Star Mogul Distant Worlds

The first supplement to the rather fantastic scifi miniatures rules Star Mogul and brings in new rules and alien races t

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Star Mogul: Distant Worlds ™ ‘Star Mogul: Ruins of an empire’ core rulebook needed to play. Produced by Alpha forge Games ™ © Alpha Forge Games 2006. All rights reserved. Artwork by Rod Tyson and ‘Merubi’ (http://illustrange.8m.com/) Thanks Melvin! Rules appearing in this supplement take precedence over rules appearing in the ‘Star Mogul: Ruins of an empire’ core rulebook. Please take note of the following legal notices which apply to all our products: All artwork, logos and all the images contained within this supplement and within all our printed literature is the exclusive copyright of Alpha Forge Games(tm). © Copyright Alpha Forge Games(tm) 2005. All rights reserved. 'Star Mogul: Ruins of an Empire', ‘Star Mogul: Distant Worlds’ and all images and designs, including our 'Star Mogul: Ruins of an Empire' ranges of Science Fiction Miniatures, associated with this product are the exclusive copyright of Alpha Forge Games(tm). © Copyright Alpha Forge Games(tm) 2005. All rights reserved. The terms 'Arclight Blaster', 'NOVA Bombard', 'Tachyon Rifle', 'Super minigun', 'Avenger 19 assault rifle', 'Hades Battle-armor', 'Humanoid Augmentation Dangerous Environment Suit', 'cyber knuckles', 'Hydrissian', 'Thump gun', 'Salvage Dog', 'Devourer Cult', 'X12 Cult of Androids','Mekk', 'Dark Tribes of the Abyss', 'Yagamuna', 'Wyyrd Folk' and the 'Star Mogul: Ruins of an Empire', and the ‘Dark tribes of the Abyss’ logos are all either ®, TM and/or © Copyright Alpha Forge Games(tm) 2005. All Rights Reserved.

Earnest thanks for purchasing Alpha Forge products! We hope you enjoy the contents of this supplement. We certainly had fun putting it all together! Visit our website and keep up to date with all the exciting new developments we have in the pipeline for ‘Star Mogul: Ruins of an empire’ and our forthcoming game ‘Dark Tribes of the Abyss’.

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Contents Page number The Hydrissians………………………..…………………………………………………………….2 Pang Xu Smith extract 1………………….…………………………………………………………..3 Hydrissian wandering noble retinue….…………………………………………………....……4 Managing honor points and credits….……………………………..….5 Committing a crime (noble crime table)…..…………………………...5 Hydrissian noble stats………………...…………………………….…..6 Creating a retinue………………………………………………………..6 Pang Xu Smith extract 2……………………….……………………………………………………..7 The ‘Hope of the unforgiven’…..….………………………………….…………………………..8 Retainers and equipment………………………………………….…..8 ‘Gorgon’ reconnaissance fighter….…………………………………10 Scavenger drone……………….……………………………………..11 The ‘Grace of the faithful’………………………………………………………………………..12 Gurax clan of war….……….…………………………………………12 Seloi clan of science……….…………………………………………13 Arganth clan of engineers........................................................…...16 ‘Dartwing’ attack bike…………….……………………………………17 Pang Xu Smith extract 3………………………….…………………………………………………18 Asteroid miners……………………………………...……………………………………………..19 The story of ‘Fire Lily’ section 1…………….……….……………………………………………...20 Asteroid miner clan……………………………………….………………………………………..21 Cyborg rules….……………………………………………………….21 Clan chief…….………….…………………………………………….21 Creating an asteroid miner clan…………………………….……………………………………22 Good traits…………………….………………………………………22 Bad traits……………………….……………………………………..23 Asteroid miner basic crew (‘Centaur chassis’)……………………24 Asteroid miner equipment……………………...………………..24/25 Asteroid miner ‘Prefect’……………………….……………………..26 Security drones………………………….……………………………27 The story of ‘Fire Lily’ section 2…………………….……………………………………………...28 Asteroid miner ‘seismic artillery’……………………………………29 ‘Cyclops’ heavy duty mining machinery…………………………….30 Space pirates…………………………………………………………31 Game missions………………………………………………………………...…………………...32 Crashed star freighter………………………………………………..32 First contact……………..……………………………………………34 The story of ‘Fire Lily’ section 3…………………….……………………………………………...37 Rules updates and notes…………………………………………………………………………38

