical power usable, a the load to take up less volume. power converter is needed. Mass: 120 g The converter can output electricity at Cost: ¥400 120 volts ac at 50 or 60 hertz, or 12 volts DC. Some units also can output 220 volts AC. Cooler These thermally insulated containers Mass: 60 Kg can keep food cold for about 30 hours if they Cost: ¥6, 240 The Artifact The Artifact Mass: 3.17 Kg Electrical Wire Cost: ¥600 Electrical wire is very useful for setting up camps and distributing electrical Heater (Fuel) power. They allow electric lights to be These heaters use some form of pre- distributed for better illumination. Electrical determined fuel to heat a room or tent. The wire is also very useful for powering fuel used can be propane, methane, hydrogen, communication equipment and sensor alcohol or gasoline. systems. When in an enclosure such as a Mass: 2 Kg per 10 meters vehicle or tent, protects from 10 Physical and Cost: ¥300 per 10 meters Functional stress per hour due to cold.

Runs for 3 hour on a refill. 141 Gas Mask Mass: 3.17 Kg Gas masks are not often seen since Cost: ¥2,000 Vac Suits do a better job of protecting from Fuel Refill Cost: ¥40 hostile environments. However gas masks are easier and quicker to put on in an emergency. Heads Up Display (HUD) Mass: 709 g HUDs were originally implemented Cost: ¥400 widely in combat vehicles in the late 20th century. They displayed targeting information Generator and allowed the pilot to keep his or her head A small internal combustion engine up while accessing this information. This is that turns a pre-specified fuel into electricity. the reason for the name "Heads Up Display". The fuel can be gasoline, diesel, methane, The HUD projects an image either on to a hydrogen, or alcohol. pane that lies directly in front of the user's Runs for 5 hours on a refill. eye, or it is projected directly into the user's Mass: 30 Kg retina. Although originally adapted to increase Cost: ¥10,000 piloting performance, the HUD's usefulness Refill Cost: ¥100 does not end there. The HUD's function is limited only by the imagination of developers. Ghillie Suit The biggest limitation to the HUD 3d camouflage suit used for hiding in was the display quality. Resolution was one foliage. 30% Advantage to Camouflage skill problem, but brightness and opacity was when hiding in foliage. another. It wasn't until the 2020's that these Mass: 2.27 Kg technical hurdles were cleared and personal Cost: ¥1,000 HUDs came into widespread acceptance. HUDs are usually combined with Handcuffs some form of headphone(s) to allow for sound Useful for restraining people from and video to be delivered in the same package. using their hands. Mass: 50-250 g 90% Impairment to Dex, 30% Impairment to Cost: ¥2,000-10,000 AGI, 30% Impairment to STR Mass: 340 g Human Scent Remover Cost: ¥350 This is a chemical spray that neutralizes the odors of the human body. Head Lamp Many find it useful for keeping Seeter from Hands free flashlight. following their scent. Equipment Mass: 40 g 10% Advantage to camouflage rolls against Cost: ¥200 animals. Mass: 560 Heater (Electric) Cost: ¥200 Uses either 12vDC from a vehicle or 110v AC from a power converter. Hydraulic Jack When in an enclosure such as a Hydraulic jacks are useful for lifting vehicle or tent, protects from 5 Physical and things temporarily off the ground, or Functional stress per hour due to cold. separating two items provided the jack can be inserted into a gap. Laser Communicator Laser Communicators require a direct 5 ton capacity line of site to operate and can be difficult to Good for lifting light to medium sized align properly. Some laser communicators are mounted on vehicles but portable units often vehicles such as transports or trucks use a miniature tripod to stay on target. Mass: 20 Kg A laser communicator requires a Cost: ¥3,000 Dexterity roll to align. The Impairments for range bracket apply to this alignment roll.

Equipment 10 ton Good for lifting large trucks, light Range Class: D APCs and shifting small boulders. Mass: 500 g Cost: ¥4,000 Mass: 25 Kg Cost: ¥4,000 Leak Stop Aerosol Can Good for stopping minor leaks in tires 20 ton temporarily. Good for lifting APCs and shifting medium sized boulders. 10% Advantage to Repair Machinery rolls on wheeled vehicles. Mass: 35 Kg Cost: ¥6,000 Mass: 250 g Cost: ¥100 30 ton Good for lifting armored vehicles, Legged Support Systems light tanks and shifting large boulders These are semi-autonomous systems that are used to carry material over difficult Mass: 50 Kg terrain. They are quadruped or hexapod Cost: ¥10,000 robots designed to carry heavy loads while following after a person on foot. They can take Inflatable Raft simple verbal instructions such as “Move to An inflatable raft can be carried inside the left.” or “Come this way.” a large backpack. When needed, compressed air canisters or an air compressor can quickly There are both military and civilian inflate the flotation device. versions of these load bearing systems. They are often used in disaster recovery situations Mass: 30 Kg where normal vehicles are unable to travel. Cost: ¥4000 Legged support systems use radio Anchor transmitter badges to follow a person on foot. Mass: 5 Kg The person carries or wears the badge which Cost: ¥600 can also be used as a remote control for the robot. Infrared Camera When not in use, a Legged Support These digital cameras are designed to System will lay down for easier transport by a pick up the infrared spectrum. They transmit vehicle such as a pickup truck. motion video to any common display and/or Packmule (Civilian Variant) storage device. 142 Length 2.5 m Datarate/hour: 6 gigabytes Hight 2.2 m Mass: 190 g Width 1.3 m Cost: ¥16,000 Mass 862 Kg

Laser Pointer Power plant type: Internal combustion A small convenient solid state laser. Optional power plant: Fuel cell Can be fixed to a key chain, and can be seen in Total fuel capacity: 8 hours most day light equivalent conditions up to a Fuel type: Gasoline/alcohol hundred yards away. Mass: 5 g Cost: ¥200 The Artifact The Artifact Attributes Full 1/2 1/4 1/8 Attacks: Optional Machine gun mount that Con 100 50 25 13 can be fired by the robot with operator permission. Any machine gun designed for Str 100 50 25 13 vehicle mounting may be used. Ref 20 10 5 3 Defenses: Armor (AR 15) Agi 10 5 3 2 Dex 0 0 0 0 Special Abilities Bty 15 8 4 2 The Warhorse can communicate via radio (BP Cha 5 3 2 1 30). Can be controlled via a Comm Officer’s Int 5 3 2 1 communications backpack. IQ 5 3 2 1 143 Psy 10 5 3 2 Movement BP 5 Walking Speed: 50 meters/turn Vertical Jump: 0.5 meters HP 40 Horizontal Jump: 0.8 meters

Defenses: Armor (AR 5) Cargo Capacity: 400 Kg Complete system Cost: ¥23,000,000 Special Abilities The Packmule can communicate via radio. Life Vest With a life vest a person can float in Movement water almost indefinitely. Walking Speed: 45 meters/turn Vertical Jump: 1 meter Character takes no stress from swimming Horizontal Jump: 1 meter distances. Mass: 1 Kg Cargo Capacity: 200 Kg Cost: ¥600 Complete system Cost: ¥8,000,000 Fuel cell variant: + ¥1,500,000 Metal Detector Used to detect small and/or buried Warhorse (Military Variant) metal that can indicate mines or valuables Length 2.8 m among other things. Hight 2.3 m Mass: 1 Kg Width 1.5 m Cost: ¥3,000 Mass 1,340 Kg Microphone Directional Power plant type: Fuel cell A microphone that is primarily Total fuel capacity: 8 hours designed to detect sounds emanating from a Fuel type: Gasoline/alcohol single direction. These microphones are often used for high fidelity recording. Attributes This microphone increases the Full 1/2 1/4 1/8 sensitivity of a device by five decibels (5 db). Con 150 75 38 19 Mass: 200 g Str 200 100 50 25 Cost: ¥2,500 Ref 25 13 7 4

Agi 60 30 15 8 Microphone Parabolic Equipment Dex 0 0 0 0 This type of microphone uses a Bty 10 5 3 2 parabolic dish and a directional microphone Cha 1 1 1 1 to detect faint sounds even at a distance. Because of the parabolic dish, the microphone Int 5 3 2 1 can pick up very faint background noises. IQ 5 3 2 1 This microphone increases the Psy 10 5 3 2 sensitivity of a device by fifteen decibels (15 BP 10 db). HP 80 Mass: 300 g Cost: ¥5,000 much easier to carry and function adequately for quick jobs. Microphone Omnidirectional 10% Advantage to Repair rolls Omnidirectional microphones detect sounds coming from all directions around it. Mass: 100 g The sound quality is not as good as a Cost: ¥ 600 directional microphone. Parachute This microphone increases the A parachute can be useful when a sensitivity of a device by two decibels (2 db). character is on the upper floors of a Hex or Mass: 200 g flying a vehicle and suddenly needs to get Equipment Cost: ¥ 2,000 down to the ground. Using a parachute successfully Mirror (angled dentist) requires and Agility attribute check plus any Useful for a wide verity of tasks such Parachute skill the character might have. as looking into machine parts and looking around corners without exposing oneself. The Modern parachutes consist of a main mirror is very small so large objects that are chute, and a backup chute. The main chute close by are hard to recognize (40 Impairment has only a 1 in 1000 chance of failing because to Int). of an equipment failure. Backup chute failure is even rarer. 5% Advantage to Repair rolls Mass: 15 Kg Mass: 20 g Cost: ¥60,000 Cost: ¥100 PDA (Personal Digital Assistant.) Moisture Absorbent Packets Personal Digital Assistants are small Protects guns knives papers books handheld computers that can perform a and clothing from moisture accumulating in smaller verity of tasks than a full sized storage. Will not absorb any significant computer. While many PDAs have powerful quantity of standing water. processors, they are often limited to using Mass: 2 g non-volatile memory for storage instead of Cost: ¥60 caterpillar or quantum storage. Because of this they can only hold five to six hours of Motion Detector uncompressed video, or the equivalent. While Motion detectors use infrared beams the front of a PDA is often a small menu to detect objects moving into their path. screen, a HUD is used as the main display. Crossing a single beam can trip the detector. Has a built in camera and microphone. The motion detector can be used to activate Processor Points: 3 devices, sound alarms, turn on lights or Storage: 100 Gigabytes cameras. Mass: 125 g Every turn that an object is moving through Cost: ¥ 4,000 the detector's field of view there is a ninety percent (90%) chance of detection. Range Pots and pans Class Impairment affect this chance. Pots and pans are indispensable for Range Class: A preparing food. While they are bulky they are Mass: 100 g allow the character to prepare fresh foods 144 Cost: ¥200 instead of pre-packaged meals such as MREs.

Multi-function pocket tool Small assortment of pans An expansion on the concept of a Mass: 20 Kg pocket knife, these tools often include needle Cost: ¥3,000 nose pliers, wire cutters, wire strippers, a straight and phillips head screwdriver, a can Large assortment of pans opener, a bottle opener, a small knife, and an Mass: 40 kg assortment of other small tools. These multi- Cost: ¥8,000 purpose tools do not function as well as the single purpose tools they emulate, but are Camping set of pans Mass: 1.5 Kg The Artifact The Artifact Cost: ¥800 shovels are useful for digging trenches or foxholes for protection from enemy fire. Pocket Chain Saw 30% Advantage to Construction skill rolls This tool is a chain saw blade that has Mass: 1 Kg handles attached to either end of the chain. Cost: ¥300 The chain is wrapped around the object being cut and drawn back and forth to perform the SOLAS Food Pack cutting action. While the trees on The Artifact SOLAS (for Saving Of Life At Sea) are usually small and have poor quality wood, food packs are high calorie food bars. They they are still useful for fuel. were formulated to sustain the lives of those Mass: 50 g lost at sea, but have come into high demand

Cost: ¥600 among corporate scouts. Each pack contains 145 nine (9) food bars. Each bar is equivalent to a Ratcheting tie downs half meal. The only other difficulty is finding These tie downs are excellent for water. securing heavy loads so they do not shift SOLAS packs have a five year shelf during transport. life. Mass: 100 g Mass: 600 g Cost: ¥100 Cost: ¥200

Ratcheting Winch 6 ton Spot Light These hand-powered winches attach Hand held rechargeable 5 million- by hooks to lift or pull two items together. candlepower lamp. The beam can illuminate a Mass: 2 Kg spot greater than two hundred (200) meters Cost: ¥800 away. Mass: 5 Kg RF Scanner Cost: ¥800 A RF (Radio Frequency) Scanner monitors the entire RF spectrum for activity Spray Lubricant and tunes to the active frequency allowing the The petroleum based lubricant is user to intercept radio transmissions. The useful for getting rid of squeaks in rubbing Scanner also operates as a radio transmitter. parts, lengthens the operational life of 40% Advantage to Radio skill rolls mechanical parts, can help loosen stuck Mass: 100 g fasteners etc. 10% Advantage to Repair Cost: ¥600 Machinery. Mass: 170 g Sandbags Cost: ¥15 Sandbags are used to build temporary walls with materials that are readily available. Stove (portable) The bags are nylon or some other resilient The portable stove is a propane or material. The is filled with sand, dirt, methane burning device that has a single rocks or any other heavy fill. The bags are burner. A bottle of fuel is screwed into an inlet stacked up to create a temporary but resilient valve. The Stove can be used for cooking or barrier. heating small spaces. For every 100 sandbags the character gets a Burn Time: 1 hour per bottle

60% Advantage to Construction shelter, a Mass: 500 g Equipment 30% Advantage to Architecture when building Cost: ¥800 field grade buildings and a 20% Advantage to Construction Bunker. Fuel Bottle Mass: 100 g Mass: 700 g Cost: ¥600 Cost: ¥200 Refill Cost: ¥80 Shovel (folding) Also referred to as E-Tools or Steel Toe Boots entrenching tools. These small but sturdy Steel toe boots have a protective steel shield guarding the toes of the wearer. These boots are resilient and provide good These units are often sold with a protection for the feet. Contrary to popular transport and control vehicle that contains all belief steel toe boots effectiveness as weapons the radio and control equipment necessary to is dubious at best. operate the robot. AR 3 HP 2 Mass: 700g Length 1.8 m Cost: ¥800 Mass 567 Kg

Sunglasses Attributes Sunglasses are useful on the surface Full 1/2 1/4 1/8 Equipment where the suns are constantly shining. Con 100 50 25 13 Mass: 50g Str 150 75 38 19 Cost: ¥40-2000 Ref 10 5 3 2 Agi 10 5 3 2 Surgical Table (Folding) Dex 40 20 10 5 This collapsible surgical table is useful Bty 10 5 3 2 for setting up temporary field hospitals. The table is mechanically adjustable to multiple Cha 1 1 1 1 surgical positions and folds into a box 80 x Int 5 3 2 1 100 x 120 cm. IQ 5 3 2 1 Mass: 200kg Psy 10 5 3 2 Cost: ¥260,000 BP 10 HP 100 Thermos A bottle that is thermally insulated by a Damage Punch - 2 (punch damage is low due vacuum. Used to store warm liquids for to the slow speed of the robot) several hours. Crush - 20 Mass: 200 g Defenses: Armor (AR 30) Cost: ¥200 Special Abilities Tactical Robot The tactical robot can communicate via radio. Law enforcement and military organizations use tactical robots for situations Movement where human survivability is low. These Walking Speed: 5 meters/turn robots (also called tactical idiots and bricks Vertical Jump: 0 meters because of their low intelligence) are used to Horizontal Jump: 0 meters remove bombs and mines from out of harms way. Control Vehicle They are heavily armored to Type Truck withstand explosive blasts. Model Varies Overall height 1.65 m The tactical robot is controlled by Overall width 2.3 m remote and can use radio or wire (where radio Overall length 3.8 m is not expected to penetrate) to receive orders. Dry Mass 2253.6 kg They are capable of some autonomy, but this

146 Full Mass 3687 kg is extremely limited. Power plant type: Internal combustion If contact with its control system is lost, the robot will attempt to follow the path Movement it took back to the control system. This is one top speed 120 Km/h of the things that has earned the robots Total fuel capacity: 16 hours reputation for being tactical idiots, the robots Fuel type: Gasoline are rarely successful in finding their way back. Armor Rating: 10 The brick nickname comes from operators Hit Points: 110 saying that throwing a brick at an explosive Crew: 1 device would be as effective as these robots. Passengers: 2 Cargo Capacity: 1000 Kg

The Artifact Piloting Modifier: 0 The Artifact very high quality video and many can The control vehicle contains the following. automatically correct for low light conditions 1 Tactical Robot and shaky camera handling. Robot transport harness Datarate/hour: 8 gigabytes One ton lift gate. Mass: 400 g Robot control cabin (built into the vehicle). Cost: ¥16,000 Radio transmitter range: 1 km Communications Cable: 400 M Video Mini Cams Cable AR: 8 These are Digital video cameras used Cable HP: 5 mainly as computer input or in surveillance. Complete system Cost: ¥5,000,000 Mini Cams do not provide the best quality

images but are lightweight and unobtrusive. 147 Ultraviolet Camera Mini Cams often do not store data but These digital cameras are designed to continually output to another device such as a pick up the ultraviolet spectrum. This is useful dedicated recorder, computer, or video for detecting high energy applications such as monitor. Mini Cams are useful as security lasers, and force fields. They transmit motion cameras. video to any common display and/or storage Datarate/hour: 2 gigabytes device. Mass: 50 g Mass: 190 g Cost: ¥500 Cost: ¥32,000 Winch (Powered) Video Camera (analog) Powered winches are a made up of a Because of the lack of resources on engine or motor that winds a steel cable Earth, many old technologies are back in use. around a spool. Winches are useful for Analog video cameras record information on removing light obstructions, getting vehicles, magnetic tapes or disks. They are more animals, or people out of conditions that they popular among poor and developing nations normally would not be able to get out of by because of their low cost. themselves. Maximum Recording Time: 2 hours Electrical winches can be attached to Mass: 500 g a vehicle or strapped to a sturdy enough Cost: ¥800 object. Although not strong enough to pull a heavy vehicle, a winch can apply enough force Video Camera (digital) to aid the vehicle in traversing obstructions. Digital video cameras record Mass: 30 Kg information on flash memory disks or in high- Cost: ¥2,000 end systems, caterpillar drives. They provide

Scientific Hardware Animal Tracking Tags Tags are designed to have a long life When studying the behavior of span rather than a powerful signal so the animals it is useful to monitor their movement biologist tracking the animal must often get over long periods of time. within one kilometer of the study subject to Animal tracking tags allow the animal pick up the radio signal. to be located and identified by a broadcast radio signal with a distinctive pattern. Tags 20% Advantage to Biology skill. Equipment are similar in size and thickness to a credit card and are flexible so that they may be bent. Battery life: 6 months On one side of the card is a battery of Mass: 100 g solar cells and on the other is a dielectric that Cost: ¥2,000 when touching the skin of the subject animal will produce low level electric current. Tags Atmospheric Instrumentation can either be glued on to small or smooth This suite of devices gives accurate skinned animals, or they can be mechanically data on the atmospheric conditions in the fastened to an animal’s ear. local area. A Gas Chromatograph is a device that Wind Speed Meter separates a sample of gaseous or liquid Gives the average wind speed along with the material, into its component gases. A mass gust speed. spectrometer then measures the mass of the sample and bombards the sample with ions. It Precipitation Gauge is then able to determine what the chemical Measures the hourly precipitation by taking composition of the materials that is in the a ten minute sample and then extrapolating sample. the total. Solids can be processed through a gas chromatograph by dissolving a material in a

Equipment Barometer known solution. The solution is then negated Measures the atmospheric pressure. from the results and what is left is the solid matter. Thermometer Measures the local temperature. The resulting chemical composition is then compared against a database that can Hygrometer identify the material by chemical composition Measures the relative humidity of the air. and the quantities of the chemicals in the sample. Mass: 800 g The GC/MS requires a sample of gas Cost: ¥6,000 or liquid to be at least three microliters or a solid to be one half gram to one gram in mass. Centrifuge The process takes at least one hour but may A centrifuge is a device that uses take more for very complex substances. centrifugal force to separate solids suspended in liquid media into it's component parts. 60% Advantage to Chemistry skill.

30% Advantage to Chemistry, Biology and Mass: 16 Kg Botany skills. Cost: ¥640,000

Mass: 2.1 Kg Interference Microscope Cost: ¥24,000 The interference microscope is a microscope that uses fast phase variations in Electron Microscope two beams of light. The resolution limit of a The electron microscope bounces normal microscope is due to the wavelength of electrons off an object to create an image. The light being larger than the object being electron microscope is able to image objects observed. The fast phase variation of the that are far too small to be small to be seen interfering beams of light allows with a traditional microscope because the measurements that are impossible for normal wavelength of light is larger than the subject light. The interference microscope can see at being observed. Multiple magnetic mirror much higher resolution (on the nanometer electron microscopes have allowed the scale) than an optical microscope because it imaging of individual atoms and can observe uses an interference pattern of two light molecule by molecule atomic reactions. beams to measure the subject. Mass: 600 Kg

148 Cost: ¥240,000,000 30% Advantage to Chemistry, Biology and Botany skills. Gas Chromatograph / Mass Spectrometer Mass: 13 Kg The GC/MS is a device that can Cost: ¥30,340,000 determine the molecular composition of most materials. From that composition, a database Isolating Glove Station of materials can be referenced and unknown These shatterproof glass boxes have materials can be identified. The GC/MS can integrated coated neoprene gloves that can be also be used to test the purity of air and water used to manipulate an object inside the box. with very high precision. The box is sealed so as to be air tight and coated to reduce heavy particle radiation. The Artifact The Artifact Most biohazards can be safely manipulated Used for looking inside an object inside the glove station. without having to open it. The X-ray image shows the relative density and reflectivity of Mass: 15 Kg objects inside. Can be used as a medical device Cost: ¥50,000 or to examine mechanical or electronic devices without disturbing them among other Laser Ablation Spectrometer things. The Laser Ablation Spectrometer 20% Advantage to General Medicine and functions much as the Gas Chromatograph / Surgery skill rolls. Mass Spectrometer but needs far less of a Mass: 5 Kg sample to perform an analysis. The Laser Cost: ¥50,000

Ablation Spectrometer uses a pulsed laser to 149 vaporize a tiny portion of the sample without Protein Expression Analyzer prior preparation. The sample can be gas This device samples a large array of liquid or solid. Even very hard solids will biological tissues and tests for the expression usually emit some form of gas in minuscule of proteins such as DNA and RNA. The device amounts. The Laser Ablation Spectrometer is can simultaneously study the effects of DNA easier to use with solids than a traditional GC/ damage, oxidative stress, and various MS because solids do not need to be dissolved metabolic inhibitors on gene expression. The and therefore the dilution media does not device can obtain an expression profile of your need to be subtracted from the results. target gene and gain insight into how it may The resulting chemical composition is function. This can enable the production of then compared against a database that can medicines to block viral and bacteriological identify the material by chemical composition pathogens or to develop treatments for and the quantities of the chemicals in the genetic diseases. sample. The Laser Ablation Spectrometer requires a sample of gas or liquid to be at least 20% Advantage to General Medicine and one hundred picoliters or a solid to be one Biology skill rolls. tenth of a gram. The process takes at least one hour but may take more for very complex Mass: 23 Kg substances. Cost: ¥560,000,000

60% Advantage to Chemistry skill. Variable Electrical Power Supply At times, when studying electronic Mass: 18 Kg devices it is useful to be able to apply electrical Cost: ¥1,230,000 current to only a portion of a device to determine its function. In other instances, the Oscilloscope normal power supply of a device might not be Oscilloscopes are used to observe available. This lab quality power supply can electrical waveforms, their frequency and generate DC power from the millivolt range amplitude. The Oscilloscope can be used to up to approximately 12,000 volts from the observe most waveforms by connecting it to a Artifact power grid. It can also generate AC device that generates an electrical signal from current in the same range and can vary the the wave. For example a microphone can be frequency of the output. connected to an Oscilloscope and the sound The power supply does not generate wave can be observed. electrical power, it merely conditions it to

meet the need of the electrical device being Equipment 30% Advantage to Repair Electronics and studied. The power supply is designed to take Electronics Engineering. input from The Artifact's power grid but alternately can be supplied by an AC Mass: 8 Kg generator. Cost: ¥6, 680 Mass: 65 Kg Portable X-ray gun Cost: ¥31, 760 Defensive Systems Anti-Plasma Fence Blast Range Class: A These are actually a row of Range Class: C electromagnetic posts that are erected around Payload: 10 a semi-permanent or permanent camp. Mass: 280.3 Kg Developed by the I-CA, these barriers create Rocket Mass: 5.1 Kg an electromagnetic field that draws plasma Cost: ¥1,500,000 fire. The posts are armored to withstand the Missile Cost: ¥826,000 punishment of drawing the plasma. Since plasma weapons use magnetic fields to deliver Chaff Equipment their destructive payloads, the Anti-Plasma Chaff is a defensive countermeasure fence disrupts that field which attracts and that uses a small explosive device to disperse a dissipates the plasma. cloud of highly reflective threads. This cloud This fence system draws a large scatters electro-magnetic and photon energy amount of power and requires it to be in random directions, confusing radar and connected to the Artifact's power grid. reducing the effectiveness of lasers Posts are most effective when placed Chaff rounds are available for grenade two meters apart. The barrier is operational launchers and 20mm guns. until at least two consecutive posts have been Effect: Chaff rounds create an Impairment for destroyed. This opens a corridor for plasma optics in a 300 meter radius and an additional fire, but does not disable the entire fence. Impairment to hit a target with a laser Only destroying all of the posts or cutting the weapon. power supply will completely nullify the fence. The I-CA sells these fences to PB S Med L Ex Corporations and the Scimrahn. The ASO has Sensor Imp 90% 60% 30% 20% 10% copied the design and is deploying their own version which is nearly identical. Laser Imp 40% 30% 20% 10% 5% Blast Range Class: B Mass: 300 g AR: 30 Cost: ¥5,400 HP: 150 per post Height: 4 m Concertina Wire Diameter: 20cm These spools of razor edged wire are Mass: 100 Kg per post quickly strung across an enemy's path. Cost: ¥1000 per post Concertina Wire is also called razor wire because of it's razor sharp edges. Even if an Anti-plasma Infrared Guided Micro enemy is armored, the wire can entangle the Missile Launcher subject. Infrared guided micro missiles are armed with a low yield explosive warhead. An Effect: The wire does one point of damage. If infrared heat seeking guidance system the Concertina Wire does damage to an controls them. There is no user intervention animal or person they must make a Con roll to other than deploying the missile. The micro keep walking or running. Victims are missiles automatically target the most entangled. If a victim is entangled they must powerful plasma stream in its current fire arc. make a Agi roll with a 70% Impairment to

150 escape or suffer one point of damage for each The launcher is most often mounted failed attempt to escape. on E-suits, but there have been a number of these units mounted on Scimrahn Deltas. Save vs. entanglement: Agility roll. Must roll under the victim's Agi to avoid entanglement. Guidance System Percent to hit: 75% Cost: ¥100 per 70 meters Effect: Disrupts 1D10 x70 points of plasma damage per missile on a successful intercept. IR Flare Decoy The IR flare is similar to an PB S Med L Ex illuminator Grenade but the IR flare emits mainly infra-red light. The light is bright Damage 40 20 10 5 1 enough drown out any other sources of low The Artifact The Artifact intensity infrared such as vehicles and Mass: 75 g humans that are near the flare. Cost: ¥8,000 The launcher for these flares is a simple aluminum tube with an electrical Personal ECM System trigger that can be wired into a vehicles The Personal ECM system is designed electrical system. to combat the FCS and AFCS systems but is also effective against cameras, video cameras, telescopic and infrared optics. The unit is Effect: The IR Flare makes it very difficult to attached to the belt or shoulder. A low target any object inside the effect radius with intensity laser system scans a thirty (30) Infrared Optics. degree cone in front of the weapon.

The unit scans for a phenomenon 151 PB S Med L Ex known as "Sensor-Retroreflectivity". This Sensor Imp 90% 80% 60% 20% 10% phenomenon can be illustrated as being Blast Range Class: A similar to the glow in an animal's eye at night Range Class: A when a light is shined at it. The Personal ECM Payload: 1 System looks for this phenomenon and fires Mass: 400 g an argon laser at the optic. There is no roll to Cost: ¥4,000 strike since the system handles this. When an optics system is targeted by the ECM system. Flares Microabrasions in the optics glass scatter this Mass: 75 g particular wavelength of light turning the Cost: ¥8,000 entire lens a glaring, opaque green. As a result, a sniper could not see through their Multiple Flare IR Decoy scope, an FCS operator could not, with any The Multiple IR Flare Decoy creates a accuracy lase their target and a AFCS could larger field effect than a single flare. Multiple not see targets. flare launchers are mounted to a vehicle and The ECM has a 60% chance of triggered by an electrical button switch or identifying and neutralizing optics. The ECM trigger device. can simultaneously effect all optics systems in its scanning cone, but a percentile roll must be Effect: The IR Flare makes it very difficult to made for each target. target any object inside the effect radius with Infrared Optics. Battery Life: 6 Hours Mass: 1.1 Kg PB S Med L Ex Cost: ¥140,000 Sensor Imp 90% 80% 60% 20% 10% Blast Range Class: B Smoke Grenade Range Class: A PB S Med L Ex Payload: 1 load of six flares Vision Imp 90% 80% 60% 20% 10% Mass: 400 g Blast Range Class: A Cost: ¥4,000 Mass: 175 g Cost: ¥4,000 Flares

Archaic Weapons Equipment Baton Parry: 20% Impairment These are simple weapons used to Mass: 750 g cause pain and dissuade a target from further Cost: ¥300-900 aggression. Also called nightsticks, these clubs are used by police to subdue criminals. A wide Blowgun verity of batons are available, from the police A blowgun is a long narrow tube that like side handle baton to telescoping spring is used to guide small darts. The user blows batons. into the tube. This forces the dart down the tube and propels it through the air. Damage: 2 points Blowgun darts are good for hunting Cost: ¥6,000 very small prey by themselves. However with the addition of a poison or sedatives applied Bullwhip to the tip of the dart, much larger targets may Damage: 2 points be taken down. Parry: 80% Impairment Ensnare: Agi + WS Whip Mass: 500 g PB S Med L Ex Cost: ¥200-400 Damage 2 2 2 2 1 Range Class: A

Equipment Payload: 1 Caltrops are four pointed metal Rate of Fire: 1 spikes. Three spikes will rest on the ground Mass: 50 g while one of the spikes points straight up. The Cost: ¥1,000 points are arranged so that when dropped, one point will always stay up. A number of Bola caltrops are usually dropped in clusters in the A bola consists of two weights tied to path of a wheeled vehicle, animal or humans. either end of a rope. The Bola is swung in a The caltrops do not do any significant amount circular motion over the head. When released, of damage, but impede motion. the bola spins as it flies. On striking a target, The victim has a saving roll to notice the bola wraps around and entangles limbs. the caltrops (roll vs. Int) but will have a much The bola is effective in entangling even large harder time if on an animal or in a vehicle animals such as cattle. (80% Impairment to Int). Effect: The Bola entangles it's victim and Requires 20 caltrops per square meter to be when the weights fully wrap around the victim effective. can stun the victim. Roll for normal hit location. If the Bola strikes the legs, the victim Effect: does one point of damage per step, up cannot walk, and must make a Agi roll to keep to 5 points. The points however are sharp standing getting a 70% Impairment to AGI. If enough to pierce anything up to AR 5 due to the Bola strike the arms or chest the victim the weight of a human body pressing into the cannot easily use their arms 50% Impairment point or will pierce anything up to AR 15 for to AGI and DEX. If the Bola strikes the head any vehicle or animal over 500 kg. If the double the damage as normal. If the Bola does does damage to an animal or person damage the victim must save versus stun as they must make a Con roll to keep walking or normal. running. If the caltrop does damage to a wheeled vehicle treat the damage as a critical Damage: 1 hit to the vehicle’s drive system. Range Class: A Parry: 20% Impairment Cost: ¥100 per 20 Mass: 1 Kg Cost: ¥400 Compound Bow The compound bow uses mechanical Bow tension from a spring instead of tension The bow in its simplest form is a generated by the wood shaft in a regular bow. wooden shaft that is bent to put tension on a The mechanical tension is created by a system cord. An arrow with a notch in the back is of pulleys and creates a "draw" with a high placed on the cord. The cord is then pulled tension at the beginning and a lower tension 152 back which bends the wood shaft further and at the end. This makes the bow easier to aim creates tension. That tension is then released by allowing the user to hold the cord back for when the cord is released propelling the arrow extended periods. toward its target. Bows are very quiet but not silent. Bows are very quiet but not silent. PB S Med L Ex PB S Med L Ex Damage 9 9 8 5 2 Damage 8 8 7 4 2 Range Class: B Range Class: B Payload: 1 Payload: 1 Rate of Fire: 1 Rate of Fire: 1 Mass: 550 g Cost: ¥7,000

The Artifact Mass: 500 g The Artifact Payload: 1 Composite Bow Rate of Fire: 1 Composite bows create tension Mass: 50 g through a large cam that rotates when the Cost: ¥1,000 bowstring is drawn. Like the Compound bow, the Composite bow creates a high tension at Sling the beginning of the draw but lowers toward A Sling is a pouch with cords the end of the draw. The drop in tension is attached. It is swung or snapped to launch fist greater in a Composite Bow than a Compound sized rocks at great speed. This weapon can be and therefore allows the same user to use a made with very little resources and it’s bow with a greater draw. ammunition can consist of rocks or hard clay balls. Bows are very quiet but not silent. 153 90% Impairment to hit a target. PB S Med L Ex Damage 10 9 8 5 2 WS Sling (3) - A Sling cannot be used without having the WS Sling skill. Although an Range Class: B effective weapon, it is very hard to learn to use Payload: 1 accurately. Rate of Fire: 1 Mass: 550 g Cost: ¥8,000 PB S Med L Ex Damage 10 9 9 7 5 Arrows Range Class: B Broadhead arrows are used in most Payload: 1 types of hand drawn bows. Rate of Fire: 1 Cost: ¥80 per arrow. Mass: 10 g Cost: ¥1 Double sided axe Damage: 20 Spear Parry: 20% Impairment Damage: 15 Mass: 2-5 Kg Parry: 20% Impairment Cost: ¥3,000-10,000 Mass: 4-5 Kg Cost: ¥3,000-5,000 Sjambok Tool used in Africa as a cattle prod, Sword riding crop, a whip and a self-defense weapon. Damage: 15 The Sjambok is a flexible shaft wrapped in Parry: 0 leather, It is swung like a stick and is very Mass: 3 Kg effective against small animals because of its Cost: ¥2,000-10,000 speed and accuracy. Damage: 2 points Throwing Knife Parry: 40% Impairment Damage: 7 Mass: 500 g Parry: 60% Impairment Cost: ¥200-400 Mass: 100-250 g Cost: ¥1,500-3,000 Slingshot A Slingshot uses elastic bands to Throwing Axe launch small objects. 70% Impairment to hit a target when thrown. Equipment Damage: 12 Parry: 30% Impairment PB S Med L Ex Mass: 1.5-2.5 Kg Damage 3 3 2 1 1 Cost: ¥3,000-7,000 Range Class: A Equipment

ASO / I-CA Weapons 10 Gauge shotgun Low Caliber Hunting Rifle PB S Med L Ex Low caliber hunting rifles are used to Damage 25 18 15 10 8 hunt small prey such as rodents. These weapons are lightweight as is their Range Class: A ammunition. Ammunition for these rifles is Payload: 1-2-6 often very affordable. Rate of Fire: 2 Mass: 2.8 Kg PB S Med L Ex Cost: ¥7,000 Damage 8 8 7 5 2 Range Class: B 10 Gauge Ammunition (200 rounds) Payload: 1-10 (often 1 or 5) Cost: ¥1,500 Rate of Fire: 2 Mass: 2 KG Derringer Pistol Cost: ¥10,000 The Derringer Pistol is most often a single shot weapon designed for concealment. They Medium Caliber Hunting Rifle often consist of a two to three centimeter Medium caliber hunting rifles are barrel and a guardless trigger. often used to hunt medium to large prey. PB S Med L Ex PB S Med L Ex Damage 7 5 3 2 1 Damage 10 10 9 8 5 Range Class: A Range Class: B Payload: 1 Payload: 1-10 (often 1 or 5) Rate of Fire: 1 Rate of Fire: 2 Mass: 30 grams

154 Mass: 2.8 KG Cost: ¥4,000 Cost: ¥10,000

High Caliber Pistol High Caliber Hunting Rifle PB S Med L Ex High caliber hunting rifles are meant Damage 11 11 10 8 5 for hunting large to very large prey. Range Class: B PB S Med L Ex Payload: 10 Damage 15 15 12 10 5 Rate of Fire: 5 Mass: 1 KG Range Class: B Cost: ¥12,000 Payload: : 1-10 (often 1 or 5) Rate of Fire: 2 Mass: 4.5 Kg Cost: ¥30,000 The Artifact The Artifact Rate of Fire: 2 Low Caliber Sniper Rifle Mass: 2.8 KG Low caliber sniper rifles use high Cost: ¥10,000 power rounds to propel the slug a great distance. High Caliber Sniper Rifle The damage listed below is for a High caliber sniper rifles saw their standard round, these weapons are most often first uses nearly a hundred years ago in the used with armor piercing rounds. See: Rifle attempt to defeat improving vehicle armor. Ammunition, Armor Piercing. These weapons have also been found effective anti-sniper and EOD (Explosive Ordinance Disposal) weapon because of their high level PB S Med L Ex of penetration. The weapon is effective in 155 Damage 10 10 9 8 5 counter sniping when the target is under hard Range Class: C cover. They have actually been shown effective Payload: 10-30 at shooting through cover to remove the Rate of Fire: 2 sniper threat. It's EOD role is both because of Mass: 2.1 KG the weapon's long range accuracy and its Cost: ¥10,000 ability to hit buried targets from a distance. High caliber sniper rifles often require Medium Caliber Sniper Rifle a bipod to be fired accurately because of their The medium caliber sniper rifle has high recoil. Without a bipod, high caliber slightly better stopping power due to the mass sniper rifles have an effective range class of B. of the bullets it fires but is little better at The damage listed below is for a extended ranges due to increased drift and a standard round, these weapons are most often more dramatic drop off in the projectile's used with zirconium tipped rounds. See: Rifle velocity over a distance. Ammunition, Armor Piercing Incendiary. The damage listed below is for a standard round, these weapons are most often used with armor piercing rounds. See: Rifle PB S Med L Ex Ammunition, Armor Piercing. Damage 20 20 18 16 10 Range Class: C with Bipod Range Class: B without Bipod PB S Med L Ex Payload: 10 Damage 12 12 10 8 5 Rate of Fire: 3 Range Class: C Mass: 4.5 Kg Payload: 10-30 Cost: ¥30,000

Assault Weapon / Submachine Gun The Assault Weapon is the primary Assault weapons differ from sub- infantry weapon for more than a hundred machine guns in that the user can select the years. The trend has been to produce lighter firing mode of the weapon. Nearly all weapons more accurate weapons. Thousands of designs have a single round mode for sniping and have been produced many have variants for extended range fire and a burst mode that special purposes such as for use by fires two (2) to five (5) rounds dependent on paratroopers or as a personal defense weapon the weapon. A large majority of assault for pilots of vehicles. These variants are often weapons also have a fully automatic mode Equipment lighter with collapsible stocks. Many modern that will continue to fire as long as the trigger assault weapons have "component systems" is pulled and there are rounds in the that expand the role of the weapon such as magazine. bayonets, attachable grenade launchers, and Modern weapons are often of the in the case of the G-82 (see: The Artifact, "bullpup" configuration, meaning that the Equipment) there is the AVW rocket launcher. magazine and therefore the firing chamber is More modern weapons have computers built behind the trigger mechanism. This serves to into their sights that can perform a series of make the weapon more stable when firing. functions. This however is not always the case especially noteworthy is that neither the ASO nor I-CA Optional Weapon Systems for Assault weapons are of this configuration. Weapons Ammunition for assault weapons can The first optional weapon system for be either standard cased rounds or the more an infantryman's gun was the bayonet. This modern caseless rounds (See: Rifle addition was indispensable for the early gun Ammunition, Caseless Rounds). However one since they were unreliable and only fired a weapon cannot fire both interchangeably. The single shot. However as guns became the advantage of cased ammunition is the primary battlefield armament, the bayonet resilience of the ammunition and weapon. became less important. The history of optional Weapons firing cased rounds are more rugged weapon systems dries up until the under