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Hydrissian Wandering Noble retinue The nobles of the hydrissian senate are privileged individuals that are engaged in managing the political and economic welfare of the hydrissian race on Hydris Prime, and among the stars. The senate consists of several hundred members drawn from the various clans as representatives of the wider clan interests. Some clans are small and can only send one representative to the senate. Others are large and send several nobles forward to represent their larger share of the populace. The clans usually have a defining role that gives them a niche and purpose. Where one clan may be centered on agriculture, another may be primarily involved with security, or science. There are hundreds of clans; each one specialized in some way. Tensions sometimes exist between rival clans that may spill over onto the floor of the senate. Political intrigue, plots and corruption are commonly practiced by many senate members as they attempt to obtain the most favourable gains for themselves and their clan. Those members engaged in such activities often find themselves at the mercy of their enemies when things go wrong and their activities are exposed to the senate at large. The severity of the punishment largely depends on the crime, as well as whom they have offended. Being sent to an off world penal colony, impoverishment and ridicule, or exile may be the result. If a disgraced noble is banished from the home world, they must leave immediately. From then on, and until they are forgiven, they must eke out a meager existence among the stars. The noble may take a retinue of close friends with them. These companions are motivated by their love of their leader, but also because the senate will recognize their services as helpers and followers for one who is considered temporarily lost. It is seen as their task to protect the wayward noble while the senate finds forgiveness in their hearts to welcome him home. Forgiveness can only come if the noble performs useful deeds while in exile. Finding valuable items, founding a new colony on another world, or generally furthering the hydrissian cause among the stars will earn the noble recognition by the senate. The senate, in turn, will reward the exiled noble with honor and trust - the more the noble obtains, the more the senate will be inclined to distribute resources and manpower to the noble to aid him. This system works well, as the crimes are repented and at the same time they help the hydrissian race as a whole continue its expansion across the frontier. Nobles often die while in exile, though a few famous ones have earned their names in legend. The founding of the original hydrissian colony on Hydris Prime would not have happened without the efforts of Kerin-Kerin’s retinue during the battle for Hydris Prime immediately before the hydrissian migration occurred. Playing a wandering noble’s retinue in Star Mogul will mean your primary goal is to gain favor with the senate by obtaining valuable items, capturing important assets and performing notable deeds. This will earn you ‘honor’ points, which work as currency in hydrissian society. They can be spent on employing new hydrissian crew and equipment to improve the effectiveness and fighting abilities of your force. A hydrissian noble will also have the optional advantage of being able to sell their gains on the fringes of human space for human ‘credits’ instead. These can be used to buy human equipment and employ human crew. However, the Frontier Union (FU), which is human kind’s foremost political authority on the Outer Rim, takes a very dim view of the hydrissian wandering nobles, seeing them as alien agitators, usurpers, opportunists and outright criminals (which they are!). They are generally ostracized throughout human space and few will deal directly with them. This makes life difficult for the wandering noble on the frontier. A player with a wandering noble retinue must keep a permanent record of all the honor that they ever receive from the senate, even if they use the honor to acquire new equipment and crew. When the total honor received reaches a certain level (based upon the severity of the noble’s original crime), the noble will be ‘forgiven’ by the senate. When a noble reaches ‘forgiven’ status he will be welcomed back into the ranks of hydrissian society and be given access to special equipment and privileges that are not normally available to exiles and criminals. 4

Managing honor points and credits The hydrissian currency is ‘honor’ points. Honor is handed out by the senate in recognition of valuable goods acquired or deeds performed by a member of hydrissian society. Honor can be used to obtain equipment and new crew members which will then be assigned to your noble’s retinue by the senate. Your honor level will go down in the same way as spending money does in human space when you obtain new crew and equipment. Honor can only be spent on things that originate from hydrissian society – you cannot spend honor on employing human crew or obtaining human equipment as humans care absolutely nothing about how much honor the senate attributes to your noble. When you obtain something with monetary value on the battlefield, you must decide how you will use it after a game. You have three options: 1) Hand over possession of your valuable find to the hydrissian senate in exchange for honor points. The amount of honor you receive for this is the same as the credit value of the salvage at the end of the game. (So if you obtain the salvage rights, the senate will give you 100% of the value of the salvage in honor. If you don’t obtain the salvage rights, you will only receive 50%). 2) Sell your new possession on the human frontier for ‘credits’. If you do this you will only receive a maximum of 25% of its full value (as written on the salvage counter during a game) as you sell it on the black market. The FU frowns upon alien scavengers on the fringes of human space and will not encourage their activities by purchasing their salvage. Black marketers on the frontier are less fussy – but finding one that will deal with an alien directly is difficult, as most are aware of the severe punishments enforced by the FU for being caught doing so. If one is found by your noble that is willing to trade, inevitably they will only do so if the profit margins are very high. 3) If the item is an ‘asset’ (for example a manufacturing plant or an ore mine) you may wish to keep running it and reap the financial rewards. Otherwise you can trade it in for honors at half the normal value or for credits at one quarter of its normal value. Cash profits for running an asset are also subject to the same restrictions – you can take the full profit value in honors each time your asset makes money, or you can exchange it for one quarter of its value in credits. To keep things simple, we have made 1 honor point equivalent to 1 credit (1Honor = 1Cr). So when you obtain an item with a value in credits that you wish to donate to the senate for honors, just translate the number of credits you would normally get into honors on a 1 for 1 basis. You cannot spend credits or sell human equipment to get honor, nor spend honor to get credits. They are not interchangeable.

Committing a crime Your noble starts as an exiled criminal, so you need to determine just how offensive the nature of the crime was. The level of honor your noble will need to earn in order to be forgiven by the senate will be determined by which level of crime was committed. There are three levels of criminal exile. To determine the level of crime of your noble when creating a new ‘wandering noble’s retinue’ force, roll 1D6 and consult the table below. Remember that the level of honor needed to be forgiven does not refer to the amount of honor you have unspent at any time. It refers to how much honor you have been granted in total - ever! Even if you have spent it all on new crew and equipment. Noble’s Crime Table Roll 1D6 and consult the table below Result 1 – 2:

3–4:

5 – 6:

LEVEL 1 – The nature of the noble’s crime, and guilt, is still in question. Exile was enforced by a powerful enemy in the senate. The charges were probably fabricated, but your noble was an obstacle to some greater corruption at work within the government and had to be removed before it came to fruition. Your noble has a vendetta to finish with his enemy back home and is constantly driven by this thought. In order to be forgiven by the senate your noble must have been granted a total of 20,000 honors or more. LEVEL 2 – Your noble’s crime was severe, and he is as guilty as can be - corruption, extortion and intimidation was his lot back in the senate. Having surrounded himself with an untrustworthy cadre of followers, it was only a matter of time before one or more of them betrayed your noble and had him arrested. Uncomfortable truths came to light on certain senate members because of this and your noble was banished as a scape-goat for other politicians implicated in the affair. However a sympathetic senator has arranged for you to secretly receive some of the human currency to aid your survival on the dangerous frontier. You start your company with 2,500 credits in addition to your starting honor points and credits. Reearning your noble’s place within society will be difficult. In order to be forgiven he will need to earn 35,000 honors. LEVEL 3 – Banished for treachery and treason, your noble was found plotting against the established order. Perhaps your noble is a brave revolutionary, or a mad genius intent on changing the way in which the senate operates. Caught with hard evidence and crazy enough to swear defiance before the senate, your noble will probably die before the senate ever finds forgiveness in their hearts. Your noble has also been banished along with two fellow hydrissian conspirators. Each one behaves like a ‘shareholder’ in a normal human salvage crew. They start with 18 skill points each (hydrissian skills only), light armor and ‘small arms’ weapons for free. Your noble will need to earn 50,000 honors before the senate will forgive him.