Equipment and can better withstand extreme barrel grenade launcher was introduced. At environments. Weapons firing caseless rounds the middle of the 21st century the integrated need to have very strict conditions in their Fire Control System (see: FCS) greatly firing chamber (i.e. no moisture or dust). The enhanced the functionality of the grenade advantage of caseless rounds is lighter weight launcher, HEAP Guns and rocket propelled ammunition because there is no heavy brass rounds. and a higher rate of fire because the weapon cuts out the step of ejecting the case. All Under Barrel Grenade Launcher weapon stats are given for cased rounds. Under barrel grenade launchers are This category is called Assault often 40mm or 37mm grenades that use a "Weapons" because the class is very broad. high-low pressure system that allows the Some are classified as rifles and others as propellant to develop a relatively high carbines. For game purposes the distinction is pressure in a high-pressure chamber before not important but for accuracy, the more venting gases into a low pressure chamber in general term is used. the grenade cartridge case. The under barrel grenade launcher is a single-shot, muzzle- loading weapon. It has a protected fixed front Low Caliber Assault Weapon sight and a rear leaf sight that is adjustable for The low caliber assault weapon is the windage. choice of most modern militaries. The small caliber is usually the 5.56mm NATO standard This optional system is among the round. The advantage of smaller caliber is oldest of assault weapon modifications. The greater accuracy at longer ranges and better oldest of these weapons are incompatible with armor penetration. FCS systems. However the under barrel systems that are available for the AK-140 are PB S Med L Ex able to use FCS systems. There is no under Damage 10 10 9 8 5 barrel grenade launcher for the G-82 assault Range Class: B weapon. Payload: 30 Rate of Fire: 15 Damage: See Grenades Mass: 2.56-3.9 Kg Range Class: B Cost: ¥12,000 Payload: 1 Rate of Fire: 1 Medium Caliber Assault Weapon Mass: 1.1 Kg Medium caliber weapons are still in Cost: ¥25,000 use by a select few armies in 2085. Most

156 notably is the Chinese AK-140 developed in Under Barrel 20mm Gun 2040 and still in use today. They have greater The under barrel 20mm gun is a short stopping power than low caliber weapons but range weapon designed to fire high explosive they are less accurate at longer ranges. air bursting rounds or high explosive armor PB S Med L Ex piercing rounds. The 20mm gun has significant recoil making it difficult to fire Damage 12 12 10 8 4 accurately at a distance. Range Class: B Payload: 30 Rate of Fire: 15 High Explosive Air Bursting Mass: 4.3 KG PB S Med L Ex Cost: ¥12,000 Damage 40 25 8 2 1 The Artifact The Artifact Blast Range Class: A off some of the gas that causes excessive recoil Range Class: B on the under barrel version. This weapon is designed to fire high explosive air bursting Ammunition rounds or high explosive armor piercing Mass: 100 g rounds. Cost: ¥1,600 Over barrel weapons are only available to assault weapons that do not have High Explosive Armor Piercing a built in stock. This is because the over barrel PB S Med L Ex weapon acts as the stock of the assault Damage 50 50 40 30 10 weapon. Range Class: B

Payload: 3 High Explosive Air Bursting 157 Rate of Fire: 1 PB S Med L Ex Mass: 1.6 kg Damage 40 25 8 2 1 Cost: ¥135,000 Blast Range Class: A Ammunition Range Class: C Mass: 100 g Cost: ¥2,000 Ammunition Mass: 100 g Under Barrel 12 Gauge Shotgun Cost: ¥1,600 This is a cut down version of a 12 gauge shotgun. It is inaccurate due to it's short High Explosive Armor Piercing barrel (20% Impairment to hit). This optional PB S Med L Ex weapon system is incompatible with FCS Damage 50 50 40 30 10 systems. Range Class: C Use statistics for a 12 gauge shotgun found in The Artifact game book (pg. 273). Ammunition Mass: 1.4 Kg Mass: 100 g Cost: ¥3,500 Cost: ¥2,000

Over Barrel Grenade Launcher Payload: 6 The grenades used for the over barrel Rate of Fire: 3 launcher are slightly smaller than those used Mass: 3.6 kg in the under barrel launcher, but are longer Cost: ¥245,000 and therefore carry the same payload. The majority of these weapon systems use a three Over Barrel Rocket Launcher round tubular magazine and one grenade is This kind of optional system is rare. A inserted into the barrel giving the weapon a notable exception is the G-82 but the majority four round capacity. of modern assault weapons forgo the rocket- propelled weapons for HEAP guns for better Over barrel weapons are only payload and ease of use. There has also been available to assault weapons that do not have the problem of a rocket's backwash injuring a built in stock. This is because the over barrel the user or friendly forces as the weapon is weapon acts as the stock of the assault fired. These optional weapon systems use a weapon. "cold launch" system that propels the rocket Damage: See Grenades fifteen meters and then the primary rocket Equipment Range Class: B fires. This kind of system is sophisticated and Payload: 4 expensive. Rate of Fire: 1 Over barrel weapons are only Mass: 3.9 kg available to assault weapons that do not have Cost: ¥6,000 a built in stock. This is because the over barrel weapon acts as the stock of the assault Over Barrel 20mm Gun weapon. The over barrel 20mm gun uses a longer barrel than it's under barrel counterpart. It uses gas compensators to vent PB S Med L Ex Damage 200 150 100 50 10 slugs reduce the number of rounds that can be Blast Range Class: A accurately fired in a round due to their high Range Class: D recoil. Payload: 2 PB S Med L Ex Mass: 5.2 KG Damage 12 12 10 8 4 Black Market Cost: ¥1,000,000 Range Class: A Rocket Mass: 4.3 KG Payload: 10-30 Black Market Cost: ¥5,000 Rate of Fire: 20 Mass: 900 g

Equipment Over Barrel HEAP Gun Cost: ¥12,000 Although 20mm guns fire HEAP (high explosive armor piercing) rounds, the Low Caliber Machine Gun HEAP gun fires a more powerful round and The low caliber machine gun is used uses a recoilless design to allow for accurate to provide heavy firepower and still be fire. portable by a single footsoldier. Because of the high rate of fire of these weapons it is nearly Over barrel weapons are only impossible to fire anything other than short available to assault weapons that do not have bursts (under 15 rounds) when standing. a built in stock. This is because the over barrel However light machine guns often have built weapon acts as the stock of the assault in bipods that can be used in a prone firing weapon. position. PB S Med L Ex PB S Med L Ex Damage 60 60 50 40 20 Damage 10 10 9 8 5 Range Class: C Range Class: C with Bipod Payload: 5 Range Class: B without Bipod Rate of Fire: 2 Payload: 25-100 belt Mass: 5.1 kg Rate of Fire: 30 Cost: ¥165,000 Mass: 8 Kg Cost: ¥20,000 Ammunition Mass: 180 g Medium Caliber Machine Gun Cost: ¥2,500 Medium machine guns are often just on the border of what a single footsoldier can Low Caliber Sub-machine pistol carry. Many forces will have one soldier carry The sub machine pistol is often seen the weapon and the other carry the in guerilla combat and are often seen in urban ammunition boxes. Medium machine guns are environments were close combat is likely. Sub nearly impossible to fire standing unless machine pistols often have a prodigious rate mounted in some way. It is most common to of fire, sacrificing accuracy and aiming for a see them used with a built in bipod in a prone hail of fire. Low caliber weapons are easier to position, but tripods are preferable if a base of handle because of lower recoil and therefore fire is to be established. enable longer effective bursts. PB S Med L Ex PB S Med L Ex Damage 15 15 12 10 8 Damage 10 10 9 8 5 Range Class: C with Bipod 158 Range Class: A Range Class: B without Bipod Payload: 10-50 Payload: 25-100 belt Rate of Fire: 30 Rate of Fire: 30-60 Mass: 900 g-2.54 kg Mass: 9-20 Kg Cost: ¥12,000 Cost: ¥20,000

Medium Caliber Sub-machine pistol High Caliber Machine Gun The sub machine pistol is often seen High caliber machine guns are often in guerilla combat and are often seen in urban mounted to vehicles or serviced by a crew of environments were close combat is likely. up to five footsoldiers. There is no way that a Medium caliber sub machine pistols high caliber machine gun can be fired from a have very good stopping power. Their heavier standing position and even a bipod is not The Artifact The Artifact enough to stabilize these weapons. Often Grenade launcher sandbags hold a tripod down as these Grenade Launchers fire 40mm monsters churn out fire. These guns are grenades at greater velocities and distance sometimes employed in an anti-aircraft than by being thrown. While these launchers function. do not use the typical hand grenades in most foot soldiers standard issue, the 40mm PB S Med L Ex grenades have the same effect as their Damage 20 20 18 16 10 counterparts. Range Class: C Damage: See Grenades Payload: 25-100 belt Range Class: B Rate of Fire: 30-60 Payload: 1 Mass: 20-38 Kg

Rate of Fire: 1 159 Cost: ¥20,000 Mass: 3.1 Kg Cost: ¥6,000 Gun Platform These are small-automated weapon Rocket Propelled Grenade (RPG) systems that have a simple motion detector Mostly outmoded in modern warfare, that scans a 30-degree cone in front of the the Rocket Propelled Grenade is seen in use in platform. Any motion will trip the system and third world countries and criminal the weapon will aim at the last point of organizations. The RPG as it is most often motion. When there are multiple moving referred to is a seventy (70) to eighty (80) objects the gun platform can split its fire millimeter grenade with a forty (40) between targets. The Gun Platform does not millimeter cylindrical rocket engine attached. distinguish between a moving person and a The launcher is most often a one meter long backpack thrown in front of it. It does tube with two handles and an attached scope however look for an object that is at least for aiming. The grenades carry a mediocre 20cm in diameter. punch but are only accurate at short ranges. The gun platform fires five round bursts at each target. It will continue to fire PB S Med L Ex until the target has stopped or has moved out Damage 170 100 60 20 1 of its 30-degree cone. Blast Range Class: A The gun platform is transported in a Range Class: B protective case that can be carried like a Payload: 1 briefcase. When deployed the top of the case is Mass: 6.2 KG removed and set aside. Grenade Mass: 2.11 KG Cost: ¥400,000 An optional communications package can be added on to the system to give a user Disposable Antitank Rocket Launcher the ability to "pull the trigger". This way the Disposable antitank weapons are user can designate when the system should single shot weapons that carry a sixty (60) to fire. seventy (70) millimeter rocket inside a fiberglass reinforced plastic tube. The tube Ref: 60 telescopes to its full length and is ready to fire. Agi: 60 These weapons have short effective ranges. PB S Med L Ex PB S Med L Ex Damage 150 80 30 10 1 Damage 10 10 9 8 5

Blast Range Class: A Equipment Range Class: B Range Class: B Payload: 200 Payload: 1 Rate of Fire: 20 Mass: 3.3 KG Mass: 45 KG Cost: ¥200,000 Cost: ¥520,000 Recoilless Flame-thrower Optional Communications Package The Recoilless Flame-thrower is a Cost: ¥40,000 shoulder-fired weapon. It fires rocket- propelled napalm rounds. The RPO is reusable and can be fired at a rate of one shot per minute. The Recoilless Flame-thrower is Mass: 3.5 KG effective as antitank weapons, "bunker- Cost: ¥400,000 busters," and against troop formations. Effect: When used against vehicles the high Ammunition heat of the napalm round has a 10% chance of Mass: 5.2 KG a crew critical hit, a 10% chance of a fuel Cost: ¥20,000 supply critical hit for vehicles with explosive fuels or plasma, and a 10% chance of an White Phosphorus Grenade ammo explosion regardless of hit location and White phosphorus is an elemental armor rating. form of phosphorus that bursts into flames in

Equipment the presence of water or when heated The napalm in the round will significantly. The element burns so hot that it continue to burn for 2D10 turns and will is an effective anti-armor weapon. continue to do damage to targets that were hit International treaties restrict the use of white even after they have left the blast radius. This phosphorus devices on personnel and only on is due to the napalm sticking to the target. their equipment. PB S Med L Ex Damage 30 30 30 10 5 PB S Med L Ex Blast Range Class: A Damage 150 75 30 10 3 Range Class: B Blast Range Class: A Payload: 1 Mass: 175 g Rate of Fire: 1/6 Cost: ¥13,000

Artillery Weapons Artillery can be defined as simply as Payload: 31 per can large firearms. However for the purpose of Rate of Fire: 5 this book, artillery will be defined as firearms Mass: 14.5 Kg that are too large or powerful to be carried Cost: ¥300,000 and fired by hand. The majority of weapons 7 Kg per 31 round can listed here is intended for mounting on vehicles or structures and cannot be carried or Recoilless Rifle fired without doing so. The recoilless rifle is a light weapon designed to be mounted on light trucks, Crew Serviced Weapon transports, or as a towed weapon. These weapons are small artillery that can be carried and operated by a crew of as PB S Med L Ex little as two but more often three to five Damage 80 80 70 60 40 soldiers. They are more easily transported and operated than heavy machine-guns and are Range Class: C more effective against lightly armored targets. Payload: varies by installation, (50-100 They can fire either range-fused air bursting rounds) munitions, or high explosive armor piercing Rate of Fire: 1 (HEAP) rounds. Mass: 80 Kg Cost: ¥310,000 160 High Explosive Air Bursting Light Automatic Cannon PB S Med L Ex Light ordinance automatic cannons Damage 60 35 16 4 1 are often seen as a towed weapon system or Blast Range Class: A mounted on light naval craft. Air bursting Range Class: C munitions are often employed for anti-aircraft roles. High Explosive Armor Piercing PB S Med L Ex PB S Med L Ex Damage 80 80 70 65 40 Damage 80 80 70 60 40 Range Class: C Range Class: D The Artifact The Artifact Payload: varies by installation, (50-1,000 rounds) Heavy Ordinance Close-In Weapons Rate of Fire: 15 System Mass: 290 Kg These large emplacement weapons Cost: ¥470,000 are high caliber gatling cannons. They are most frequently used in naval vessels to Machine Gun Grenade Launcher protect against incoming missiles, small These weapons are designed to give a surface craft, surface mines and aircraft. small unit the ability to deliver suppressive These systems usually have independent radar fire to large areas at a distance. The machine system and forward looking infrared radar for gun grenade launcher class of weapons is tracking individual threats. Some of these effective against lightly armored vehicles and weapon systems are capable of autonomously in lowering force fields. These systems use detecting, tracking and assess the success of a 161 40mm grenades. There is no way that these kill. weapons can be fired from a standing position The CIWS fires four, three hundred and even a bipod is not enough to stabilize (300) round bursts at each target. It will them. Often a tripod is sandbagged to hold continue to fire until the target has been them down as they fire or they are mounted to destroyed or moves out of range. a vehicle. These guns are sometimes employed in an anti-aircraft function. The damage statistics given are for standard rounds. However the CIWS is most Damage: See Grenades often armed with Armor Piercing Discarding Range Class: C Sabot (APDS) rounds, or Depleted Uranium Payload: 20 round belt sub-caliber penetrator Rate of Fire: 8 Mass: 31.5 Kg (with tripod 60.1 Kg) Cost: ¥6,000 Ref: 60 Agi: 60 Recoilless Automatic Cannon Actions: 3 The recoilless automatic cannon is a light ordinance weapon that is designed for PB S Med L Ex light vehicles such as transports, trucks, small Damage 60 60 55 50 30 naval vessels and aircraft. Range Class: C PB S Med L Ex Payload: 1,550 rounds Damage 80 80 70 60 40 Rate of Fire: 1200 Mass: 6,120 Kg Range Class: D Cost: ¥40,520,000 Payload: varies by installation, (50-100 rounds) 25 mm Machine Gun System Rate of Fire: 4 Mass: 563 Kg PB S Med L Ex Cost: ¥760,000 Damage 80 80 70 65 40 Medium Automatic Cannon Range Class: C Medium ordinance automatic Payload: varies by installation, (100-1000 cannons are externally powered cannons rounds) designed for mounting on vehicles such as Rate of Fire: 30 APCs medium sized naval vessels or tanks. Mass: 850 Kg

Their recoil is often too much for lighter Cost: ¥520,000 Equipment framed vehicles such as transports or trucks. 76mm gun PB S Med L Ex This is the largest artillery piece that Damage 100 100 90 70 50 has been transported to The Artifact at this Range Class: D time (although not the highest caliber artillery Payload: varies by installation, (50-300 piece). The I-CA has imported two hundred of rounds) these systems so far and transported them to Rate of Fire: 7 the Methane Wastes. However they have not Mass: 575 Kg been forthcoming with the purpose for Cost: ¥530,000 transporting so many. However, they are not hiding them and will even show them off from Black Market Cost: ¥1,500,000 time to time. There are also rumors that the I- CA has sold an unknown number of these Rocket Mass: 78.4 Kg weapons to unspecified buyers. Missile Black Market Cost: ¥826,000 The damage statistics given are for standard rounds. However 76mm guns are Radar Guided Air to Air and Surface to often armed with high explosive rounds. Air Missile Launcher Radar guided air to air missiles are PB S Med L Ex most often armed with a high explosive Damage 400 400 380 350 250 warhead. A compact radar guidance system

Equipment Range Class: D controls them. There is no user intervention Payload: varies by installation, (500-2000 once the missile is deployed. Because of this if rounds) the missile is dodged the character does not Rate of Fire: 20 roll to re-acquire the target (see: The Artifact, Mass: 6,120 Kg Game Rules, Missiles), this is done by the Cost: ¥8,120,000 radar guidance system. These missiles are very versatile and have some anti-missile Infrared Guided Air to Air Missile capabilities (40% chance to intercept another Launcher missile). They are highly maneuverable and Infrared guided air to air missiles are can strike in any direction in respects to the most often armed with an explosive launcher. fragmentation warhead. An infrared heat They are easily foiled by most ECM seeking guidance system controls them. There systems in use on The Artifact (If the target is no user intervention once the missile is makes a successful ECM roll the missile will deployed. Because of this if the missile is loose its lock on the target). dodged the character does not roll to re- The launcher is most often-mounted acquire the target (see: The Artifact, Game on fighter jets but can operate on helicopters Rules, Missiles), this is done by the IR and AG vehicles in an air to air capacity. In a guidance system. surface to air capacity the launcher can be The guidance systems of these mounted on a wide verity of platforms missiles have some pattern recognition including naval vessels and all the way down abilities so they are not as easy to fool as to light transports. versions built a century ago, but tend to be confused by low IR signature vehicles such as Guidance System AG vessels that do not rely on thrusters for Percent to Re-acquire: 90% movement. They are also easily foiled by most PB S Med L Ex ECM systems in use on The Artifact (If the Damage 10K 8K 8K 3L 900 target makes a successful ECM roll the missile will loose its lock on the target). PB S Med L Ex Damage: 10K 8K 8K 3K 900 The launcher is most often-mounted Blast Range Class: B on fighter jets but can operate on helicopters Range Class: E and AG vehicles. Payload: 1 Mass: 1,486 Kg Guidance System Black Market Cost: ¥10,740,000 162 Percent to Re-acquire: 75% Missile Mass: 225 Kg PB S Med L Ex Missile Black Market Cost: ¥3,308,000 Damage 3,000 1,500 1,500 750 150 Blast Range Class: A Range Class: E Payload: 1 Mass: 561.6 Kg The Artifact The Artifact Pistol Ammunition Low Caliber Pistol Damage: +2 for objects with AR 0, -2 for Low caliber pistols often have very objects with an AR 1 or greater. low stopping power and are often disregarded Cost: Soft point rounds cost roughly the same as a sidearm. However low caliber pistols are as FMJ rounds. still dangerous and easier to fire due to low recoil. Hollow Point Mass: 1 Kg per 100 rounds Like the soft point round, the hollow Cost: ¥150 per 100 rounds soft point has an opening in its metal jacket. However the hollow soft point has an Medium Caliber Pistol (FMJ) indentation in the tip of the bullet that causes 163 Medium caliber pistol rounds are rapid expansion that is greater than the effective and easy to fire. They balance regular soft point. As a result, the hollow soft stopping power with average recoil. point is even more damaging to unarmored targets but is also even less effective against Mass: 3.2 Kg per 100 rounds armored targets. Cost: ¥300 per 100 rounds Hollow soft point rounds are illegal for High Caliber Pistol (FMJ) military use. High caliber pistol rounds offer the Damage: +4 for objects with AR 0, -4 for best stopping power but also high recoil which objects with an AR 1 or greater. can become tiring and possibly injure the Cost: Hollow soft point rounds cost roughly user. the same as FMJ rounds. Mass: 6.4 Kg per 100 rounds Cost: ¥540 per 100 rounds Reduced Penetration (frangible) Used in aircraft to reduce the Soft Point possibility of cabin depressurization. Also The soft point round has an opening used for urban settings to reduce the in the tip of the round's metal jacket. This possibility of a bullet passing through the causes the bullet to expand on striking its target, walls or doors reducing the likelihood target. This causes greater damage to of unwanted casualties. unarmored targets, but is less effective against Damage: Double the AR of targets when using armored targets. these rounds. Soft point rounds are illegal for Cost: 3x FMJ rounds cost. military use but are effective hunting rounds.