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The Hydrissian noble will start with the following statistics, abilities and equipment. A nobles starting fund of ‘honor’ is not included in the overall amount needed to be forgiven by the senate, as detailed in the ‘Nobles Crime Table’ above. Thus, if your noble is a ‘level 2’ criminal, then you need an additional 35,000 honor points as well as your starting funds in order to reach ‘forgiven’ status. Your noble will not start with two shareholders as mentioned in the core rulebook unless he is a level 3 criminal.

STARTING FUNDS: 27,000 honors and 3,000 credits Resilience: 3 Armor: 4 Movement: 6” Skill points: 18 (may be spent only on skills that are available to hydrissians or the following ‘Boss Skills/ Vices’ from the core rulebook – salvage appraisal, bargaining, able commander, fame, drunkard, manic depressive, and wastrel.)

Weapons and equipment: General small arms. Staff of the forefathers. ‘Hydras teeth’ psionic headgear.

Staff of the forefathers – This staff is not only a dangerous two handed energy spear but also acts as a record of the noble’s sacred lineage. The staff has a hanging banner that records the names of the noble’s forefathers. In hand to hand combat it adds +2 to the nobles combat rating. It can also be used once per game to shoot like a ‘general small arms’ weapon. The staff shoots an arc of searing plasma up to 12”. The noble may use its ‘small arms’ skill to fire this weapon. If it hits a target, it will do 3D6 damage. The staff is useless against vehicles in assault. Hydra’s Teeth psionic headgear - Nearly all nobles employ the Hydra’s teeth for self protection when not on the home world. It enables limited psionic ability and may not be worn by a noble wearing battle armor. Once per player turn the noble may spend one SP to use the headgear. Whenever it is employed, choose one of the following effects: 1) ‘Call of the home world’ – The noble uses its ability to remind comrades nearby of their love for the hydrissian home world, Hydris Prime. All hydrissian infantry units with their unit leader model within 18” will benefit from a +3 bonus in company loyalty immediately. This will last until the end of the next opponent’s turn. 2) ‘Disruption’ – The noble can reach into the circuits comprising the mind of a ‘mekk’ and force them to work overtime and become dangerously hot. Any model within 12” that is classed as a ‘mekk’ must make a resilience test (roll 1D6, the result must be equal to or below RES (resilience score) to succeed). Those that fail will become ‘damaged’. For demobots and other ‘mekks’ that are also classed as ‘vehicles’, the task is a little harder. The noble must make a resilience test to succeed in the attack due to the pain experienced by using the headgear (roll equal to or under resilience on 1D6). Success means the mekk will receive 1 roll on the internal damage table. 3) ‘Spirit of Sessu-Mir’ – The noble imparts an instinctive basic grasp of the hydrissian martial art sessu-mir to one unit of hydrissian infantry on the field until the end of the opponent’s next turn. In any hand to hand combat fought by these hydrissians in that time each of those models will receive +3 to their combat rating. If the unit is of mixed composition, only the hydrissians gain the bonus.

Creating a retinue When first exiled, a noble will have limitations on the type of crew members and equipment available. The following list, called the ‘The Hope of the Unforgiven’, represents the followers and equipment the noble takes into exile. They are the tools by which the noble must find their way back into hydrissian society. It is the only crew and equipment available until the noble reaches ‘Forgiven’ status. Once forgiven, the noble has access to all hydrissian crew types and hydrissian equipment types listed in this rules supplement. However, your noble may also spend whatever credits he can get his paws on to purchase new equipment or employ new crew members from human colonies. This means that your noble has access to all the equipment and crew appearing in the core rulebook, if he can afford it. Note that certain types of equipment are not interchangeable between species. This means your hydrissian crew cannot use the following from the original equipment list appearing on page 35 of the core rulebook: HADES battle suit (designed for humanoids only); Medium infantry armor (see hydrissian medium armor below); bio mechanical upgrade; any equipment that only applies to mekk crew members.

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The Hope of the Unforgiven Retainers (basic hydrissian infantry) A noble will always have a number of low level retainers and servants present that have joined the noble in banishment, usually out of a sense of duty to help the noble find forgiveness. They usually belong to the same clan as the noble. These crewmembers serve well as basic grunts during a fight. When first employed they have the following employment costs (in honors) and statistics. Hydrissian retainer

Average (7 skill points) 550 hon Resilience: Armor: Movement: Weapon:

Experienced (12 skill points) 850 hon

Veteran (16 skill points) 1130 hon

3 3 (light) 6” General small arms.

Hydrissian Diplomats If you employ 5 or more hydrissian retainers at the same time in your salvage crew, one of them will be nominated a ‘diplomat’ by the others. This is essentially a leader. You must attach at least 3 other bio or mekk models to the diplomat’s unit during a game. As well as fulfilling the role of a unit leader, the diplomat also can employ the ‘diplomat’ skill mentioned below. A diplomat may also be armed with a ‘diplomat’s staff’, though this is not necessary. (See equipment below). Retainers also have the following equipment available

Hydrissian equipment and costs Cyclone armor (7 pts): 1500hon ‘Cyganic’ implants: 500 hon Diplomat staff: 700hon (+2 to combat rating) Disassembler gun: 350hon Light armor: free Medium armor ( 5 pts): 400hon Salvage tools: 200hon Singularity bombs: 500hon Singularity cannon: 1750hon Skywhale harpoon: 800hon Small arms: free (treat as ‘small arms’ for human/mekk crew) Thumpgun: 1200hon Equipment descriptions: Disassembler gun - Standard hydrissian sidearm. Named the 'dissembler gun' by humans for its ability to deconstruct tiny quantities of matter at a distance, causing deadly localized blasts. Has the following profile: Description Disassembler Gun

Damage dice 1D8+3

No.of hits 2

Range 14” Short, 25” Long

Special Hydrissians only.

Thumpgun - So named by humans because of the noise it makes when it fires. This weapon will tear through vehicle armor at close range. May only be used by hydrissian infantry equipped with battle armor. Counts as a ‘heavy weapon’ and is subject to the ‘very difficult to obtain’ rule (see the core rulebook page 19). Has the following profile: 8

Description

Damage dice

No. of hits

Thump Gun

2D10 at short range 2D8 at long range

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Range 10” short 20” long

Special May be used as a very hefty club in melee. Add +2 to the users combat rating. Hydrissians only.

Singularity cannon - A shoulder mounted twin barrel heavy weapon used with a body harness. Uses the hydrissian knowledge of singularities (tiny black holes) to harness them and hurl them at the enemy. Counts as a ‘heavy weapon’ and is subject to the ‘very difficult to obtain’ rule (see the ‘core rulebook page 19’). Description Damage No. of hits Range Special dice Singularity Cannon 2D8 per hit 2 12” Short When it fires it may shoot at two separate targets. Both 20” Long targets must be within 5” of each other. Takes time to reload, so only fires twice per turn. May only fire once during opponents turn if you get some SPs from FOW.

Skywhale Harpoon Used on Hydris prime originally to carve the harvests from the bellies of giant Skywhales, it was converted into a powerful military weapon which can only be used by hydrissian battle armored soldiers. It can slice opponents into chunks in a fraction of a second when wielded by a skilled soldier. Add +3 to the users combat rating. Singularity Bombs Usually carried on a bandolier. When thrown, using the ‘throw grenade’ skill, they create a very short lived, microscopic black hole which has the effect of pulling matter apart in the vicinity. Treat as ordinary grenades, but they do 2D8 damage and have a blast radius of 1”. Cyganic Implants Cybernetic/organic implants used by hydrissians to enhance physical ability and extend longevity considerably. A hydrissian infantry model fitted with cyganic implants has a fast movement of 7”. It also benefits from a +1 bonus in Resilience score. Diplomat staff - Only useable by hydrissian diplomats (see above). It is a staff of office as well as a deadly weapon in melee. Add +2 to the models combat rating. Cyclone armor Hydrissian battle armor. Has an armor value of 7 and enables the wearer to use hydrissian heavy weapons. Also if the user can pass a ‘battle suit’ skill check every time 1SP is spent on moving its unit then it may add an extra 2” to its movement. The model may not voluntarily leave its unit leader’s exclusion zone. Hydrissian Skills Hydrissian retainers have the full range of skills available to human crew members except for the skills: ‘nimble’ and ‘hard as nails’. In addition, they have the following skills that may be employed: 1) Chameleon skin (Freepoints 6) - Hydrissians have the ability to change the color of their skin to reflect their surroundings. This makes it harder to target them when shooting at them. However, this is a skill that is learnt like any other, and when used may be subject to varying degrees of success. The skill may only be employed by lightly armored hydrissian infantry, as wearing lots of armor tends to cover up the chameleon effect and negate it. To employ the skill, roll the skill check at the same time your opponent rolls their ‘weapons skill’ check to see if they hit the hydrissian model with weapons fire. If your skill check is a success then you may add +1 to the enemy dice roll result, reducing the chances that their skill check is a success. If you roll a double number that is equal to or under your skill level, then you may add +2 to the enemy dice roll. 2) Combat kick (Freepoints 3) - Hydrissians have their own form of martial art, called ‘Sessu-mir’ (roughly translated - ‘Ending talk with one’s feet’). If a hydrissian model is engaged in melee with an opponent and successfully makes a ‘combat kick’ roll, that model may add +2 to its combat rating. If a double number is rolled that is equal to or under that model’s skill level then you may add +4 instead. 3) Hydrissian diplomacy (Freepoints 7, diplomat only) - This skill is only available to hydrissian diplomats. Many hydrissians present on the Outer Rim are trained, to some degree, in diplomacy and tact. These aliens have been termed the ‘diplomats’ and often fulfill the role of leader. If you have a diplomat in your crew then they will open negotiations, for your noble, with your opponent’s force before a game is played. These negotiations can be continued via communications equipment between the sides during a mission (!), with both sides hoping to gain as much as they can from the confrontation with as little loss as possible. However, diplomacy between two entities often results in one gaining the advantage over the other.

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In order to use diplomacy, you must declare that you are doing so at the start of one of your opponents’ turns. You may only do this once per game. Roll a diplomacy skill check for each diplomat you have in play. For each successful roll, you may add +1 to your ‘diplomacy score’. Then try to roll equal to or under your diplomacy score on 1D6. If you fail, then the opposing company boss ceases communication with your side (no doubt passing a snide comment moments before turning the ‘communications’ link to the ‘off’ position). If you are successful, then you may choose one of the following: 1) 2)

3)

Bamboozle! Opponent’s progress delayed. Steal 2 SP from your opponent this turn. Spend it immediately before your opponent starts their turn. (Your opponent loses 2SP from their next turn). Gentleman’s agreement. Your opponent orders their force not to shoot at one of your units this turn.(Your choice). Your unit must be led by a diplomat, and your opponent is allowed to return fire if shot at. If your unit moves to within 4” of an enemy unit, the enemy may open fire as normal as you have moved ‘too close for comfort’ for the ground troops. Loyalty dilemma! Any hydrissians in your opponents force must roll a loyalty test to move or shoot this turn (except to return fire). They can be left behind outside of the unit leader’s exclusion zone by other unit members at which point they become ‘stragglers’.