Rifle Ammunition Rifle ammunition is given below in poorly even if it should happen to function in general categories for simplicity. It should be a different model weapon. As a result, when noted that ammunition is often very specific ammunition is purchased, it should be listed to the model gun that it was manufactured for. next to the weapon it can be used with. This is especially true in the case of the higher caliber ammunitions. Some low caliber Low Caliber Hunting Rifle ammunition (especially in the low caliber Low caliber hunting rifle ammunition hunting rifle range) the GM may show some is lower powered than the low caliber rifle flexibility in transferring ammunition between entry. These rounds are effective for hunting Equipment models, but with higher caliber weapons this small animals and are inexpensive. should be expressly forbidden. Mass: 1 Kg per 100 rounds An example of this is swapping Cost: ¥100 per 100 rounds between a high caliber machine gun and a high caliber sniper rifle. One type of Low Caliber Rifle (FMJ) ammunition is belt fed and a clip feeds the Low caliber rifle ammunition other but even this is a minor difference. manufactured for assault weapons is There is also the caliber, the grains, the firing distributed in battlepacks of 300 rounds and mechanism can be different, and often the come in thick waterproof bags with carry ammunition for one model will perform handles. Low caliber rifle rounds that are also gives away the position of the person manufactured for machine guns are firing. The streak is generated by a flammable sometimes distributed in belts of 25 or 50 and insert such as magnesium and ignites when are distributed in ammo cans. Otherwise they the bullet is fired. This effect is also useful for are distributed in the same manner as assault designating a target to a group and signaling. weapon ammunition. Tracer rounds are red tipped so they can be Mass: 1 Kg per 100 rounds easily identified. Cost: ¥260 per 100 rounds Effect: 20% Advantage when firing a burst. Cost: Tracer rounds cost roughly the same as Medium Caliber Rifle (FMJ) FMJ rounds.

Equipment Medium caliber rifle rounds manufactured for assault weapons are most Steel Core likely sold in battlepacks of 200 rounds and Steel core rounds are used to enhance come in thick waterproof bags with carry the penetration of a round. Steel core rounds handles. Five battlepacks (1,000 rounds) are are not as effective as modern armor piercing stored in small wooden ammo crates. rounds but are effective against light body Medium caliber rifle rounds that are armor and lightly armored vehicles. manufactured for machine guns are Steel core rounds are often black or sometimes distributed in belts of 25 or 50 and green tipped. are distributed in ammo cans. Otherwise they Damage: same as FMJ (standard rounds) are distributed in the same manner as assault Armor piercing 25% weapon ammunition. Cost: 140% of FMJ rounds cost. Mass: 6.2 Kg per 200 rounds Cost: ¥700 per 200 rounds Soft point Military ammunition is covered in a High Caliber Rifle (FMJ) full metal jacket (or FMJ) as is required by There are relatively few weapons that international law. The soft point round has an use high caliber rifle ammunition. Because of opening in the tip of the round's metal jacket. this, ammunition is often manufactured This causes the bullet to expand on striking its specifically for individual weapons. target. This causes greater damage to High caliber rounds are bulky and unarmored targets, but is less effective against expensive and a hundred (100) rounds often armored targets. fills an entire ammo can. Soft point rounds are illegal for military use Mass: 15.9 Kg per 100 rounds but are effective hunting rounds. Cost: ¥3,600 per 100 rounds Damage: +2 for objects with AR 0, -2 for objects with an AR 1 or greater. Caseless Rounds Cost: Soft point rounds cost roughly the same Caseless rounds require a weapon as FMJ rounds. that is designed to fire them. When a weapon is purchased or assigned to a character, if it is Hollow Soft Point to use caseless rounds it must be designated Like the soft point round, the hollow next to the weapon. soft point has an opening in its metal jacket. Caseless rounds are expensive and However the hollow soft point has an raise the possibility of the weapon jamming. indentation in the tip of the bullet that causes

164 However, they allow a higher rate of fire than rapid expansion that is greater than the brass cased round and weigh less. regular soft point. As a result, the hollow soft point is even more damaging to unarmored Effect: Rate of fire x1.4. If the weapon is targets but is also even less effective against exposed to significant dust or water there is a armored targets. 20% chance of jamming when fired. Mass: x.6 Hollow soft point rounds are illegal Cost: x2 FMJ rounds cost. for military use. Damage: +4 for objects with AR 0, -4 for Tracer Bullet objects Tracer rounds are used to create a with an AR 1 or greater. bright red visible streak along the path of the Cost: Hollow soft point rounds cost roughly bullet. This makes grouping bursts easier, but the same as FMJ rounds. The Artifact The Artifact lightly armored vehicles and fuel dumps. Reduced Penetration (frangible) Incendiary rounds will also start wood on fire. Used in aircraft to reduce the Soft targets such as cloth or flesh do possibility of cabin depressurization. Also not offer enough resistance to start the insert used for urban settings to reduce the on fire. possibility of a bullet passing through the target, walls or doors reducing the likelihood Incendiary rounds are tipped blue. of unwanted casualties. Effect: +30% to get a critical hit on a fuel tank Damage: Double the AR of targets when using called shot. these rounds. Cost: x3 FMJ rounds cost. Cost: 3x FMJ rounds cost. Armor Piercing Incendiary 165 Reduced Velocity Armor Piercing Incendiary rounds The majority of rifle rounds travel at has an insert of magnesium or zirconium in supersonic speeds. This means the bullet itself front of an armor-piercing insert. As the creates a loud crack in addition to the sound round impacts the target, the friction of the of the gun being fired. This can be detrimental jacket crumpling ignites the flammable insert. to snipers or anyone who is trying not to be The armor-piercing insert is then propelled located. The reduced velocity round travels forward through the bullet and into the target, just under the speed of sound and therefore trailing the flammable insert material behind produces no supersonic crack. it. Reduced velocity rounds are blue tipped. Soft targets such as cloth or flesh do not offer enough resistance to start the Damage: -2 flammable insert burning. Cost: 2x FMJ rounds cost. Armor piercing incendiary rounds are Armor Piercing Discarding Sabot tipped with aluminum or white. (APDS) Effect: +30% to get a critical hit on a fuel tank Saboted rounds have a soft plastic called shot. case around the bullet that falls away after Armor piercing 50% leaving the barrel. The remaining sub-caliber Cost: x3 FMJ rounds cost. penetrator is often made of a material such as tungsten. D.U.M. rounds (Depleted Uranium APDS rounds are only available for Munitions) medium to heavy caliber rounds. Depleted uranium is a rare naturally occurring metal that is mined on earth. It has Damage: -1 several unique properties that make it highly Armor piercing 60% effective. The first is that uranium is denser Cost: x3 FMJ rounds cost. than lead and therefore carries more energy. Uranium rounds are also "self sharpening". Armor Piercing The tip burns away as it penetrates leaving a Modern armor piercing rounds are continuously sharp point instead of often made of a dense and hard substance mushrooming. such as tungsten and may have a coating such as Teflon at the tip. Damage x3 Armor Piercing 50% Armor piercing rounds are usually Cost: x10 FMJ rounds cost. green tipped.

Armor piercing 50% Depleted Uranium Sub-caliber Equipment Cost: x3 FMJ rounds cost. Penetrator Depleted uranium Sub-caliber Incendiary Penetrators are D.U.M. rounds that are Incendiary rounds usually have a saboted to create a thinner and more stable insert of a combustible material such as projectile. Only medium and heavy caliber magnesium or zirconium. As the bullet weapons can use this kind of ammo. The mushrooms the intense heat ignites the insert saboted rounds carry less punch than regular and starts any nearby combustible material on rounds, but are better at penetrating heavy fire. Incendiary rounds are often used by armor. snipers to ignite fuel tanks in unarmored or Damage x2 Armor Piercing 75% and rapidly enhance bullet expansion upon Cost: x15 FMJ rounds cost. impact. HESH rounds are illegal for military Explosive rounds (HESH) use. Explosive-tipped bullets are essentially hollowpoint bullets with an Damage x2 to unarmored targets, -4 to targets explosive element designed to dramatically with an AR of 3 or more. Cost: x5 FMJ rounds cost.

Artillery Ammunition Equipment Standard Ammunition Damage: Reduced by 10% Standard artillery ammunition prices Armor piercing 50% are not usually listed because it is assumed Cost: x5 normal that military characters will be supplied with ammunition that they need. Standard Tracer ammunition prices are listed by Range Class Tracer rounds are used to create a and use the Point Blank Damage of the bright red visible streak along the path of the weapon to determine their cost. shell. This makes grouping shots easier, but also gives away the position of the person Range Class A firing. The streak is generated by a flammable Cost: ¥0.1 x PB Damage insert such as magnesium and ignites when the shell is fired. This effect is also useful for Range Class B designating a target to a group and signaling. Cost: ¥0.25 x PB Damage Tracer rounds are red tipped so they can be easily identified. Range Class C Damage: Normal Cost: ¥1 x PB Damage Cost: x2 normal

Range Class D Air Burst Munitions Cost: ¥3 x PB Damage ABM rounds are used against aircraft, light vehicles, dismounted troops and Range Class E bunkers. Cost: ¥10 x PB Damage The damage that ABM rounds do is based on the point blank damage for that round. Each range slot is multiplied by a High Explosive decimal number shown below. The ABM does High explosive rounds are used less direct damage than a standard round but against lightly armored ground targets such as has a blast radius and effects all targets in that E-Suits. radius. Damage: x1.25 Cost: x3 normal PB S Med L Ex Fused Delay Explosive Damage 0.9 0.7 0.3 0.1 0.01 Fused Delay rounds are used against Range Class: B

166 semi-hardened targets. Because the round Cost: x2 normal. pierces the armor and then detonates, the round has a greater chance of causing a D.U.M. rounds (Depleted Uranium critical hit. Munitions) Damage: normal Depleted uranium is a rare naturally Armor piercing 20% occurring metal that is mined on earth. It has Critical: +10% several unique properties that make it highly Cost: x2 normal effective. The first is that uranium is denser than lead and therefore carries more energy. Armor Piercing Discarding Sabot Uranium rounds are also "self sharpening". APDS rounds are used against heavily The tip burns away as it penetrates leaving a armored targets. continuously sharp point instead of mushrooming. The Artifact The Artifact Damage x2 saboted to create a thinner and more stable Armor Piercing 50% projectile. The saboted rounds carry less Cost: x10 normal. punch than regular rounds, but are better at penetrating heavy armor. Depleted Uranium Sub-caliber Damage x1.5 Penetrator Armor Piercing 75% Depleted uranium Sub-caliber Cost: x15 normal. Penetrators are D.U.M. rounds that are

12 Gauge Ammunition

Anti-Riot rounds Birdshot is used to increase the chances of 167 Anti-Riot rounds fire either rubber hitting small targets such as birds or rodents. bullets or a small beanbag that stuns the However Birdshot also has very high stopping target. Because of the force of the shotgun power at close range. blast, these rounds can do significant damage at close range. PB S Med L Ex Damage 22 15 4 2 1 PB S Med L Ex Range Class: A Damage 8 5 Stun Stun Stun 40% Advantage to hit Physical 30 20 10 5 2 Cost: ¥60 each Stress Range Class: A Bird Bomb Cost: ¥120 each Used in agriculture to scare off birds and other animals, bird bombs are small Anti-Sniper round explosive devices that create a loud noise. Anti-Sniper rounds fire small PB S Med L Ex flechettes that can pass through light cover Damage 3 1 - - - each flechette does not do a lot of damage, but the round increases the likelihood of hitting a Range Class: B concealed target. Cost: ¥60 each PB S Med L Ex Explosive Round Damage 1D10 1D10 1D6 1D6 1D6 PB S Med L Ex PB S Med L Ex Damage 30 25 20 18 15 Damage 1d10 1d10 1d6 1d6 1d6 Range Class: B Range Class: A Cost: ¥240 each 40% Advantage to hit Cost: ¥94 each Flare Round PB S Med L Ex Birdshot The damage listed under a shotgun is Damage 3 1 - - - for solid slug rounds. Solid rounds travel Range Class: B further and inflict more damage at long range. Cost: ¥160 each

Gun Accessories

This optional equipment enhances the Equipment performance and usability of a weapon.

Telescopic Sight The telescopic sight gives a plus to strike at medium and greater ranges. However fast moving targets are harder to target through the sight. Plus to Strike: 60% Advantage at medium or The recoil reducer gives a 10% Advantage to longer rages, but 40% Impairment to hit fast hit. moving targets. Mass: 100 g Mass: 250 g Cost: ¥ 400 Cost: ¥ 4000 Bayonet Laser Sight Bayonets are knifes fixed to the barrel The laser sight projects a tiny red or of a gun, usually used with rifles but can be green dot of laser light on the target. However used with shotguns if specially modified. Equipment the dot is too difficult to see past forty meters Damage: 10 without a telescopic sight. Mass: 300 g Plus to Strike: 20% Advantage for targets Cost: ¥ 800 under forty meters away. Detachable/Folding Stock Mass: 150 g Detachable stocks are used on Cost: ¥ 2000 shotguns and assault rifles. Removing the stock makes the weapon easier to carry (30% Infra-Red Sight Advantage to Ref rolls) but a 10% Impairment Infra Red sights allow for use when to hit targets and the sniper skill cannot be visibility is poor. These sights also commonly used. also function as telescopic sights. Mass: 10 g more than a normal stock Plus to Strike: No negative modifiers for Cost: ¥ 3000 darkness, fog, smoke, or foliage. Flashlight Holder This small clamping mechanism Mass: 450 g attaches to the barrel of a rifle or a shotgun. Cost: ¥ 5500 Will accommodate most round flashlights. Frees the hands to aim with while Laser Sight/Rangefinder illuminating the target. This accessory is identical to the Laser Sight, but also determines range to a target. Mass: 50 g This is especially useful when linked to a Cost: ¥ 600 Guncomp. Shotgun Belt Mass: 55 g Holds 25 shotgun shells or 50 rifle Cost: ¥ 2100 rounds. Type (shotgun or rifle) must be specified. Bipod This accessory is used with weapons Mass: 250 g with masses over five kilograms. A bipod also Cost: ¥ 250 aid in reducing recoil. This accessory allows the use of heavy weapons without Con rolls Bandoleer and increases accuracy in bursts. Holds 45 shotgun shells or 90 rifle rounds over the shoulder. Type (shotgun or The Bipod gives a 50% Advantage to hit. rifle) must be specified. While the Bipod is in use, the character’s 168 wielding mass limit is ignored. Mass: 350 g Cost: ¥ 600

Mass: 3 kg Dummy Cord Cost: ¥ 6,000 A dummy cord is attached to the user's belt or other fixed position and to the Recoil Reducer butt of a pistol. This is especially important Recoil reducers are used to reduce when the user is rushed and needs his hands some of the kick from slug throwing weapons. or if knocked unconscious. The dummy cord The reducer is often a rubber pad attached to will keep the pistol at their side. the but of a rifle stock but occasionally is a mechanical device inside the stock of the rifle. Mass: 20 g Cost: ¥ 200 The Artifact The Artifact Plus to Strike for Optional Combat Systems: Fire Control System (FCS) 60% Advantage No negative modifiers for These devices are available for most darkness, fog, smoke, or foliage. modern Assault Weapons and their optional Sniper mode Attempts to recognize combat systems. The FCS is primarily a targets in the same way as Combat mode, but telescopic sight, infrared sight and laser will only fire on sensitive hit locations. These rangefinder when attached to the assault must be pre-programmed in the AFCS weapon itself. However it becomes a primary software. Sensitive hit locations generally are, component of optional combat systems such the head and body of humans (although head as smart grenade launchers and rocket only can be specified) and fuel tanks and propelled systems such as the AVW. The FCS sensors of vehicles. 50% likely to recognize a is designed to transmit the range to target to programmed target. 169 an optional combat system. This allows grenades to airburst over a specified target or Plus to Strike for Assault Weapon: 90% the munitions can detonate over foxholes or Advantage. No negative modifiers for past corners to strike targets that are under darkness, fog, smoke, or foliage. cover. Plus to Strike for Optional Combat Systems: Most FCS systems include a video 60% Advantage No negative modifiers for camera for recording events on the battlefield. darkness, fog, smoke, or foliage. Plus to Strike for Assault Weapon: 80% Selective mode allows the operator to Advantage at medium or longer rages, but a designate what targets that are in the AFCS 40% Impairment to hit fast moving targets. viewfinder which targets should not be fired No negative modifiers for darkness, fog, upon. This mode is effective for hostage smoke, or foliage. situations and for a variety of other field operations. It takes one (1) action to tag that a Plus to Strike for Optional Combat Systems: target should not be fired upon and the AFCS 60% Advantage. No negative modifiers for will loose it's ability to track an individual darkness, fog, smoke, or foliage. target if they move out of the unit's field of view (approx. a 30 degree cone in front of the Battery Life: 20 Hours AFCS). 75% likely to recognize a programmed Mass: 570 g target. Cost: ¥ 30,000 Plus to Strike for Assault Weapon: 90% Advanced Fire Control System (AFCS) Advantage. No negative modifiers for The AFCS saw it's first service in darkness, fog, smoke, or foliage. It is 90% 2023. The AFCS is a pattern-recognizing likely that the AFCS will not fire on a target if computer that can identify human and it has been specified. vehicular targets and track them to a limited Plus to Strike for Optional Combat Systems: extent. The AFCS also performs all the 60% Advantage No negative modifiers for functions of the FCS systems. When used with darkness, fog, smoke, or foliage. The Optional the assault weapon it was designed for, the Combat System will not fire if targets have AFCS attempts to recognize all the human and been tagged. vehicular targets in it's camera's field of view. Manual mode returns the weapon to The operator then can enter one of four normal operation and the ACFS acts as the modes. FCS system. Combat mode designates all of the Plus to Strike for Optional Combat Systems: human and vehicular targets that the system 60% Advantage No negative modifiers for identifies as valid targets. As the trigger is Equipment darkness, fog, smoke, or foliage. squeezed, the system will only authorize fire when it believes the round will hit a target. This means that if a target is not recognized by Battery Life: 12 Hours the system it will not fire. 75% likely to Mass: 695 g recognize a programmed target. Cost: ¥ 70,000 Plus to Strike for Assault Weapon: 90% Advantage. No negative modifiers for darkness, fog, smoke, or foliage. Weapon Mounted Personal ECM Holster System A handy item often overlooked, a The Weapon Mounted ECM system is holster is much safer than keeping a sidearm identical in function to the Personal ECM in a pack or tucked in one's pants. System (see: Defensive Systems). The unit Mass: 200 g attaches to the underside of a rifle or carbine Cost: ¥ 100-200 barrel. The ECM has a 60% chance of identifying and neutralizing optics. The ECM Underarm Holster can simultaneously effect all optics systems in Conceals pistols under 1 kg in mass its scanning cone, but a percentile roll must be 20% Advantage to Concealed Object rolls

Equipment made for each target. Battery Life: 6 Hours Mass: 1.1 Kg Mass: 100 g Cost: ¥ 140,000 Cost: ¥ 150-200

Pistol Silencer Horizontal Concealment Holster Fixed to projectile pistols greatly Horizontal holsters are designed to fit reduces flash and noise. A silencer is not underneath a coat (including suit coats) or exchangeable between different weapons. cloak. A horizontal holster has a quicker draw time than conventional holsters and can be Mass: 160 g drawn more discretely. Cost: ¥ 10,000 20% Advantage to Ref when drawing. Rifle Silencer 20% Advantage to Concealed Object rolls Fixed to projectile rifles greatly reduces flash and noise. Some rifle silencers Mass: 200 g only disperse the sound of the rifle firing so Cost: ¥ 240 that it is more difficult to locate the weapon. A silencer is not exchangeable between different Sling weapons. A sling can be used to carry a rifle or Most rifle rounds fire their projectile shotgun over the shoulder for quick access. at supersonic speeds. This produces a loud supersonic crack. Some silencers can suppress Wielding mass X 2 this noise by slowing the bullet, but they behave as reduced velocity rounds. (see: Rifle Mass: 300 g Ammunition, Reduced Velocity) Cost: ¥ 100-200 Mass: 500 g Cost: ¥ 30,000 Guncomp Gun comps are tiny computer chips Flash Suppressor installed into the handle of a gun. Tiny This tube screws onto the end of a sensors are placed around the gun to monitor rifle barrel and prevents flash from giving number of rounds fired, number remaining in away your position in dark situations. the clip, and temperature levels. The comp Mass: 100 g also has a voice recognition circuit (90% Cost: ¥ 1,000 reliable) to activate and deactivate the safety. A one by three cm. three digit display is fixed 170 Muzzlebrake to the outside of the gun, showing the number This tube screws onto the end of a of rounds left. If the gun jams, overheats or rifle barrel. Holes on top of the brake keep the malfunctions in any way, the display will flash muzzle from rising enhancing accuracy. on and off. The LCD screen is available in opaque and lighted versions. (Lights are easy to see in the dark by you and your enemy.) A The muzzlebrake gives a 20% Advantage to hit secondary screen can link up to rangefinders a target and telescopic scopes, giving the gun a smart targeting feature (20% Advantage to hit). Mass: 100 g Mass: 15 g Cost: ¥ 1,000 Cost: ¥ 60,000 The Artifact The Artifact Gun Case Gun Sock Used for transporting weapons so A lightweight protective cover used they do not get damaged or rust. Also holds for storing and protecting guns from extra ammunition and gun cleaning moisture, minor abrasion and grit. accessories Mass: 15 g AR 2 Cost: ¥ 200 HP 10 Mass: 2 kg empty Magazine Pouch Cost: ¥ 1,000 Keep extra Magazines on the belt within easy reach to facilitate reloading. Holds Pistol Case 3 magazines.

Used to transport Pistols so they are Mass: 30 g 171 not damaged or rust. Also holds extra Cost: ¥ 180 ammunition and gun cleaning accessories AR 2 Jungle Clipper HP 10 Attaches two magazines together so a Mass: 1 kg empty fresh magazine is readily available once the Cost: ¥ 1,000 first is spent. Mass: 4 g Cost: ¥ 100

Demolition and Construction Contact Detonator Cost: ¥800 The contact detonator uses an electrical circuit as a detonator. The detonator Laser Detonator can be set to trip when the circuit is closed or The laser detonator consists of two open. This is often employed to boobytrap devices, the detonator and the Laser. The laser something such as a door or window, either can be any source of low level laser light. The sensing that it has opened or closed. Any detonator is also the receiver and uses any electrical devices can be used in conjunction standard blasting cap to detonate an explosive with this system to either create or break the payload. Any laser light striking the detonator electrical circuit (requires a Repair Electronics will trigger the device. skill roll in addition to the standard The Laser detonator requires an Explosives skill roll). unobstructed line of site to operate. The detonator has a safety pin that The detonator has a safety pin that must be removed for it to operate. must be removed for it to operate. Cost: ¥500 Range: 2km unobstructed Cost: ¥1,200 Infra-red Detonator The infra-red detonator consists of Motion Detection Detonator two devices, the detonator and the Motion detector detonators use transmitter. The transmitter is reusable. The infrared beams to detect objects moving into detonator is also the receiver and uses any their field of view. Crossing a single beam can standard blasting cap to detonate an explosive trip the detector. The detonator uses any payload. The transmitter and the detonator standard blasting cap to detonate an explosive Equipment have short selectable keys that prevent payload. accidental detonation by infra-red radiation. These keys must match in order for the The detonator has a safety pin that detonator to operate. must be removed for it to operate. The infra-red detonator requires an Every turn that an object is moving unobstructed line of site to operate. through the detector's one hundred and eighty degree (180) field of view there is a ninety The detonator has a safety pin that percent (90%) chance of detection. Range must be removed for it to operate. Class Impairment modifiers effect this chance. Range: 1km unobstructed Range Class: A Mass: 100 g soon as they are armed. If the detonator is not Cost: ¥200 level, it will go off. The detonator has a safety pin that Pull Cord/Trip Line Detonator must be removed for it to operate. The pull cord/trip line detonator has a tension spring that is adjustable to the Cost: ¥600 amount of force required to activate the detonator. This can range from a slight touch, Time-delay Detonator to a hard yank on the attached cord. An eyelet The time-delay detonator uses a timer is used to connect any cord under five to trigger any standard blasting cap. The time -delay is often selectable and can range from

Equipment millimeters in diameter to the device. When pulled with the correct tension or greater, the seconds to hours. detonator triggers any standard blasting cap. The detonator has a safety pin that The detonator has a safety pin that must be removed for it to operate. must be removed for it to operate. Cost: ¥800 Cost: ¥550 Field Prepared Detonators Radio Detonator The detonators listed above are pre- The radio detonator consists of two made systems. However any character with devices, the detonator and the transmitter. Repair Electronics and Explosives skills can The transmitter is reusable. The detonator is prepare their own detonators if they have also the radio receiver and uses any standard access to the correct equipment. Field blasting cap to detonate an explosive payload. prepared detonators take one hour to build. The radio and the detonator have short Jury rigging the detonator can reduce that selectable keys that prevent accidental time but it has a much greater chance of detonation by radio signal. These keys must failure. If a half-hour is taken to build the match in order for the detonator to operate. detonator, it has a twenty five-percent (25%) chance of failure. If fifteen minutes is taken to The radio signal can be jammed or build the detonator, it has a fifty-percent may be cut off by physical obstruction. (50%) chance of failure. If less time than that The detonator has a safety pin that is taken, the detonator has a seventy-five must be removed for it to operate. percent (75%) chance of failure. Range: 5km unobstructed The builder must have access to Cost: ¥ 1,000 equipment that they can use to build the detonator such as radios for a radio detonator Temperature Detonator etc. The temperature detonator normally Cost: various consists of two bimetallic strips that bend as it is heated or cooled. One detects a temperature Detcord drop and the other a rise in temperature. The Detcord is a ropelike explosive that is detonator can be set to detect either or used to start multiple explosions in a timed detonate when it gets to a specific sequence. The cord is an explosive itself that temperature. when wrapped around a lightly or unarmored The detonator has a safety pin that object can "cut" the object. must be removed for it to operate. When used to trigger multiple 172 Cost: ¥600 explosions the cord is strung between the explosive payloads. There is a millisecond Tilt/Vibration Detonator time delay for anything up to a hundred The tilt/vibration detonator uses a meters of cord. As such delays between mercury switch to trigger a standard blasting explosions are not perceivable. The time delay cap. The mercury switch will create a circuit if is only useful for enhancing the explosive the detonator is rocked or tipped more than 3 force of the multiple charges by creating a degrees from plumb. The detonator itself has path for the force to travel (requires an a bubble level built in that can be used for Explosives skill roll and a Structural leveling the switch. for These detonators are Recognition skill roll). When successful, the dangerous because they can trip the sensor as damage caused by this time-sequenced The Artifact The Artifact explosion is increased by ten percent (10%) place. The receiver needs a method of per Fractional Success of the two skill rolls. communicating with the transmitter. In most Damage: 5 per meter of cord. instances standard radio transmission will Blast Range Class: None suffice, however sometimes wormhole Mass: 80 g per meter of cord communicators are used but this greatly Cost: ¥2,000 per meter of cord increases the power requirements of the receiver. Penetration Augmented Munition The receiver does not have an internal These munitions are designed to be power supply. In order to function, there must effective against reinforced structures such as be a power source capable of supplying bridges or bunkers, and have also been shown roughly sixty thousand (60,000) watts of

effective in removing large volumes of power. There are unconfirmed reports of a 173 concrete or CCC. The Penetration Augmented version of teleport bomb that uses a violent Munition uses a three-phase process that chemical reaction to power the teleporter. reduces the volume of explosives necessary to PB S Med L Ex defeat a target. The first phase is a shaped charge that blasts a hole into the target. The Damage 10K 5K 5K 2K 1K second phase propels a charge into the hole Blast Range Class: C created. The third phase consists of the charge Mass: 120 KG detonating inside of the target. Cost: ¥200,000,000 A silenced explosive stud driver Bomb Sniffer secures the munition to the target. The A bomb sniffer is a chemical detector Munition is then triggered by a standard that draws in samples of air and tests for blasting cap. chemicals in explosives. The bomb sniffer is The Penetration Augmented calibrated to explosives that are manufactured Munition, if used against a vehicle will cause on Earth but have been modified to detect 1d10 critical hits. LCF Damage: 5000 Mass: 402 g Blast Range Class: None Cost: ¥30,000 Mass: 13 Kg Cost: ¥800,000 Cutting Explosives PB S Med L Ex Light Attack Munition Damage 25 1 0 0 0 These are self-contained munitions designed to be carried and used by Blast Range Class: A +1 Range Class for more footsoldiers to defeat lightly armored vehicles than 500 grams and structures. The munition consists of a Mass: 5 G shaped charge and a multi-mode fuse system Black Market Cost: ¥800 for 5 grams that supports blasting cap detonation, user selectable time delay firing device (up to 2 E-Suit Entrenchment Tool (BHS Big hours), or a fuse by wire mode that allows Hydraulic Shovel) remote detonation by running communication A cross between a shovel, and a wire. jackhammer, the BHS as it is often referred to connects to the E-Suits Hydraulic systems to The light attack munition uses a generate a jackhammer action for cutting shaped charge to defeat armored targets. though soil or breaking rocks and CCC.

Damage: 600 Mass: 315 Kg Equipment Blast Range Class: None Cost: ¥110,000 Mass: 500 g Cost: ¥20,000 Electrical Cable This is electrical cable that is used to Teleport Bomb carry power through hexes but is often The teleport bomb is a special tactical wrapped in cloth or an insulator to make a device developed by the Chinese government. kind of extension cord. The cable is scavenged It uses teleporter technology to deliver an and then whatever insulator that is available is explosive payload to a target. To teleport the wound around it. payload to the target a receiver must be in Gauss Meter bunker demolition on earth against heavy A Gauss Meter is a measuring device concrete structures. It is effective against low for detecting the strength of magnetic fields. It to medium grade CCC but not HDCCC as the has many uses, one of which is to tell if round does not penetrate. electrical cables are electrified and with a In rock the PHEG will blast a 1m by successful Mathematics skill roll the amount 1m hole 50cm deep per round, but CCC breaks of power going through can be determined. differently and the size of the tunnel is The location of magnetic mines can be dependent on the direction of the grain. When pinpointed with this device. firing into the grain, the hole is often 3m tall Mass: 1 Kg and 30cm wide and 30cm deep, firing against

Equipment Cost 34,000 the grain causes more dramatic fracturing and will open a 1.5m by 1.5m and 30cm deep hole. Ground Penetrating Radar/Sonar PB S Med L Ex These devices can detect the presence of hard materials buried underground. They Damage 250 250 220 190 120 can also be used to find hidden passages in Range Class: B floors, walls or soil. Payload: 25 per belt Rate of Fire: 20 Mass: 40 Kg Mass: 402 Kg Cost: 28,000,000 Cost: ¥1,800,000 Particle Cutter Plasma Wand This is a Scimrahn tool used to cut out A Plasma Wand is a small plasma the outline of a CCC Slab and then the slab is torch that is used to clean off white spoor, sheared off with an electrothermal device, or chemical, biological and nanotech weapon explosives residues. The amount of plasma that is used is PB S Med L Ex very small and will not harm most materials if Damage 200 30 5 1 1 handled properly. If the plasma wand is left in Range Class: A one place it can ignite combustible materials. Payload: Draws from Hex Power Mass: 740 g Mass: 18 Kg Cost: ¥1,200 Cost: ¥110,000 Wheelbarrow PHE Rapid 40mm gun Wheelbarrows cut the time that it The PHEG (pronounced ‘peg’ by some takes to move soil. but most normally ‘feg’) stands for One person with a wheelbarrow can Penetrating High Explosive Gun and is use for move four times the amount of soil in the drilling tunnels. The PHEG fires a 40mm same amount of time. caseless round that penetrates into its target and then detonates. This process is used in Mass: 8 Kg Cost: ¥1,800

Non-Lethal Weapons These are weapons that are explicitly characteristics: 1. They have relatively designed and employed so as to incapacitate reversible effects on personnel or materiel , 2. 174 personnel or their equipment, while They affect objects differently within their minimizing fatalities, permanent injury to area of influence personnel, and undesired damage to property and the environment. Adhesive Foam Unlike conventional lethal weapons Adhesive foam was conceived as a that destroy their targets, non- lethal weapons method for restricting the movement of a employ means other than gross physical target with minimal harm. A backpack of destruction to prevent the target from pressurized liquid feeds a nozzle that sprays a functioning. solid stream of ultra-dense adhesive foam. Non-lethal weapons are intended to The foam is so sticky that it instantly have one, or both, of the following adheres to the target. The foam is also The Artifact The Artifact extremely cohesive resisting nearly any made the device a sidearm sized device. This attempt to remove it. has amplified several moral issues in regards When the foam is targeted at the feet to its use. Since the device leaves very little and legs, it also sticks to the floor and physical trace of it's use when used in the completely immobilizes the target. If the foam proper manner, it has been employed as a strikes any other part of the body it is a major torture device by a range of organizations. hindrance to the target's movement. However Effects: Victims feel as if their skin is burning. the technique had one major flaw. If the foam This often causes the victim to panic and flee. were to strike the face, the victim would not be The beam causes Mental stress on the target able to remove it and would suffocate. A Save vs. Panic: Psyche roll breakthrough in material technology allowed

this hurdle to be overcome. Chemical binders PB S Med L Ex 175 of hydrophobic molecules repel the water in Damage 2 1 burn burn burn the foam and bridge the bubbles of air found Mental 8 4 3 2 1 in the foam and form tubes that allows air to Stress be transmitted through the foam and prevent Range Class: B suffocation. Payload: 5 This technology first began appearing Rate of Fire: 1 in commercial applications such as "super Mass: 31 KG glue" and quick setting foam insulation. It is Cost: ¥76,000 extremely persistent and is virtually impossible to remove without a liquid solvent. Stun Gun The solvent can be applied as a spray or The stun gun is a hand held device poured on. The foam then dissipates, that delivers a high voltage electric charge to releasing its hold. Sticky foam came to public the target. There are two types of stun guns, attention on February 28, 1995 when U.S. one that fires two needle like projectiles Marines used it in Mogadishu, Somalia, to trailed by thin wires and the hand to hand prevent armed intruders from impeding models. There is a large variety of these efforts to extricate United Nation forces from devices available on the open market. They that county. are for the most part considered safe unless Effect: If hit in the feet or legs and the floor is used repeatedly on a target. Stun guns are a solid surface, victims are effectively glued to effective on a large majority of targets, only the floor and are immobilized. If hit anywhere those that are extremely large are routinely else in the body, the victim cannot use that slightly more resistant to its effects. However, appendage or anything that was held or stored some narcotics such as PCP, Cocaine, and there. Anything touching that body part will Pump in higher doses have been known to also become stuck including other body parts. make a person highly resistant to the stun gun's effects. Save vs. immobilization: Strength roll with a 90% Impairment, and the foam cannot touch Effects: Victims are rendered unconscious. the floor again or the target will have to brake Save vs. stun: Constitution roll or Psyche roll free again. with two 60% Impairments.

Range Class: A Projectile Payload: 2 Damage: stun + 4 Physical, 2 Functional and 2 Rate of Fire: 1 Mental stress Mass: 16 KG Range: 3 meters Cost: ¥62,300 Payload: 1/10 Equipment Rate of Fire: 1 Anti-riot Microwave Emitter Mass: 75 g Developed in the late 1990's by the Cost: ¥2,000 United States government. The original device was vehicle mounted and designed to be used HTH at a distance. The low energy microwave Damage: stun + 4 Physical, 2 Functional and 2 stream causes the target to feel as if their skin Mental stress were burning. The microwave emitter has Range Class: touch seen vast technical improvement over the Payload: 10 years, including miniaturizing which has Rate of Fire: 1 Mass: 75 g successful chemistry roll to properly prepare Cost: ¥1,800 the sedative. Effect of Injection: The amount of drug Tranquilizer Rifle delivered is tailored to the intended target. As This specially designed breach such, the person preparing the injection loading rifle fires a needle tipped vial of designates the period of sedation. However tranquilizer at a target. Dosage can be the longest period of sedation is thirty adjusted when filling the vials with the minutes for a healthy human, any more than tranquilizer to suit the requirements of the this and a number of serious and potentially target. In this manner even extremely large or deadly health effects occur. These can include

Equipment resistant targets may be effectively brought respiratory failure and cardiovascular failure. down. (See: Sedatives) For targets larger than one hundred PB S Med L Ex Kilograms and animals with unknown biology, Damage tranq tranq tranq tranq tranq the longest "safe" period of sedation is Range Class: B considered to be fifteen minutes. Payload: 1 Effect of Inhalation, Ingestion or Skin Rate of Fire: 1 Absorption: Because the quantity of drug Mass: 2.3 Kg delivered to the blood stream is unknown, the Cost: ¥9,000 effective duration of sedation is random. In addition the quantity of drug required for a Tranquilizer Pistol minimal effect is much greater (5 times the These are CO2 powered pistols that normal dose). In addition the sedatives used fire a short range hypodermic needle. The in injection are not compatible with the hypodermic needle is normally used to deliver sedatives used in ingestion and inhalation. a dose of sedatives (See: Sedatives) but can Mixing the two will often cause adverse health also deliver a variety of other drugs. effects, such as respiratory failure and PB S Med L Ex cardiovascular failure. The average period of sedation through ingestion or inhalation is Damage tranq tranq tranq tranq tranq between thirty seconds and five minutes Range Class: A (2D10 turns). The victim may attempt to make Payload: 1 a drug resistance roll and cut that time in half. Rate of Fire: 1 Mass: 7 g Save vs. effect: Constitution roll with 3 70% Cost: ¥16,000 Impairments

Sedatives Average 5 Min Dosage: 20 cc Sedatives are chemical agents that Cost: ¥600 per dose induce sleep. While there are a variety of drugs that may be used to that end, this Emetic (vomiting) Agents section will treat them more or less Emetic agents cause violent spasms in generically. the digestive tract that cause projectile The most effective means for vomiting and evacuation of the bowls. These delivering sedatives is by injection because the agents are dangerous and can cause serious dosage entering the bloodstream is consistent. damage and even death. Emetic agents are However some may be ingested or inhaled most often ingested but there are some agents

176 with various degrees of effectiveness, but rates that can be inhaled. of respiratory absorption and digestive system Effect: Victims are incapacitated by violent absorption is different, along with the vomiting and bowel evacuation. If the victim quantity of exposure. fails their constitution roll and does not The addition of a chemical called receive medical assistance in twelve hours, DMSO (dimethyl sulfoxide) increases the they can die from the effects of this agent. absorption rate of several kinds of sedatives Save vs. death: Constitution roll + Drug about ten times what is normal. This allows Resistance skill or a subsequent roll vs. for a sedative delivery just by touching the General Medicine. skin. However sedatives do not often come mixed with DMSO. In order to create a skin Save vs. effect: Constitution roll with 3 70% contact sedative, the player must make a

The Artifact Impairments. The Artifact Mass: 175 g Average Dosage: 20 cc Cost: ¥8,000 Cost: ¥240 per dose MK1 Illuminating-Grenade Concussion Grenade The MK1 Illuminating Grenade, Concussion Grenades use a mild which produces 55,000 candlepower for 25 explosive and incendiary charge to create a seconds, effectively blinds targets caught in concussive blast and blinding flash that stun a the center of its illumination zone for short target. These grenades are also called Flash- periods of time. The MK1 can also be used for Bangs. non-combat purposes for illuminating large Effect: Victims are often winded and if they areas. The illumination effectively lasts for three turns. were looking in the direction of the grenade 177 when it went off will be temporally blinded Effect: Victims are blinded temporarily (1d6 (1d6 turns). turns) if they are in dark conditions and are near the grenade when it went off. Save vs. stun: Constitution roll Save vs. blind: Victim must roll under their Save vs. blind: Reflex roll Reflex with two 60% Impairments.