However, if you roll a 6 on the dice your diplomat’s attempts have failed dismally and your opponent has second guessed your plan. Your opponent’s force will benefit from one of the following: 1)

2)

+1 loyalty for the rest of the game as the opponents crew are outraged at the bare faced cheek of the lying diplomat! Your diplomats are dumbfounded by the crazy boss leading the opposing team. When the next FOW roll is made, add +3 to the dice roll.

Heavy equipment available to the unforgiven Your wandering noble will also have left Hydris Prime with useful equipment that will help him/ her survive on the frontier. Sympathizers back on the home world will also supply equipment to your noble if it should be needed, at a price, of course. The following equipment is all that is available for your noble to purchase while still languishing as ‘unforgiven’.

‘Gorgon’ reconnaissance fighter - Used widely by the hydrissian military for reconnaissance duties. It also has the ability to engage enemy scouting parties and deny the enemy valuable forward intelligence. It is rumored that the basic design has been adopted and is being modified by the FDF (Frontier Defense Force) for future use. Armed with four ion cannons arrayed in two batteries, each battery fires at the same target twice for 2D6+2 damage each time. So, although it fires four times, you can only choose two separate targets (one for each battery) each time it fires. The two targets cannot be further than 5 inches apart. The gorgon fighter also makes use of the hydrissian knowledge of energy shields. It has ‘stasis field’ generators available as an upgrade. This upgrade may be taken twice. Each one field generator replaces one of the guns in the rear ion battery. Each stasis field upgrade adds +1 to the vehicles armor on all sides. So, two stasis fields give the Gorgon 9 armor in all locations. If only one stasis field is added then the gorgon will only have 1 gun in its rear battery to fire with, and 8 armor on all sides. Gorgon reconnaissance fighter, military class, flying vehicle. Cost: 5800 hons Armor values: Front, side, rear & top: 7 Movement: 12” (Minimum move: 4”) Throttle: 4” Superstructure: 6 Maneuvers per SP: 2 Deployment cost: 250 hons Crew: 1 (1 driver) Cargo capacity: 0 Passenger capacity: 0 Primary weapon: 2 x ion battery (heavy weapon). Each battery shooting twice at the same target. Each hit doing 2D6+2 damage. Range: short = 12”, long = 24”. Stasis fields: Available twice. Each field adds +1 to armor on all sides. Cost: 475 hons per field. Not designed for use by MEKK crewmembers. May only be crewed by BIO crewmembers.

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Hydrissian ‘Scavenger’ drone - The scavenger drone is commonly employed by hydrissian nobles as a cargo carrier. Back on the hydrissian home world they can often be seen at star ports, construction areas and anywhere else that a heavy lifting apparatus is required. Scavenger drones employ an advanced anti gravity flux engine that enables them to stay aloft and carry heavy cargo at the same time. Primarily used for civilian duties. When employed by a wandering hydrissian noble on the dangerous frontier they may be adjusted by a technician to accept upgrades in hand to hand combat skills so they might defend themselves from attack. Their numerous appendages and limbs make them ideal for use in salvage operations, where helpful tools and cutting equipment can be attached as needed. The inspiration for the scavenger drone originally came from a floating predator indigenous to the hydrissian home world. This predator shares the same genus as the giant gas filled ‘skywhales’, used in hydrissian agriculture. Though the predator is far smaller than the skywhale it is a dangerous and highly efficient killer once it entangles its prey within its many limbs. Despite this, the scavenger drone is not usually used in an offensive role due to its slow movement rate. The scavenger drone is classed as an ‘infantry’ and a ‘mekk’ model. It may be placed in an infantry unit alongside normal infantry models. The minimum number of models in a unit of scavenger drones is two (instead of the normal 4 for infantry) provided all models in the unit are scavenger drones. They have the following statistics when first employed. Resilience: 4 Armor: 5 Movement: 4” Weapon: Tendrils. Allows the drone ‘Freepoints 8’ in hand to hand combat skill.

They do not have access to equipment normally available to mekks. When initially purchased, scavenger drones cost 2800 honors each. When first employed, they have no unassigned upgrade points available though they may be purchased as normal for 300cr/ hons per point. They may have none of the upgrades normally available to mekks other than ‘hand to hand combat ’, ‘small arms’ and ‘self preservation override’. Also – the following upgrade is specific to scavenger drones only: Energy re-rout (free points 6) – If the drone is ‘damaged’ (i.e.: The mekk version of ‘wounded’) then roll this upgrade check to ignore it and carry on as normal. The drone utilizes its ability to re-rout power to isolated/ damaged parts through unaffected sub-systems. Also, the following bonuses and conditions apply to the scavenger drone: 1) When facing multiple opponents in melee combat, the scavenger drone does not suffer the normal cumulative –3 combat rating modifier for every extra opponent above the first opponent. Instead, it only suffers a maximum –2 modifier for any number of opponents above the first, due to the fact it can maintain its focus in hand to hand combat using its many tendrils. (Note: The rules for the ‘combat rating penalty’ for fighting multiple opponents has been changed from minus 2 for every opponent above the first to minus 3. This is mentioned in the ‘Rules changes’ section later on in this supplement.) 2) The drone adds +5 to the ‘salvage recovery roll’ when searching for salvage base to base with a salvage counter. 3) The drone has a cargo capacity of 1. Even though it is not a vehicle. 4) It has the ability to damage vehicles using its various tools. If the drone assaults a vehicle (in base to base contact) it will cause 2D6 damage. 5) The drone can be assaulted by ground based models, even though it hovers. The drone can assault flying vehicles because it hovers. A single hydrissian disassembler gun may be equipped to one of the tendrils. This will impart the drone with a ‘small arms’ upgrade with 5 free points. The cost for this is 400 credits. The drone cannot be equipped with any other shooting weapon than a disassembler gun. This will also reduce the salvage recovery bonus received by –1 (from +5 to +4). 11