PB S Med L Ex PB S Med L Ex Damage 3 1 stun stun stun Damage Blind Blind Blind - - Physical 10 10 5 4 3 Mental 1 1 1 1 - Stress Stress Blast Range Class: A Blast Range Class: B Mass: 175 g Mass: 231 g Cost: ¥8,000 Cost: ¥6,000

Sedative Grenade Isotropic Radiator-Grenade The sedative grenade is a specially These special munitions illuminate or prepared concussion grenade that delivers an bloom with laser-bright intensity causing the airborne and skin contact sedative. same retinal or optical damage as LEL (low Effect: Victims are often winded and if they energy laser) weapons. Isotropic radiation is were looking in the direction of the grenade generated by an explosive burst that when it went off will be temporally blinded superheats gaseous plasma surrounding it, (1d6 turns). The sedatives take several causing a laser-bright flash. However the seconds to over a minute to take effect (1d6 bloom is too brief to serve as effective turns before they are effective). The effect of illumination. sedation is between thirty seconds and five Effect: Victims are blinded temporarily (2d10 minutes (2D10 turns). The victim may turns) if they are near the grenade when it attempt to make a drug resistance roll and cut went off regardless of local illumination. that time in half. Full body armor will half the Failing the saving roll causes permanent time that the character is sedated. Vac-suits partial loss of vision unless corrective surgery will block any of the effects of sedation but not can be performed. Optics such as low-light the blinding or stun effects of the flash bang. and infrared can be damaged by the bloom If a vac-suit is damaged, the effect of the (25% for each device). sedation is only halved. Save vs. blind: Victim must roll under their

Reflex to prevent permanent vision loss and Equipment Save vs. stun: Constitution roll under their Reflex with two 60% Impairments Save vs. blind: Reflex roll to avoid temporary blinding. Save vs. sedation: Psyche roll + Drug Resistance skill PB S Med L Ex PB S Med L Ex Damage Blind Blind Blind Blind - Damage 3 1 stun stun stun Mental 5 5 4 3 1 Physical 10 10 5 4 3 Stress Stress Blast Range Class: B Blast Range Class: A Mass: 350 g Cost: ¥30,000 Sprayer Mass: 80 Kg Cost: ¥9,200 Clogger Grenade The Clogger Grenade uses a low yield Detergent (5 liter) explosive device to distribute sticky-soft Mass: 5 KG polymer agents to clog up body armor joints. Cost: ¥800 The clogging agent hangs in the air like smoke and will persist for six turns unless air Aqueous Barrier Foam Riot Control movement blows it away. Clogging agents are Agent mixed with dyes and result in "tinted clouds" The ordinary suds of barrier foam can

Equipment whose presence let friendly forces know not to be enhanced with the addition of chemical enter them. These clouds can be intermixed irritants similar to those found in teargas. with "decoy mines" consisting solely of (See: Chemical Irritants.) Any animal colored smoke. (including humans) not sufficiently protected Effect: Armored victims loose mobility when will suffer from the effect of the chemical caught in the cloud. The Impairments below irritant until they can be washed down with apply to Agi and Ref until the effected body large quantities of water. Body armor by itself armor is removed or cleaned with a solvent. will protect for a short period of time, but the The clogging effect is inconsequential to fluid will slowly leak through joints and into vehicles. fabric. The most effective defense against the irritant is wearing a chemical suit or Vac-suit. PB S Med L Ex Effects: Victims feel as if their skin and eyes Impairment 60% 40% 20% 10% 5% are burning. This often causes the victim to Blast Range Class: A panic and flee. Causes 2 Mental and 3 Mass: 350 g Functional stress per turn Cost: ¥30,000 CS riot control agent (5 liter) Aqueous Barrier Foam Mass: 5 KG Barrier Foam is a dense soapy Cost: ¥1,600 material that is blown into place. It is fire retardant non-toxic and biodegradable. The Personnel Net Gun foam can be piled up over one hundred and Fires a net that entangles a human thirty centimeters (130 cm). The foam is not target. The net is 6 meters wide and employs used to block movement, but slows movement glue-coated strands. The glue can be removed and can be used to conceal booby traps. by spraying or pouring on a solvent. The Simple traps can be made into major obstacles weights have been known to injure targets by covering them in barrier foam. Concertina with relative frequency. wire becomes nearly impassable and very difficult to clear. Caltrops are nearly Effect: The net uses a weighted glue coated undetectable when covered with the barrier net to entangle a target. Victims are foam. By applying the foam over obstacles, it immobilized. impedes the ability to defeat them (40% Impairment to any dexterity rolls when PB S Med L Ex working in the foam). Barrier foam slows Damage 8 4 2 1 - movement by as much as 25% for humans on foot and wheeled or tracked vehicles. E-suits Range Class: A

178 only suffer a 10% loss in speed. Payload: 1 Rate of fire: 1 Barrier Foam is generated from a Mass: 750 g detergent and a water source such as a Cost: ¥8,000 reservoir. The detergent is stored in five liter bags. Each bag mixes with a hundred liters of Nets water to generate 150 cubic meters of foam in Mass: 2 Kg ten minutes. The foam fills in the lowest Cost: ¥1,000 elevations in a one hundred meter radius and then builds up to a maximum height of 130cm. The Artifact The Artifact Vehicular Net Cannon Mass: 31 Kg The net cannon fires a steel cable net Cost: ¥391,000 that is 9 meter wide and can envelop a car or armored vehicle. Chemical Irritants Effect: The net uses a weighted steel net to entangle a target. Vehicular targets under 4 Teargas Grenade meters long are immobilized. Effects: Victims feel as if their skin and eyes are burning. This often causes the victim to panic and flee. If the victim panics they must PB S Med L Ex do whatever they can to run away from the Damage 20 10 5 1 - teargas.

Range Class: B 179 PB S Med L Ex Payload: 1 Rate of fire: 1 Mental 4 4 3 1 1 Mass: 90 Kg Stress Cost: ¥40,000 Functional 6 6 4 2 1 Stress Nets Blast Range Class: A Mass: 40 Kg Mass: 175 g Cost: ¥40,000 Cost: ¥4,000

Bucha Strobe Grenade Electrically Activated Teargas Grenade The Bucha strobe effect is a high This type of teargas grenade is similar intensity strobe light that flashes near human in operation to a normal teargas grenade brain wave frequency causing vertigo, and except that it is activated by an electrical disorientation. charge. This type of grenade is most often Effects: Victims are disoriented, 3 Mental, 2 installed as a defensive measure inside of Functional and 1 Physical stress per turn in bunkers and vehicles. the area effect. Effect: (see: Teargas Grenade) Save vs. Disorientation: Constitution roll or Psyche roll. Victim must roll under either Oleoresin Capsicum Spray (pepper spray) their Constitution or Psyche. Effects: Victims feel as if their skin and eyes are burning. This often causes the victim to panic and flee. If the victim panics they must Blast Range Class: A do whatever they can to run away from the Duration: 20 Turns spray and are otherwise incapacitated for 1d6 Mass: 680 g turns. Cost: ¥760,000 Save vs. Panic: Psyche roll or Constitution Photic Driver roll. Causes 2 Mental and 5 Functional stress The Photic Driver uses infrared strobes and high power ultrasound to create a Range: 3 meters disorienting effect that is not easily identified. Payload: 3-10 The victim feels dizzy and of balance because Rate of Fire: 1 of the inner ear being bombarded by pulsing Mass: 80-200 g ultrasound. The flashing infrared strobe Cost: ¥200-600 penetrates closed eyelids and causes skin discomfort. The effect can cause those prone Disposable Riot Control Launcher Equipment to epileptic fits to go into convulsions. This hand held launcher consisting of Effects: Victims are disoriented 1 Mental and 1 an aluminum tube with a hand activated Functional stress per turn in the area effect. striker on it's base. The launcher uses a low power charge to propel a rubber teargas Save vs. Disorientation: Psyche roll. Victim grenade. must roll under their Psyche. Effects - Teargas Grenade: (see: Chemical Irritants, Teargas Grenade) Blast Range Class: A Duration: according to the availability of Range Class: B electricity. Payload: 1 Rate of Fire: 1 Cost: ¥7,000 Mass: 250 g

Chemical Cocktails These concoctions are not normally Save vs. Flee: Psyche roll sold, but are made by a character with the chemistry skill. PB S Med L Ex Mental 4 4 3 1 1 Molitov Cocktail Stress Equipment The simplest of concoctions, any Blast Range Class: A flammable liquid is poured into a glass bottle. Mass: 200 g A rag is placed in the neck and lit. The entire Cost: ¥200 bottle is then thrown at a target. These are not sold pre-made but the price is for the Noxious Gas Bomb components. This is a generic listing for a simple PB S Med L Ex device that mixes two or more chemicals to generate a toxic gas. This gas in question is Damage 8 5 4 2 1 usually something like chlorine gas. The gas Blast Range Class: A will generally have a disagreeable odor, cause Duration: 3 turns the victims to become ill after several minutes Mass: 500 g of exposure and possibly death on longer Cost: ¥40 exposures. Stink Bomb Effects: Victims are repulsed by the foul Stink bombs are generally composed smelling gas. This causes the victim to flee the of two or more chemical agents that when odor. If the target does not flee the area they mixed, generate a putrid odor that is will become sick. For each turn the character unpleasant but will not cause any negative inhales the gas they health effects. This type of device is most often used to clear an area before the target knows Save vs. Flee: Psyche roll it is being attacked. Effects: Victims are repulsed by the foul Causes 5 Physical 3 Functional and 2 Mental smelling gas. This causes the victim to flee the stress for every turn of exposure. odor. Mass: 200 g Cost: ¥200

Acids Acids are corrosive chemicals. For the Wear rubber gloves, facemask or purposes of this heading, only industrial safety glasses, apron, and ensure good strength acids will be considered. ventilation. Do not assume that gloves provide The main use of acids is to destroy an impenetrable barrier to the acid. chemical weapons and are used to quietly

180 burn through armor of hardened structures. Aqua Regia (Latin, "royal water") Weaponized acids are prohibited by Aqua Regia is a mixture of international treaty and therefore Field concentrated hydrochloric and nitric acids. Engineers must be very careful with how they Aqua regia was used by alchemists and its are used. Acids may be used on structures. name is derived from its ability to dissolve the Their use on personnel is prohibited and use so-called noble metals, particularly gold, on vehicles is also prohibited. which are inert to either of the acids used separately. Acids ignore armor ratings but are only effective against specific materials that Aqua Regia is transported in opaque are mentioned along with each acid. vials that hold the hydrochloric and nitric acids in separate containers. When the lid is unscrewed, it breaks the containers that keep The Artifact The Artifact the constituent acids separate. The solution Cost: ¥60 can then be applied to the target. Proper protection should be worn Nitric Acid (concentrated) when using Aqua Regia as it is extremely Concentrated nitric acid is a powerful corrosive. Inhalation of vapor can cause corrosive that can dissolve metals and organic serious injury. Ingestion may be fatal. Liquid materials. can cause severe damage to skin and eyes. Proper protection should be worn Damage: 2 points per turn for 5 turns on most when using nitric acid as it is extremely materials. corrosive. Inhalation of vapor can cause serious injury. Ingestion may be fatal. Liquid Volume: 250 ml can cause severe permanent damage to skin Cost: ¥400 and eyes. 181 Hydrochloric Acid (concentrated) Hydrochloric acid is a powerful Damage: 3 points per turn for 2 turns on corrosive that can dissolve metals and organic metals (excluding gold and platinum) and materials. It is not effective on glass and organic materials. 1 point of damage for 5 ceramics. turns on glass, ceramics and concrete. Proper protection should be worn Volume: 250 ml when using hydrochloric acid as it is Cost: ¥55 extremely corrosive. Inhalation of vapor can cause serious injury. Ingestion may be fatal. Sulfuric Acid (concentrated) Liquid can cause severe damage to skin and Concentrated sulfuric acid is a eyes and permanent damage. powerful acid that also reacts violently with water. It is even more effective when heated. Damage: 2 points per turn for 5 turns on Sulfuric acid dissolves organic materials and metals (excluding gold and platinum) and is often used as a desiccating agent. Heated organic materials (includes CCC). sulfuric acid can dissolve most metals (excluding gold and platinum). Sulfuric acid Volume: 250 ml when mixed with water causes a violent Cost: ¥40 reaction that releases heat. If the two are mixed quickly this reaction can cause water to Hydrofluoric Acid boil and explode into steam this can splash Hydrofluoric acid is corrosive to glass, hot sulfuric acid over a one meter area. concrete, silica, and metals. It is also extremely toxic even when inhaled or through Proper protection should be worn skin contact. when using sulfuric acid as it is extremely corrosive. Inhalation of vapor can cause Proper protection should be worn serious injury. Ingestion may be fatal. Liquid when using hydrofluoric acid as it is extremely can cause severe damage to skin and eyes and corrosive. Inhalation of vapor can cause permanent damage including blindness. serious injury. Ingestion may be fatal. Skin contact may be fatal. Acts as a systemic poison, any contact with this material requires Damage: 1 point per turn for 2 turns on metals immediate medical attention. (excluding gold and platinum). 2 points per turn for 5 turns on organic materials. Damage: 1 point per turn for 3 turns on metals (excluding gold and platinum). 1 point per Damage Heated: 1 point per turn for 5 turns Equipment turn for 5 turns on organic materials (includes on metals (excluding gold and platinum). 3 CCC). 2 points of damage for 3 turns on glass, points per turn for 5 turns on organic ceramics and concrete. 2 points per turn for 7 materials. turns as a ingested poison. 1 point of damage per turn that the vapor is inhaled. Volume: 300 ml Cost: ¥55 Volume: 400 ml Scimrahn Survival Gear Equipment

E-Suit Finger Camera and the balloon deflates allowing the E-Suit's The finger camera replaces the tip of thrusters to fire. If the E-suit does not have one of the TF-2394 index fingers (usually the enough fuel to fire it's thrusters. It can leave left). It can rotate 360 degrees and swivel 90 the balloon inflated and use it as a cushion in degrees on the tip of the finger. It is used to a crash landing. In this event the balloon look around corners and into places that bursts on impact in a controlled fashion, would be difficult to get the sensor head into. ejecting its gasses back at the E-Suit. This Mass: 400 g further slows the Suit's decent. However the Cost: ¥2,500 safety record of these landings are questionable. E-Suit Life Support Backup Mass: 250 Kg The Life Support Backup is a system Cost: ¥1,500,000 of batteries that store power while the E-Suit is functioning. If the E-Suit is damaged, E-Suit Saddle Pods exceeds its fuel capacity or the E-Suit cannot E-Suits are not normally designed to make it to safety, the Life Support Backup can carry much more than a passenger. Saddle keep the pilot alive for up to two days. pods bolt to the upper legs of an E-Suit and Mass: 110 Kg allow a small amount of personal items and Cost: ¥35,000 food to be transported with a minimum impact on the function of the E-Suit. E-Suit Re-entry System Capacity: 100 Kg The TF-2394 is capable of launching Mass: 40 KG into orbit at the poles, with the aid of an anti- Cost: ¥7,000 grav engine or a booster rocket (see: The Artifact, Vehicles, TF-2394 Additional Freezer Unit for Scimrahn Freighters Hardware). However it must move back to the These refrigeration units run off the poles to make a safe re-entry unless it is using Freighter's power and cool the contents of it. an anti-grav engine. In many cases this can be If fully frozen, many food items can be carried

182 impractical because the total trip can exceed for upwards of six months to a year. However the total fuel capacity of the E-suit. When this some foods do not freeze well and may be is the case, a Re-Entry system is desirable. damaged by the freezing process. The Re-Entry system is an inflatable Mass: 140 KG balloon and tail system that both protects and Cost: ¥100,000 stabilizes the E-Suit. The balloon inflates in front of the E-Suit to form a protective Helmet HUD thermal barrier, while the tail is a fabric Scimrahn armor is designed to take a ribbon that trails five hundred meters behind number of add on components. On of these is the E-Suit with a parachute pod at it's end. a Heads Up Display that fits into the helmet Once the suit reaches thirty thousand feet visor of both Scimrahn light and heavy armor. above the surface, the parachute is deployed The Artifact The Artifact The HUD can display text and low resolution chest cavity, while light manipulators can video. move and hold body tissues. Lasers are used The HUD is most often used along with the to cut and cauterize. Tiny optical and sonic Scimrahn Comm/Comp and is installed inside probes can enter in to the body and show the the helmet. surgeon what they could not otherwise see. Special manipulators can grab hold of veins Mass: 110 g and arteries and bridge them to resume Cost: ¥3,000 normal blood flow. A pump can take over heart function for a period of up to five hours. Listening Spike The Box's four extendible legs hold it several The Listening Spike is a sensor device centimeters from the patient's body, and the that fires a small HDCCC spike into a nearby operator stands over the patient. solid surface. The device then listens for 183 vibration in that surface detecting the The Surgical Box is not a common vibration of vehicles, footsteps etc. Although medical device even for the Kelrath. Only the the unit's range is approximately one best of Kelrath doctors could afford to buy this kilometer, it can be extended by the S-15 E- device. As a result, there have only been a few suit. of these devices that have been made available for trade. The Listening spike may detect ambient noise such as a conversation in a Mass: 200 KG shorter radius but the fidelity of the sound is Cost: ¥30,000,000 sometimes poor. Laser Sound Projector Sensor range class: C The laser sound projector is a device Ambient noise range Class: B that uses two crossing ultraviolet laser beams Mass: 950 g to generate a tiny field of heated gas. The Cost: ¥70,000 heated gas hums quite loudly. The pitch of the humming can be modulated to emulate a Scimrahn Shelter Bag range of sounds including human voices and The shelter bag is very popular among the hiss of plasma fire. However the heated lone scouts. It is similar to a sleeping bag but gas is luminous and can be seen for a is designed to completely envelop the person significant distance. in it. The bag is infrared ablative and normally camouflaged to help prevent detection while Range: 300 meters the user is sleeping. The bag is designed to Mass: 20 Kg protect from the extreme cold that is common Cost: ¥120,000 in the recesses of the underground and is rated to -25 degrees Celsius. Scimrahn Smoke Pod This device is either dropped or hung from a belt and creates a thick billowing cloud Protects from 8 Physical and 8 Functional of smoke that is opaque. The Smoke pod is a stress per hour due to cold defensive device that is effective primarily Mass: 1.1 KG against lasers and to obscure the vision of Cost: ¥3,000 enemy troops, but is also marginally effective against plasma weapons. The primary Surgical Box (Kelrath) disadvantage of the smoke pod is that those The Scimrahn trade with the Kelrath using it are often unable to see out of the primarily for food, but there are some items smoke. Even infrared optics have difficulty that the Kelrath manufacture that the

cutting through the dense smoke that is Equipment Scimrahn cannot replicate. One such item is formulated to diffract photons. the Kelrath Surgical Box. The box is a cube sixty centimeters to a side and has four extendible legs. On top of Effect: All laser weapons firing through the the box is two holes that the operator reaches smoke have their range class diminished by into to control the box. Also on top of the box one letter. (for example: Range Class B is a view screen used to monitor the patient. becomes A. Range Class C becomes B, Etc.) The underside of the box is an array of fifty All low energy lasers such as those used in manipulators each with a different purpose. sensors and counter measures (ECMs) are Heavy manipulators can spread open the completely ablated. In addition, targeting any object through the smoke has an Impairment to hit due to vision being obscured. (Note: PB S Med L Ex Sonic and magnetic sensors are unhindered Vision 90% 90% 80% 40% 10% by the smoke and therefore have no negative Impairment modifiers.) Blast Range Class: A Mass: 334 g Cost: ¥6,000

Scimrahn Weapons Discharge Laser use of a number of the Plasma Pikes to take Equipment The ion laser uses two ultraviolet down a single E-suit. lasers to create a path for electricity to travel. The Pike is a two and a half meter In this manner the Discharge laser is able to long weapon that carries a single charge. stun an unarmored target along with normal However the lack of a high power magnetic laser damage. bottle makes the weapon impossible to hold Effects: Unarmored victims are stunned (-2 while firing. The flash from the plasma actions next turn). If the target's armor is ejection is hot enough to kill or severely injure breached by the laser beams, the stun is also anyone within two meters of the weapon. To effective. fire the weapon, it is driven into the ground, Save vs. stun: Constitution roll or Psyche roll aimed and then a timer is engaged. The timer with a 70% Impairment gives just enough time to flee the lethal blast radius. This weapon can be refilled from a PB S Med L Ex plasma conduit without any additional Damage 13 12 6 3 1 equipment. Physical 4 3 2 1 1 The blast range class for this weapon Stress is centered on the Pike itself. The Pike itself Functional 2 1 1 0 0 has an armor rating of 30 and is not damaged Stress in firing. Mental 2 1 1 1 1 This weapon requires it's own weapon skill. Stress Range Class: B (WS Plasma Pike) Payload: 50-250 Backpack Rate of Fire: 1 PB S Med L Ex Mass: 3.8 KG Damage 600 300 250 150 50 Cost: ¥45,000 Blast 30 10 5 1 1 Damage Mass Spear Range Class: C This weapon is a combination of a Blast Range Class: A thudstick and a spear. The weapon is engaged Payload: 1 when thrust forward and like the thudstick Rate of Fire: 1 multiplies the impact force of the spear to Mass: 15 Kg break through armor. Cost: ¥200,000 Damage: 45 184 Range: 2 meters Pulser cannon Payload: 10 The Pulser cannon is usually used to Rate of Fire: 1 defend a location from attacking vehicles. The Mass: 2.5 kg weapon is so large that few vehicles can carry Cost 70,000 it. This device directs a high frequency Plasma Pike radio burst and is tuned to rupture magnetic Before the Scimrahn had the ability to fields. While devices like magnetic mines also manufacture E-suits the Plasma Pike was do this, the disruption cannon is designed to their only means of defeating a Chezbah E- penetrate magnetic shielding used in plasma suit. Despite their best efforts to refine the containment units. The intended effect is a design, it often required a lucky shot or the breakdown of the plasma's magnetic bottle, The Artifact The Artifact and causes a rupture. The Pulser cannon has two other effects. One, the device will do damage to shield generators. If the pulse disrupts the forcefield enough that it collapses, the shield generator is destroyed. Second, any computer controlled vehicle that is struck by the pulse, suffers a critical hit equivalent to it's computer being destroyed (This will usually be a 90% Impairment to pilot the vehicle). The intended effect is that if the

disruption damage is higher than the damage 185 of any plasma weapons on the vehicle then the vehicle suffers an ammo explosion equal to the combined damage of it's plasma payload.

Disruption damage PB S Med L Ex Damage 2,000 1,500 1,000 500 100 Range Class: C Rate of Fire: 1 Mass: 45,00 Kg Cost: ¥70,000,000

Vortex Cannon A more powerful variant of plasma weapons. Not only does the Vortex Cannon do damage as normal plasma would, gas pressure from the vortex causes a physical impact. The vortex Cannon is available as a TF-2394 Optional Weapon System. PB S Med L Ex Damage 700 700 450 350 120 Range Class: C Payload: 10 Rate of Fire: 1 Mass: 1564.5 Kg

When this weapon is mounted the top speed of the E-suit is dropped ten (15) Km/h and flight is not possible. Cost: ¥6,200,000 Equipment Vehicles Earth Vehicles Type Wheeled Model Quad ATV Movement Vehicles top speed 120 Km/h These four wheeled all terrain vehicles are Total fuel capacity: 3 hours excellent short range transports. They can Fuel type: Gasoline travel at speeds in excess of 120 Km/h. Armor Rating: 3 Overall height .62 m Overall width 1.2 m Hit Points: 25 Overall length 2 m Crew: 1 Dry Mass 300 kg Passengers: 0-1 Full Mass 380 kg Piloting Modifier: 0 Cost: ¥100,000 Power plant type: Internal combustion

Earth Vehicles Type Wheeled Fuel type: Petroleum Diesel Model ARC30 Armored Reconnaissance Carrier 30 Armor Rating: 20 Hit Points: 800 The Armored Reconnaissance Carrier is a multifunction wheeled vehicle that can be Crew: 2 refitted to a large verity of functions. The Passengers: 15 vehicle is amphibious and fully all terrain. The Piloting Modifier: 20% Impairment front of the vehicle has a crew cabin for a pilot Cost: ¥38,000,000 and vehicle captain. The vehicle has eight large wheels that allow it to traverse obstacles Turreted Medium Machine gun under 1 meter high. The pilot can adjust the tire pressure in any or all of the tires to adjust PB S Med L Ex to driving conditions. There is a light turret Damage 15 15 12 10 8 three quarters of the way to the back of the Range Class: C vehicle and twelve weapon ports that allow Payload: 2000 passengers to fire small arms out of the Rate of Fire: 60 vehicle. Fire Arcs 1-8 The crew and engine compartments have automatic fire detection and suppression Turreted Heavy Machine gun systems. PB S Med L Ex Damage 20 20 18 16 10 186 Overall height 3.1m Range Class: C Overall width 3.4m Payload: 500 Overall length 6.7m Rate of Fire: 45 Dry Mass 12,430 kg Fire Arcs 1-8 Full Mass 13,909 kg Six Smoke Grenade Launchers Power plant type: Internal Combustion PB S Med L Ex Vision 90% 80% 60% 20% 10% Movement Impairment Top Speed 70 Km/h Blast Range Class: A Total fuel capacity: 12 hours Range Class: B The Artifact The Artifact Payload: 6 Rate of Fire: 6 Critical hits 1d10 Fire Arc 6 Front 20% chance of critical 1-2 Cockpit, pilot killed 12 Weapon Ports 3-4 Shield generator destroyed Weapon ports are slots with small 4-10 Ammo Explosion! passengers killed, armored flaps to protect passengers. These APC disabled slots are not operable from the outside of the vehicle. From the inside of the vehicle, simply Back 35% chance of critical pushing small arm's barrel through the port 1-3 Fuel Explosion! 50 points 5m blast will open the door allowing the passengers to radius fire out of the vehicle. 4 Shield Generator destroyed 187 5-10 Engine damage, all systems at half 2 Ports in Crew Compartment power. Fire Arcs 1-3 1 Port in Crew Compartment Side 70% chance of critical Fire Arcs 3-5 1-10 Wheel damaged drop top speed by 10 1 Port in Crew Compartment Km/h Fire Arcs 1, 7 + 8 4 Ports in Passenger Compartment Turret 50% chance of critical Fire Arcs 3-5 1-4 Heavy machine gun destroyed 4 Ports in Passenger Compartment 5-7 Medium machine gun destroyed. Fire Arcs 1, 7 + 8 8-10 Sensor system destroyed 40% 2 Ports in Passenger Compartment Impairment to sensor and ECM rolls Fire Arcs 5-7 VARIANTS: ECM: 10% Impairment ARC30-RCB (Radiological-Chemical- Range Class: C Biological Reconnaissance Vehicle) Sensors: 20% Impairment This is the chemical reconnaissance Range Class: D version of the ARC30. It is equipped with Shields: 1 active at 100hp lane-marking poles and flags. The flag/pole Cargo Capacity: 5000 KG dispensers are located on the rear corners of the vehicle hull. The RCB has a sealed hull Shield information and a eight hour oxygen supply. This chemical No. of shields 1 (Arcs 1-3) reconnaissance version is armed only with twin medium machine guns. Fire Arcs 1 2 3 ARC30-2C (Command Vehicle) This is the commander's variant of the 8  4 ARC30, and is equipped with an advanced sensor navigation and communication 7 6 5 package. The vehicle enables the commander of a motorized rifle battalion to control his unit and maintain communications with the Hit locations 1d10 regimental commander. For this purpose it is Arc 1 Arc 2 Arc 3 Arc 4 fitted with two Video transmitters, two 1-4 1 1 - L Side portable video transmitters. 5 2 2-5 1-5 R Side The ARC30 command vehicle consists 6-8 3-7 6-8 6 Front of a ARC30 with the turret removed and

- - - 7 Back additional radios and antennas added. There Vehicles 9-10 8-10 9-10 8-10 Turret is also a generator, which is often mounted on the vehicle roof. Immediately behind a central Arc 5 Arc 6 Arc 7 Arc 8 hatch which is in place of the turret. With a 1 1 1-4 1-5 L Side wider and raised superstructure, the vehicle 2-5 2 5 - R Side gives greater space for operators and - - - 6 Front additional equipment. 6-8 3-7 6-8 7 Back 9-10 8-10 9-10 8-10 Turret ECM: 10% Impairment right of the vehicle. The vehicle can carry 10 Range Class: C missiles to reload the launcher. Sensors: 40% Advantage Range Class: D PB S Med L Ex Shields: 1 active at 200hp Damage 11,000 9,000 9,000 3,000 900 Blast Range Class: A Shield information Range Class: D Vehicles No. of shields Payload 10 1 (Arcs 1-3) Rate of fire 1 Fire Arcs 1-8 ARC30 with Heavy Missile Launcher This vehicle consists of a ARC with its ARC30 with Surface to Air Missile turret removed and in its place, a quadruple System heavy missile launcher. This missile weighs This version consists of a rotating 29.48 kg. A total of eight missiles are carried surface-to-air missile launcher/turret including the four in the ready to launch mounted on a modified ARC30 chassis (the position. belly-wheels have been removed). The launcher/turret is fitted with four infrared- PB S Med L Ex seeking, fire-and-forget missiles, and is Damage 11,000 9,000 9,000 3,000 900 manned by one man. Additional missiles can be carried on either side of the hull. Blast Range Class: A Range Class: D Infra-red Guidance System Payload 8 Percent to Re-acquire: 75% Rate of fire 4 Fire Arcs 1-3 PB S Med L Ex ARC30 with Retractable Missile Damage 3,000 1,500 1,500 750 150 Launcher Blast Range Class: A This vehicle is ARC30 with its turret Range Class: E removed and fitted with a platform, under Payload: 4 which are mounted six light missile launch Rocket Mass: 78.4 Kg tubes. This platform is carried within the hull Fire Arcs 1-8 under armor protection while traveling. When engaging targets, the platform is raised. The ARC30-P Maintenance Assistance gunner, who is seated on the right side of the A number of older ARC30 APCs have vehicle, controls the missile through a sight been converted for use in the maintenance mounted on the front right of the vehicle roof. assistance role and have a raised tarpaulin The vehicle carries eight additional missiles, cover over the troop compartment that runs and the platform can be rearmed while almost to the rear. Consists of an ARC30 with lowered. the turret removed and replaced with a crane and other repair equipment. Standard PB S Med L Ex equipment includes an A-frame, winch, tow Damage 1,000 500 500 250 50 bars, small stowage platform to the turret rear and stabilizers under the nose of the vehicle. Blast Range Class: A This vehicle is not armed. 188 Range Class C Payload 12 ARC30 Medical Vehicles Rate of fire 1-4 The ARC30 vehicle has been adapted Fire Arcs 1 to a series of medical vehicles. The M-1 is a medical evacuation vehicle, The M-2 is a ARC30 with Heavy Missile Turret battalion medical station, and the M-3 is a This vehicle consists of the ARC30 mobile dressing station with a team of doctors with the turret removed and replaced with a and their equipment. Up to four casualties on rotating heavy missile launcher. The crew stretchers can be carried inside the hull, and reloads the launcher through a small hatch an additional 12 can be housed in an attached located behind it. The gunner controls the tent. missiles through a sight mounted on the front The Artifact The Artifact ARC30A Range Class: D This vehicle incorporates a new turret Payload: 100 system, which is of all welded steel Rate of Fire: 7 construction. Mounted externally on the top Fire Arc 1-8 of the turret is a medium automatic cannon. A medium machine gun is mounted coaxially to Six Smoke Grenade Launchers the right of the cannon. The heavy machine PB S Med L Ex gun is removed on this model. Mounted on Vision 90% 80% 60% 20% 10% either side of the cannon is a bank of three Impairment additional electrically operated, smoke Blast Range Class: A grenade launchers. Turret traverse is through Range Class: B 360 degrees with weapon elevation being Payload: 6 189 between -5 and +70 degrees. Rate of Fire: 6 Fire Arc 1-8 Medium Automatic Cannon PB S Med L Ex Damage 100 100 90 70 50

Earth Vehicles Type Unmanned Helicopter Fuel type: Gasoline Model Guardian The Guardian VTOL is a remote Armor Rating: 5 surveillance and strike vehicle. It is capable of Hit Points: 70 launching off the back of a truck and can land Barrier Points: 6 in a space 15 meters around. The Guardian is Crew: 0 not autonomous and must be piloted from remote. This can cause some significant Passengers: 0 limitations to its use in the underground. Piloting Modifier: 0 There have been instances that Chezbah Cost: ¥1,000,000 priests have taken control of the VTOL despite the use of safeguards. Missile Rack The Guardian VTOL has a variant PB S Med L Ex developed for use on The Artifact. Because of Damage 900 700 500 250 50 earth forces inability to launch their own communications satellites, their ability to co- Blast Range Class: B ordinate troop movement has been limited. Range Class C However the Guardian's ability to hover at Payload 5 over twenty thousand feet, makes it an Rate of fire 5 effective surrogate. The G-Com1 is a Fire Arcs 1 communications variant that can be used to oversee the battlefield and give commands ECM: 0 from afar. Range Class: C Sensors: 10% Advantage Overall height 1.2m Range Class: D Overall width 2.1m Overall length 2.1m Fire Arcs Dry Mass 3693 kg \ 1 / Full Mass 4820 kg Vehicles 4  2 Power plant type: Internal combustion / 3 \ Movement Flying Top Speed 500 Km/h Hit locations 1d10 Total fuel capacity: 7 hours Arc 1 Arc 2 Arc 3 Arc 4 1 1 1 1 Landing Gear 9-10 Engine damage, all systems at half 4-7 4-7 4-7 4-7 Body power. 8-10 8-10 8-10 8-10 Rotor Rotor 99% Chance of critical 1-3 Minor damage slow descent to the Critical hits 1d10 ground. Landing Gear 80% chance of critical 4-10 Major damage, crash landing! 1-10 Landing gear destroyed. Variants: G-Comm1 Command Vehicle Vehicles Body 60% chance of critical 1-2 Sensor system destroyed -20 to The G-Comm1 is a command and co- sensor rolls ordination vehicle that is used to observe and 3-4 Ammo explosion! 200 pts 5m blast communicate with units up to 100 kilometers radius away from the command post. This variant is 5-6 Missile Rack Destroyed unarmed. 7-8 Fuel Explosion! 40 points 10m blast radius Sensors: 40% Advantage Range Class: E

Earth Vehicles Type Tracked Fire Arcs Model R4 Bulldozer 1 2 3 Because of the cost and difficulty of transporting large vehicles to The Artifact, the 8  4 bulldozers that have been teleported are small bulldozers. However they are still highly 7 6 5 effective. Hit locations 1d10 Overall height 2.7m Arc 1 Arc 2 Arc 3 Arc 4 Hit Overall width 4m Location Overall length 9m 1-4 1-8 1-4 - Front Dry Mass 8919 Kg Full Mass 9269 Kg 5-7 9-10 5-7 1-6 Track 8-10 - 8-10 7-10 Side Power plant type: Internal Combustion - - - - Back

Movement Arc 5 Arc 6 Arc 7 Arc 8 Hit Top Speed 20 Km/h Location Total fuel capacity: 12 Hours 187 L Fuel type: Diesel - - - - Front 1-3 1-6 1-3 1-6 Track Armor Rating: 30 4-6 - 4-6 7-10 Side Hit Points: 300 7-10 7-10 7-10 - Back Crew: 1

190 Critical Hits 1D10 Passengers: 1 Front 30% chance of critical Piloting Modifier: 60% Impairment 1-5 Engine damaged, speed and Manhour Cost: $120,000 rating down 50% 6-10 Pilot Cabin, pilot takes 50% of damage to Sensors: None vehicle.

Manhour Rating = 75 Earthmoving. Track 30% chance of critical 1-10 Tread damaged. speed and Manhour rating down 50%

Side 60% chance of critical The Artifact The Artifact 1-3 Engine damaged, speed and Manhour This is usually a field prepared rating down 50% variant. Slabs of CCC or steel with concrete 4-10 Pilot Cabin, pilot takes 50% of damage to poured in front of it add huge amounts of hit vehicle. points and greatly reduce the chances of critical hits. Back 60% chance of critical 1-2 Transmission Damage, speed and Armor Rating: 40 Manhour rating down 50% Hit Points: 1000 3-10 Pilot Cabin, pilot takes 50% of damage to Manhour Rating = 50 Earthmoving. vehicle. All critical location percentages are reduced Variant: Armored Bulldozer by 25% 191

Skid Steer Type Tracked Fire Arcs Model Skid Steer \ 1 / These small tracked vehicles are valued for their balance of size, power and 4  2 versatility. Their small size makes it easier to / 3 \ transport them and they are capable little earthmovers. Hit locations 1d10 Overall height 2 m Arc 1 Arc 2 Arc 3 Arc 4 Hit Overall width 1.7 m Location Overall length 3.5 m 1-4 1-2 1-2 Front Dry Mass 3,525 Kg 5-7 3-5 1-4 3-5 Track Full Mass 3,625 Kg 8-10 6-8 5-6 6-8 Side Power plant type: Internal Combustion - 9-10 7-10 9-10 Back

Movement Top Speed 10 Km/h Critical Hits 1D10 Total fuel capacity: 24 Hours 50 L Front 30% chance of critical Fuel type: Gasoline 1-5 Engine damaged, speed and Manhour rating down 50% Armor Rating: 10 6-10 Pilot Cabin, pilot takes 50% of damage to Hit Points: 100 vehicle. Crew: 1 Track 30% chance of critical Passengers: 0 1-10 Tread damaged. speed and Manhour Piloting Modifier: 40% Impairment rating down 50% Cost: $25,000 Side 60% chance of critical 1-3 Engine damaged, speed and Manhour Sensors: None rating down 50% 4-10 Pilot Cabin, pilot takes 50% of damage to Manhour Rating = 20 Earthmoving, 10 Heavy vehicle. Lifting.

Back 60% chance of critical Vehicles 1-2 Transmission Damage, speed and Manhour rating down 50% 3-10 Pilot Cabin, pilot takes 50% of damage to vehicle. Tractor Trailer Type Wheeled Model Tractor Trailer Power plant type: Internal Combustion Although poorly suited for Movement unprepared roads, Tractor Trailers are very Top Speed 210 Km/h useful for moving large amounts of cargo. Total fuel capacity: 13 Hours 1500 L Vehicles Tractor Trailers are able to haul especially Fuel type: Diesel heavy loads that Scimrahn Freighters cannot carry. The stats here are for a tractor trailer with a flatbed trailer but other types of trailers Armor Rating: 10 are similar but likely have a smaller cargo Hit Points: 600 capacity. Crew: 1 Passengers: 1-3 Overall height 4 m Overall width 2.59 m Piloting Modifier: 60% Impairment Overall length 6 m Cost: ¥20,00,000 Dry Mass 12,000 Kg Full Mass 112,000 Kg Sensors: None Cargo Capacity: 100,000 Kg

I-CA Vehicle Crew: 30 Passengers: 85 Piloting Modifier: 60% Impairment Cost: ¥46,000,000

Sensors: 10% Advantage Type Dirigible Range Class: D Model Catfish Cargo Capacity: 80,000 Kg The Catfish model is a helium filled Fire Arcs semi rigid dirigible. It has a much longer range than heavy lift helicopters and can carry 1 2 3 far more weight. The catfish is a very large dirigible purpose built for use on The Artifact, 8  4 it has steel bumpers that extend out in the front of the vehicle to prevent collisions with 7 6 5 walls and give the Catfish it’s name. Hit locations 1d10 Overall height 30m Arc 1 Arc 2 Arc 3 Arc 4 Hit Overall width 27.2m Location Overall length 232m Dry Mass 100,100 Kg 1-4 1-6 1-4 1-2 Front 192 Full Mass 180,100 Kg 5 - 5 3-4 Back 6 - 6 5-6 Belly Power plant type: Internal Combustion. 7-8 7-8 7-8 7-8 Cockpit 9 9 9 9 Engine Movement 10 10 10 10 Fin Flying Top Speed 120 Km/h Total fuel capacity: 30 Hours Fuel type: Gasoline / Alcohol

Armor Rating: 5 Hit Points: 400 The Artifact The Artifact Arc 5 Arc 6 Arc 7 Arc 8 Hit Location Belly 60% chance of critical 1 - 1 1-2 Front 1-5 Gas bag rupture 20 Km/h decent 2-5 1-6 2-5 3-4 Back 6-10 Cargo damaged 6 - 6 5-6 Belly Cockpit 30% chance of critical 7-8 7-8 7-8 7-8 Cockpit 1-8 Crew Hit 1D10 crew killed. 9 9 9 9 Engine 9-10 Controls damaged 60% Impairment 10 10 10 10 Fin to pilot

Critical Hits 1D10 Engine 30% chance of critical 1-5 Engine damage, energy cut in half, all Front 60% chance of critical 193 1-8 Gas bag rupture 20 Km/h decent systems at half power. 9-10 Sensors destroyed 5-10 Fuel explosion! 100 points 10m blast radius Back 60% chance of critical 1-8 Gas bag rupture 20 Km/h decent Fin 30% chance of critical 9-10 Fuel Explosion! 100 points 10m blast 1-10 Rudder Damage 40% Impairment to radius pilot

ASO Vehicle Dry Mass 29,000 Kg Full Mass 41,500 Kg

Power plant type: Internal Combustion.