That ends the section on crew and equipment available for unforgiven hydrissian nobles. The following is the crew and equipment that becomes available only when the noble reaches ‘forgiven’ status. Known as the ‘Grace of the Faithful’. When a noble’s name is cleared and the senate welcomes them back into their ranks, often a noble’s outlook will be so altered by their experiences in exile they do not wish to return home. They would rather continue furthering the cause of the hydrissian race in a more direct and proactive manner out on the frontier. Some say they have tasted the free and exiting life of a freebooter and cannot face returning to the safe and dull life back in the senate. If a noble chooses to stay out on the frontier after becoming forgiven, then they can use their newly reestablished authority within the senate to gain access to a wider array of equipment and crew direct from the home world. The following crew and equipment are only available to hydrissian nobles with ‘forgiven’ status.

The Grace of the Faithful Gurax clan of war – The elite jump pack soldiers of the Gurax clan of war are known as ‘sentinels’. They are employed widely throughout the hydrissian military forces. Their ability to move quickly across the battle field by employing jump pack technology is an invaluable element of the hydrissian philosophical and tactical views on warfare. Striking hard and fast, they are primarily used to engage enemy infantry in melee combat. Armed with fire-lances (power lance and blaster combo) these veteran warriors dive in feet first and shred their enemies with their enhanced battle claws while delivering a close range combination assault with the fire-lance. Their highly resilient impact shields protect them from enemy fire as they close the distance rapidly between them and their prey. Wandering hydrissian nobles usually employ these warriors as an elite body-guard upon the battle field. All sentinels belong to the Gurax clan of war. This clan is responsible for breeding and training elite soldiers. The history of the Gurax clan is a long and illustrious one, their traditions date back to hundreds of years before the hydrissian migration. The sentinels are a dangerous foe to meet upon the field, and as such can demand a high price for their services. They may only be employed by a hydrissian wandering noble. Hydrissian sentinels count as ‘bio’ infantry and have a minimum unit number of 3 models (instead of the usual 4). They have the following statistics/ employment costs when first employed – Resilience: 3 Armor: 5 (includes light armor and impact shield) Movement: 9” Weapon: Firelance

Average (7 skill points) Hydrissian sentinel

Experienced (12 skill points)

900 hon

1200 hon

Veteran (16 skill points)

1450 hon

Hydrissian sentinels concentrate their talents upon warfare and martial arts. With this in mind they cannot take the following skills: engineer, technician, medic, nimble, salvage hound, hard-as-nails, driving vehicles, pilot. If they have the required skills, then a sentinel may use equipment from the hydrissian equipment list. They cannot use their jump packs/ battle claws and wear cyclone armor or medium armor at the same time. (Though they can use impact shields and cyclone armor/ medium armor). Removing a sentinel’s jump pack will reduce that model’s movement rate to 6” as they move on foot. A sentinel equipped with a jump pack, firelance or impact shield cannot use heavy weapons.

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The following skill is specific to hydrissian sentinels only – Jump pack use (free points 5) – Sentinels all have to learn the art of using a jump pack effectively in a battle. This skill is needed at any level to be able to use a jump pack normally. A skill test is not needed to move across the battlefield. However, a jump pack enables a sentinel to assault flying vehicles. If the sentinel moves within base to base combat with the flying vehicle and rolls a ‘jump pack’ skill test they may treat that vehicle as a ground vehicle for assaulting purposes for the next hand to hand combat phase only. The following equipment is specific to sentinels only: Firelance – Counts as ‘small arms’ when shooting. A combination blaster and power bladed melee spear. Sentinels spend many years learning to use this weapon in conjunction with battle claws. The firelance is used to shoot at the enemy as the sentinel assaults. The power blade is able to slice through thick armor in hand to hand combat and may even be used to assault vehicles. Description Firelance

Damage dice 1D8+3 also 1D8+3 when assaulting vehicles.

No. of hits 1

Range 12” Short 18” Long

Special Hydrissian sentinel only. Adds +1 to combat rating in hand to hand combat

Battle claws – Powerful cyber claws that are installed into a pair of battle boots. They are razor sharp and can pierce armor and tear flesh easily. As a pair they add +1 to the sentinel’s combat rating in hand to hand combat Impact shield – Manufactured from a complex matrix of materials that can absorb and disperse kinetic energy. The impact shield mitigates the adverse effects of most weapons on the battle field. Adds +2 to the sentinel’s armor.

Seloi clan of science – The Seloi clan of science concentrates its efforts on specialist research in technology and biology. Members of the clan are highly intelligent and spend their whole lives working to excel in their chosen specialty. Areas of research include sub atomic physics, robotics, computing, chemistry, biology and many others. A forgiven noble may use leverage in the senate to obtain members of the Seloi clan to serve in the noble’s retinue. Seloi clan members do not usually serve out on the frontier, unless it is as a member of a scientific expedition. Normally they are tall and thin, and physically weak as they do not spend time developing martial skills. To secure a degree of protection on a dangerous voyage, a Seloi clan member will fabricate one or more drones to serve him/her as either a ‘body guard’ or a ‘gopher’. The clan member will willingly sacrifice a drone to avoid a dangerous situation. Seloi clan count as ‘bio’ infantry. They have the following statistics/ employment costs when first employed – Resilience: 3 Armor: 3 Movement: 6” Weapon: Small arms

Average (7 skill points) Seloi clan scientist

Experienced (12 skill points)

1500 hon

1900 hon

Veteran (16 skill points)

2500 hon

Seloi clan scientists concentrate their talents upon discovery and research. With this in mind they cannot take the following skills. nimble, salvage hound, hard as nails, driving vehicles, pilot, heavy weapons, heavy artillery, military discipline, grenade throwing.