Movement Flying Top Speed 300 Km/h Total fuel capacity: 3 Hours Fuel type: Gasoline

Armor Rating: 4 Hit Points: 110 Crew: 3 (2 Pilots 1 Crane Operator) Passengers: 10 Type Helicopter Piloting Modifier: 40% Impairment Model J3N1 “Big Jenny” Cost: $25,000,000 The J3N1 is a multifunction heavy lift helicopter. It is a twin counter rotating rotor Sensors: 10% Advantage design that uses cross thrust to stabilize heavy Range Class: D loads. Although the blades counter rotate they can vary their rate of rotation to generate Cargo Capacity: 12,000 Kg more or less thrust. On board computers track the blades in real time and ensure that they do Fire Arcs not collide. In addition to this the J3N1 had 1 2 3 four modular cargo pods that allow it to modify its primary heavy lift function into 8  4 hostile extractions and as a fuel transport. The Vehicles Heavy Lift functionality comes from four on 7 6 5 board cranes that extend from the four corners of the helicopter. Hit locations 1d10 Overall height 8.3m Overall width 29.4m Overall length 36m Arc 1 Arc 2 Arc 3 Arc 4 Hit Troop Pod Location Reduces the total cargo capacity by 1-4 1-4 1-4 1-4 Body 3000 Kg but adds the capacity to carry troops 5-6 5-7 5-6 5 Cockpit and give light fire support. 7-9 8-10 7-9 6-7 Rotor Passengers = 12 10 - 10 8-10 Cargo pod Machine Gun

Vehicles PB S Med L Ex Arc 5 Arc 6 Arc 7 Arc 8 Hit Damage 20 20 18 16 10 Location 1-2 1 1-2 1-4 Body Range Class: C Payload: 600 - - - 5 Cockpit Rate of Fire: 60 3-5 2-4 3-5 6-7 Rotor 6-10 5-10 6-10 8-10 Cargo pod Machine Gun Grenade Launcher PB S Med L Ex Critical hits 1d10 Damage 50 40 20 10 2 Body 30% chance of critical Range Class: C 1-2 Cargo hook destroyed Blast Range Class: A 3-6 Engine damage 40 Km/h decent Payload: 100 7-8 Fuel explosion! 100 points 10m blast Rate of Fire: 8 radius 9-10 Sensors destroyed Fuel Pod Reduces the total cargo capacity by Cockpit 30% chance of critical 3000 Kg but adds large fuel tanks that can be 1-4 Controls damaged -30 to pilot used to refuel other vehicles. Because the fuel 6-10 Crew killed may be of different types the J3N1 does not have the ability to draw fuel from these pods Rotor 50% chance of critical directly. A Repair Machinery roll and 2 1-10 Rotor destroyed manhours of work can make the J3N1 use the tank to extend it’s range. Cargo pod 30% chance of critical 1-2 Cargo in left front pod destroyed Liters of fuel: 1200 3-4 Cargo in right front pod destroyed 5-7 Cargo in left back pod destroyed Missile Pod 8-10 Cargo in right back pod destroyed Reduces the total cargo capacity by 3000 Kg but adds a powerful pilot operated 25mm Machine Gun Pod missile launcher. Reduces the total cargo capacity by 3000 Kg but adds a gunner station with a Missile Rack 25mm Machine Gun. PB S Med L Ex PB S Med L Ex Damage 1000 500 500 250 50 Damage 80 80 70 65 40 Blast Range Class: B Range Class C Range Class: C Payload 50 Payload: 300 rounds Rate of fire 1-50 194 Rate of Fire: 30 Fire Arcs 4 or 8

C-Suit Type C-Suit rubble. Many Chezbah cities use these when they are being rebuilt and one or more will Model Builder 562869 remain in the city afterward but often fall into This Chezbah C-Suit is a mining and disrepair. emergency rescue vehicle. It is used for mining ore a the core and is used to rescue The C-Suit walks on it’s many legs to workers that have been trapped in fallen distribute it’s mass on soft ground. Even when The Artifact The Artifact fully loaded it can travel well on loose ground function for rescue operations. and rubble without disturbing it, an important 195

Overall height 2.6 m PB S Med L Ex Overall width 6.2 m Damage 10,000 9,000 2,000 1,000 100 Overall length 24 m Range Class A Dry Mass 8,919Kg Rate of fire 1 Full Mass 27,269 KgPower Fire Arc 1-3 plant type: Electrical Sonic Hammer Movement Used to shake apart tightly packed Top Speed 40 Km/h stones when mining. This tool is too Total fuel capacity: 12 Hours unpredictable for rescue operations. Fuel type: Batteries PB S Med L Ex Armor Rating: 70 Damage 500 500 200 100 50 Hit Points: 3000 Range Class A Crew: 1 Rate of fire 1 Passengers: 100 (in cargo beds) Fire Arc 1-3 Vehicles Piloting Modifier: 80% Impairment Cost: 10,000,000 Sensors: 10% Advantage Range Class: B Particle Beam Used for cutting into stone or CCC. This Cargo Capacity: 18,000 Kg tool is useful for mining and rescue. Manhour Arc 5 Arc 6 Arc 7 Arc 8 Hit Rating Location Earthmoving - - - 1-2 Head 120 1 1 1 3 Arms Shield 2-7 2-6 2-7 4-7 Legs Information 9-10 7-10 8-10 8-10 Bin Shields: 1 Vehicles active at 200 hp Critical hits 1d10 No. of shields: 1 (Arc 1 only) Head chance of critical 40% Fire Arcs 1-3 Cockpit, pilot killed vehicle disabled. 4-7 Particle Beam destroyed. 1 2 3 8-10 Sonic Hammer destroyed. 8  4 Arms chance of critical 40% 7 6 5 1-10 Linkages damaged, arm inoperable. Legs chance of critical 40% Hit locations 1d10 1-4 Linkages damaged speed down 10% Arc 1 Arc 2 Arc 3 Arc 4 Hit 5-10 Batteries destroyed speed down 10% Location 1-4 1-6 1-4 1-2 Head Bin chance of critical 20% 5 7-8 5 3 Arms 1-8 Cargo damaged, cargo takes 50% of damage to vehicle. 6-8 9 6-8 4-7 Legs 9 Batteries damaged, sensors and 9-10 10 9-10 8-10 Bin equipment at 50% power, does not effect movement. 10 Bin Coupler destroyed, one of the bins is disconnected, cargo capacity down 6000 Kg

C-Suit Type C-Suit as it does not leave a specified area. However if the Walking Robot is to be used as a vehicle, Model Hosent Walking it is now piloted to the Power Hex and a Robot battery of utracapacitors is removed and These C-Suits are made from a attached to the power input of the robot. Now Hosent robot removed from it’s housing and the vehicle is able to travel short distances. powered electrically by harvesting The Hosent Walking Robot is one of ultracapacitors from the power management the oldest C-Suits in the history of The systems in the Power Hex nearby. Artifact. When they started to be built is not The Hosent robot is reprogrammed entirely clear but it was the Scimrahn that and controls are attached to it’s computer. make use of them most often today. In fact Then it extends it’s arms down to the ground only a few centuries ago the Scimrahn used and it’s connection to the housing is cut. As them as general purpose vehicles. It is said that the Hunter E-Suit was specifically 196 this severs the electrical connection to the robot, an extension cord must be made to designed to hunt down and destroy Hosent reconnect it to power. This cord is often Walking Robots. harvested from another hex and is up to ten These vehicles are durable but their kilometers long. Once powered, the robot then legs are not well suited to lifting the mass of lowers itself to the ground and one of the walls the body. Because of this, the loss of a single of the Hosent’s housing is disassembled leg can either topple or immobilize the allowing the robot to exit. Next the Hosent vehicle. robot’s arms must be reconfigured and reenforced to hold up the mass of it’s body. Once this is done, it is a Hosent Walking Overall height 141.2 m Robot but it is only powered by it’s extension Overall width 35.4 m Overall length 35.4 m

The Artifact cord. In some industry tribes it is left this way The Artifact Dry Mass 150,230 Kg Manhour Rating Full Mass 152,466 Kg Earthmoving 20 Heavy Lifting 80

Lifting Capacity: 30,000 Kg

Fire Arcs 1 2 3

8  4

7 6 5 197

Hit locations 1d10 Arc 1 Arc 2 Arc 3 Arc 4 Hit Location 1-5 1-5 1-5 1-5 Leg 6-8 6-8 6-8 6-8 Body 9 9 9 - Cockpit 10 10 10 10 Power Supply

Arc 1 Arc 2 Arc 3 Arc 4 Hit Location 1-5 1-5 1-5 1-5 Leg 6-8 6-8 6-8 6-8 Body - - - - Cockpit 9-10 9-10 9-10 9-10 Power Supply

Critical hits 1d10 Power plant type: Electrical Body chance of critical 20% 1-4 Power Supply damaged, 1/2 range Movement 5-6 Hydraulic system damaged 1/2 speed Walking Top Speed: 25 Km/h 7-10 Brain destroyed, robot collapses Total fuel capacity: 1.5 Hours Fuel type: Electrical Arc Furnace/Cockpit chance of critical 20% Armor Rating: 40 1-6 Controls destroyed, robot immobilized Hit Points: 3,500 7-10 Cockpit hit pilots killed Crew: 1 Passengers: 12 Legs chance of critical 50% Piloting Modifier: 2 60% Impairments 1-6 Linkages vehicle immobilized Cost: 500,000 7-10 Bracing damaged vehicle collapse

Sensors: Sonar Power Supply chance of critical 40% Range Class: B 1-10 Power Supply damaged 1/4th of all power lost Vehicles C-Suit Vehicles

Type C-Suit Overall height 20.3 m Overall width 28.9 m Model Kennis Thuphe Overall length 35.3 m The Kennis Thuphe is the largest C- Dry Mass 390,900 Kg Suit in production. There are several other Full Mass 681,056 Kg heavy construction vehicles that the Kelrath produce but they are not considered C-Suits. Power plant type: Internal Combustion Because it’s size and power it is highly prized by the Scimrahn when building rubble pile Movement style safe houses. Driving Top Speed 10 Km/h The name of the C-Suit means “Big Walking Top Speed: 2 Km/h Kennis”, Kennis being the oracle called “the Total fuel capacity: 12 Hours 6883 L master builder”. This enormous E-Suit is used Fuel type: Liquid Carbon for heavy lifting and earthmoving. Most large Kelrath cities have at least one and mining Armor Rating: 90 communities will often have several. Hit Points: 17,000 198 A small number of these have become Crew: 4 available to Earth forces. Passengers: 2 Piloting Modifier: 80% Impairment The Kennis Thuphe uses a hybrid Cost: 3,200,000,000 drive system. When moving any distances, the C-Suit uses its wheels to move. When moving Sensors: Ground penetrating radar in over heavily broken ground it walks by toes moving one leg at a time. When digging or Range Class: B lifting it’s eight toes stabilize the front two legs. Manhour Rating Earthmoving 400 Heavy Lifting 1500 The Artifact The Artifact

Lifting Capacity: 280,000 Kg Critical hits 1d10 Shovel chance of critical 20% Fire Arcs 1-10 Linkages 1 2 3 Wheels chance of critical 20% 8  4 1-4 Engine Damage, all systems at half power. 7 6 5 5-10 Fuel Explosion! 800 points 10m blast radius

Hit locations 1d10 Legs chance of critical 30% Arc 1 Arc 2 Arc 3 Arc 4 Hit 1-7 Linkages, leg inoperable speed down 199 Location 1/2 1-3 1-4 1-3 1-2 Shovel 8-10 Stabilizing toes damaged, vehicle 4-5 5-6 4-5 3-4 Wheels unable to lock in place for lifting 6-7 7-8 6-7 5-7 Legs Body chance of critical 30% 8-9 9-1- 8-9 8-9 Body 1-6 Fuel Explosion! 800 points 10m blast 10 - 10 10 Cockpit radius 7-8 Floodlight destroyed Arc 5 Arc 6 Arc 7 Arc 8 Hit 9-10 Computer damaged -40 to pilot Location 1 - 1 1-2 Shovel Cockpit chance of critical 30% 1-8 Crew killed 2-3 1-2 2-3 3-4 Wheels 9-10 Gyroscope damaged -30 to pilot 4-5 3-4 4-5 5-7 Legs 6-8 5-7 6-8 8-9 Body 9-10 8-10 9-10 10 Cockpit

Scimrahn Vehicle Type Anti-Grav Overall height 6.3 m Overall width 3.1 m Model Fuel Carrier Overall length 12.4 m This is a variant of the Scimrahn Dry Mass 5,493 Kg Freighter that has a hull designed to carry Full Mass 15,200 Kg liquid instead of dry cargo. These vehicles are very dangerous to pilot because of the huge Power plant type: Anti-Grav quantity of fuel they carry. Movement Top Speed 80 Km/h Total fuel capacity: 2 Months 1,050.6 L Fuel type: Liquid Carbon

Armor Rating: 10 Hit Points: 1500 Crew: 2 Passengers: 2 Vehicles Piloting Modifier: 40% Impairment Cost: 7,000,000

2 Turrets of 2 Lasers PB S Med L Ex Damage 20 20 10 5 1 Range Class C Rate of fire 1 each (4 total) Hit locations 1d10 Fire Arcs T1-1,2,3 T2-1,3,4 Arc 1 Arc 2 Arc 3 Arc 4 Hit Location ECCM: 10% Advantage 1-6 1-5 1-3 1-5 Body Range Class: B Sensors: 10% Advantage 7-8 6-8 4-5 - R Legs Range Class: C 9-10 - 6-7 6-8 L Legs - 9-10 8-10 9-10 AG Engine Vehicles Cargo Capacity: 9,707 Kg Critical hits 1d10 Shield Information Body 20% chance of critical Shields: 1 active at 100 hp 1-2 Cockpit, pilot killed No. of shields: 2 (Arcs 1+3) 3 Laser Destroyed 4-10 Cargo damaged Fire Arcs \ 1 / Engine 35% chance of critical 1-4 Fuel Explosion! 800 points 10m blast 4  2 radius 5-10 Engine damage, all systems at half / 3 \ power.

Leg 30% chance of critical 1-10 Linkages, Leg inoperable Top speed down 1/6

Scimrahn Vehicles Type Anti-Grav Piloting Modifier: 0 Model Rapid Attack Cost: ¥57,000,000 Transport Shields: 1 active at 200 hp This light AG vehicle is used by the Scimrahn in guerilla actions against the Shield information Chezbah. The R.A.T. as it is called by Earth No. of shields 1 (Arcs 1 or 3) forces (restor pid or fast strike in Scimrahn) is one of the smallest AG vehicles and the only Fire Arcs one to have it's own defensive force field. \ 1 /

Overall Height 40 cm 4  2 Overall Width 86 cm / 3 \ Overall Length 2.4 m Full Mass 423 kg Hit locations 1d10 Arc 1 Arc 2 Arc 3 Arc 4

200 Power plant type: Plasma Coil 1-4 1-3 1 1-3 AG Eng Movement 5-9 4-7 2-3 4-7 Body top speed 120 Km/h 10 8-10 4-10 8-10 Thrusters Total fuel capacity: 2 hours Fuel type: Plasma Critical hits 1d10 Body 60% chance of critical Armor Rating: 15 1-6 Pilot hit 7-8 Shield Generator Destroyed Hit Points: 50 9-10 Controls Destroyed 80% Impairment to Crew: 1 Piloting skill Passengers: 0 The Artifact The Artifact Thrusters 40% chance of critical AG Eng 20% Chance of critical 1-4 Fuel Explosion! 100 points 10m blast 1-6 Minor damage slow descent to the ground. radius RAT inoperative! 5-10 Thruster damage, cut flight speed in half. 7 - 10 Major damage, crash landing!

Scimrahn Vehicles Type Armor Model Powered Armor

A light weapon system that is used as 201 a quick strike platform. Powered Armor uses a plasma coil to power the system. While not a vehicle in itself, the powered armor does have shield generators and weaponry that make it nearly a match against an E-suit at close range. The prohibitive cost to build the suits prevents their widespread use. In addition, the armor is very heavy and the user must support the bulky armor slowing movement and tiring the user.

Overall Height Varies Overall Width 80 cm Overall Length 89.5 cm Full Mass 52 kg

Power plant type: Plasma Coil Total fuel capacity: 4 hours

Armor Rating: 100 Particle Spear Hit Points: 200 The particle spear is powered through Stress per hour: a conduit in the arm. Physical 20 Functional 10 PB S Med L Ex Mental 2 Damage 350 300 100 20 2 Cost: ¥24,000,000 Range Class: B Rate of Fire: 1 Mass: 5.8 Kg

Shields: 1 active at 300 hp Vehicles Appendix Berm Calculations Manhours for one meter long 3 for first meter of hight x 3 for the second meter x 3 for third meter x 3 for fourth meter

Vehicles x 3 for the fourth meter etc. Multiply the last meter value by 3 for each additional meter in hight.

Hit Points for one meter long 500 for first meter of hight x 3 for the second meter x 3 for third meter x 3 for fourth meter x 3 for the fourth meter etc. Multiply the last meter value by 3 for each additional meter in hight.

Manhour The work that one person can accomplish in one hour.

Speed Calculations Light Vehicle √ Energy to Movement x 60

Speed Calculations Medium Vehicle √ Energy to Movement x 50

Speed Calculations Heavy Vehicle √ Energy to Movement x 30

Speed Calculations Super Heavy Vehicle √ Energy to Movement x 10 202 The Artifact Vehicle Type: Power plant type: Design Power plant energy: Model: Power plant mass: Fuel Type: Overall height: Fuel capacity: Overall Width: Fuel mass: Overall Length: Dry Mass: Material Collection Time: Full Mass: Materials To Parts: Vehicle Rating: Assembly Time: Hull Data Piloting Modifier Hull Material: Equipment Piloting Modifier: Hull Thickness: Armor Rating: Control Systems Hull Multiplier: Hit Points: Control Piloting Modifier:

Hull Mass: Piloting Modifier:

Weapons Arms # of Arms: Str: Punch Damage: PB S Med L ExDex CDF: Damage: Length: Energy: Mass: Equipment Mass: Energy: Range Class: Item Mass Energy ROF: Turrets Payload: Item: Fire Arcs: Item Mass: Turret Mass: PB S Med L Ex Damage: Item: Energy: Fire Arcs: Mass: Item Mass: Range Class: Turret Mass: ROF: Payload: Sensors Skill Modifier: Range Class: PB S Med L ExEnergy: Damage: Mass: Energy: Mass: ECM Range Class: Skill Modifier: Total Mass: ROF: Range Class: Total Energy: Payload: Energy: Mass: Performance Penalties Total Energy: Number of Penalties: Total Mass: ECCM Skill Modifier: Shields Fire Arcs Covered Range Class: No. of Shields: \ / Energy: HP: Mass: Energy:  Mass: Total Energy: Total Piloting Modifier: / \ Total Mass:

Drive system type: Drive system type: Drive system mass: Drive system mass: Energy to Movement: Energy to Movement: Max Vehicle Mass: Max Vehicle Mass: Top Speed: Top Speed: Critical Hits Notes Arc 1 Arc 2 Arc 3 Arc 4 Critical Hit Location

Critical Hit Locations Location Crit Vehicle Type: Power plant type: Design Power plant energy: Model: Power plant mass: Fuel Type: Overall height: Fuel capacity: Overall Width: Fuel mass: Overall Length: Dry Mass: Material Collection Time: Full Mass: Materials To Parts: Vehicle Rating: Assembly Time: Hull Data Piloting Modifier Hull Material: Equipment Piloting Modifier: Hull Thickness: Armor Rating: Control Systems Hull Multiplier: Hit Points: Control Piloting Modifier:

Hull Mass: Piloting Modifier:

Weapons Arms # of Arms: Str: Punch Damage: PB S Med L ExDex CDF: Damage: Length: Energy: Mass: Equipment Mass: Energy: Range Class: Item Mass Energy ROF: Turrets Payload: Item: Fire Arcs: Item Mass: Turret Mass: PB S Med L Ex Damage: Item: Energy: Fire Arcs: Mass: Item Mass: Range Class: Turret Mass: ROF: Payload: Sensors Skill Modifier: Range Class: PB S Med L ExEnergy: Damage: Mass: Energy: Mass: ECM Range Class: Skill Modifier: Total Mass: ROF: Range Class: Total Energy: Payload: Energy: Mass: Performance Penalties Total Energy: Number of Penalties: Total Mass: ECCM Skill Modifier: Shields Fire Arcs Covered Range Class: No. of Shields: Energy: HP: Mass: Energy: Mass: Total Energy: Total Piloting Modifier: Total Mass:

Drive system type: Drive system type: Drive system mass: Drive system mass: Energy to Movement: Energy to Movement: Max Vehicle Mass: Max Vehicle Mass: Top Speed: Top Speed: Critical Hits Notes Arc 1 Arc 2 Arc 3 Arc 4 Critical Hit Location

Arc 5 Arc 6 Arc 7 Arc 8 Critical Hit Location

Critical Hit Locations Location Crit