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The following skills are specific to the members of the Seloi clan – Remote hack (Freepoints 4)– Once per that player’s phase (not the ‘fog of war’ phase) using a powerful data burst emitter, the scientist can remotely hack into the vulnerable software systems required by enemy mekk crew members to operate effectively. This costs no SPs. If the remote hack is successful the enemy mekk can be controlled by the scientist! However the success of the remote hack depends to some degree on the proximity of the target mekk, as the data burst emitter signal becomes weaker and less clear the further away the target is, slowing down the rate of data transfer. The scientist may employ this skill only on your turn, once per phase and not on the FOW phase. To do so, first make sure your scientist has line of sight on the target. Then make a ‘remote hack’ skill check on 2D6 to see if the scientist can accomplish a link with the target. Then measure the distance between the two. Then roll 1D6 and add the following modifiers to the result, depending on the distance to the target mekk. The hack will not work beyond 20” range Distance between target and emitter 0” to 10” >10” to 15” >15” to 20”

Result modifier +1 0 -1

If the modified result is equal to or higher than the target’s RES score (resilience score) then the remote hack has worked and the scientist can control the mekk as if it were your own crew member. At the start of your next turn your opponent may see if the original software installed in the enslaved mekk can overcome the remote hack and restore control of the mekk to the original owner. To do this the owner of the mekk must roll 1D6 and apply the above modifiers to the result. If the modified result is less than the mekk’s RES score (resilience) the control of the mekk is restored to the original owner. A mekk controlled in this way is likely to find itself alone on the battle field, surrounded by enemies (its old unit members!). If the mekk finds itself within the ZOC (zone of control) of any enemy models then follow the normal hand to hand combat rules as detailed on page 20 of the core rulebook. The mekk may engage in hand to hand combat, shoot at the enemy (costing 1 SP) or ‘voluntarily retreat’. If the mekk finds itself no longer within an enemy ZOC at any point it will immediately become a straggler and fall back to the Seloi scientist’s position (if controlled by the scientist) or fall back to the original owner’s drop zone if control of the mekk is restored to that player. If the scientist can move into base to base contact with the mekk then it may be ‘shut down’. The scientist turns off primary power systems and the mekk can no longer take a part in the game. If this occurs with the mekk in that player’s drop zone, the mekk may be evacuated at the end of the game along with the rest of that player’s crew and equipment. In this way it is possible for Seloi clan to steal opponents’ mekks. For attacks on large mekks that also have the description ‘vehicle’ (the demolition ‘bot for instance) a successful ‘remote hack’ attack will instead cause 1 roll on the vehicle ‘internal damage’ table. As long as the target is no further than 15” distance from the emitter. The target mekk will not be enslaved. The scientist may also use a ‘gopher drone’ (see below) to extend the range of the remote hack. Equipment can be installed on the drone that emits the data burst instead of having the scientist carry it. Provided the scientist stays within 12” of the gopher drones base, and the drone has line of sight to the target, the drone can perform the remote hack. Measure all distances between target and emitter from the drone, instead of the scientist. The drone can be used to shut down the enslaved mekk once it enters base to base contact with the gopher drone. Master technician (free points 4) – this skill works in exactly the same way as the normal ‘technician’ skill. The only difference is that is allows the creator/ fabricator of a particular mekk or android (in this case the scientist’s utility drones) to try to re-assemble it on the battlefield if it becomes destroyed. This may only be attempted once per game for each destroyed mekk or android model. Place the destroyed mekk model on its side. If the master technician can reach base to base contact and maintain it until that player’s next phase 1 or phase 2 (not the FOW phase), that player may make a ‘master technician’ skill check on 2D6 to see if the destroyed mekk/ android can be hashed back together with emergency repairs. Using available spare parts, as well as any remnants that might be lying around the model can be resurrected back into a fully functioning crew member. The master technician may not shoot while performing this skill. The phase that the repairs are completed, the technician may move and shoot as 14

normal. This skill only works if the master technician created the mekk in the first place. The skill grants the master technician a 12” ‘exclusion zone’ command radius with the mekks created. Cowardice (Freepoints 4) – Sometimes cowardice can be a bonus in the heat of a battle! A Seloi scientist often keeps a utility drone (see below) nearby for just such an occasion. If the scientist is attacked in base to base melee combat, or if he is hit by weapons fire, and one of his utility drones are within 5” of his base, he can make a ‘cowardice’ skill check on 2D6. Success enables the scientist to swap places with the drone immediately, so that the drone is subjected to the enemy fire or assault instead. If the scientist rolls a double number on the dice when making the skill check he may move a further 3” in any direction immediately after swapping places with the drone (impassable obstacles are still impassable). This skill may only be used when the scientist is shot at or attacked. It may not be used in any other circumstance.

Utility drones Seloi clan members may manufacture utility drones for their personal protection. There are two types of utility drone available - the ‘bodyguard’ and the ‘gopher’. The differences between the two drones are minimal except that they are employed in different ways. The bodyguard drone is normally armed with either a ‘small arms’ weapon or a melee weapon and protects the scientist from enemies. The gopher drone is normally employed with sophisticated scientific equipment that enables the scientist to use special abilities against the enemy. For instance the range of the ‘remote hack’ skill can be enhanced by using a gopher drone (see below). Each utility drone that you wish to accompany your Seloi clan scientist will cost 200 honors. You may not have more than four drones accompany each scientist. A scientist and accompanying drones have a minimum unit size of two models (instead of the normal 4 for infantry), as long as the unit consists of the scientist and drones only. When first employed each utility drone will have the following stats/ equipment: Resilience: 3 Armor: 4 Movement: 6” Weapon: none

A utility drone cannot search for salvage in a salvage counter. Although they are classed as ‘Mekk’ crew, they only have a deployment cost of 100 hons.

Bodyguard drone Bodyguard drones usually have only two upgrades available: ‘general small arms’ (which comes with 7 ‘free points’) and ‘hand to hand combat’ (which comes with 4 ‘free points’). You may equip each bodyguard drone with only one of the following weapons for the given cost. ‘General small arms’ – 100 hon Disassembler gun – 200 hon Short range laser – 200 hon Short range laser - This is normally used for collecting scientific samples on field expeditions. Used to cut through geological deposits, or sample tough biological tissue from indigenous life forms. Though it does not have the range to be used as a firearm, it can act as a weapon in close combat. Add +3 to the drones combat rating.

Gopher drone Gopher drones have only one upgrade available: ‘hand to hand combat’ (which comes with 4 ‘free points’). They do not carry weapons as their primary function is to enhance the scientist’s skills. A gopher may also have the following enhancements for the given costs: Enhanced propulsion – 250 hon. (A larger anti-grav plate adds +1” to movement rate permanently) Armored chassis – 180 hon. (Heavy chassis adds +1 to armor score but reduces movement by -1” permanently)

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Arganth clan of engineers – The Arganth clan is the largest of many engineering clans on Hydris prime. Their expertise ranges from civil engineering projects, construction and mining to acting as military engineers on the frontier. Many Arganth clan engineers have battlefield experience and are encouraged to learn how to apply their skills under pressing circumstances. They are tough, stocky individuals often with a gritty outlook and a raucous sense of hydrissian humor. Their role on the battlefield normally involves employing special weaponry, repairing damaged vehicles or helping recover valuable salvage. A noble often encounters willing volunteers in the senate from the Arganth clan who are prepared to gain off world experience. Arganth clan count as ‘bio’ infantry. They have the following statistics/ employment costs when first employed – Resilience: 3 Armor: 3 Movement: 6” Weapon: Small arms Average (7 skill points) Arganth clan engineer

Experienced (12 skill points)

1000 hon

1300 hon

Veteran (16 skill points)

1600 hon

Arganth clan engineers concentrate their talents upon engineering support roles. With this in mind they cannot take the following skills. nimble, medic, technician, sniper. The following skills are specific to the members of the Arganth clan – Master engineer – This skill operates in exactly the same way as the normal ‘engineer’ skill. However it is also required to operate the specialized equipment the Arganth clan takes into battle. This skill applies to all the equipment appearing in the following list. The same ‘master engineer’ skill check on 2D6 is required to successfully use each piece of equipment regardless of its nature. For example – to fire the sentry mortar accurately, or to re-establish a failed stasis field both require a ‘master engineer’ skill check. The following equipment is specific to Arganth clan engineers only, each piece of equipment has a cost in honors – Sentry Mortar, cost 1500 honors + 30 honors for each sentry drone ‘ammunition’– This device is a hefty mortar that the engineer sets up on the ground. It can be used to launch small robotic sentry drones across the battlefield into useful positions. The mortar may only fire once per phase, and the engineer must remain within 4” of the mortar to fire it. The engineer does not need line of sight to the target. Immediately the sentry drones land their outer casing pops open. The sentry may then choose to open fire on nearby enemy soldiers. Though these drones are only armed with small arms weaponry, they are an excellent means of disrupting your enemies’ battle plans, as they suddenly find themselves being fired upon from an unexpected direction. When shooting the mortar pick an open spot of ground as the target. If a double number is rolled for the ‘master engineer’ skill check required when shooting the mortar the shot deviates from its target point by the number of inches equal to the number on one of the dice. (So, if you roll double 4 when shooting the shot deviates 4 inches from the target point).To determine the direction of deviation, roll 1D6 and 1D8 together and draw a line across the battlefield through both dice, starting from the eight sided dice and through the position of the six sided dice. If you fail the skill check the sentry drone is lost. Each sentry drone may choose to shoot once per turn. They may not shoot on another player’s turn. It costs no SPs to shoot a sentry drone. The sentry mortar is classed as heavy artillery for deployment cost purposes. It does not require the ‘heavy artillery’ skill to operate it. The ‘master engineer’ skill is required instead. The engineer may operate as one lone model when using the sentry mortar but does not contribute to the available SPs at the start of that player’s turn. It has the following stats: Description Sentry Mortar

Damage dice n/a.

No. of hits 1 (sentry drone) Only fires one drone per phase

Range 22” Short 45” Long

Special Deploys sentry drones. Counts as heavy artillery. Engineer must be within 4”.

Sentry drone stats: Resilience: 3 (add +2 to RES if being shot at, giving it RES: 5 - its small size makes it a difficult target) Armor: 3 Movement: n/a (cannot move) Weapon: Small arms (1D8+3 damage) Range: short 12”, long 16” Upgrade: Small arms 7 (cannot be upgraded further)

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Stasis field generator, cost 1500 honors – This device is carried on the engineer’s back. It is a bulky piece of equipment that draws the large amounts of power required to run it from a small nuclear engine installed within its casing. It can create a small spherical stasis field centered on the engineer that provides a degree of protection to all within it from enemy fire. The stasis field encompasses a 2 inch radius out from the edge of the engineer model’s base in a 360 degree arc. All models with their base entirely within the field benefit from the armor protection the field offers when being subject to enemy fire. The field confers a defense (DEF) score of 9 to these models. This is not in addition to the model’s current DEF score. For instance – a model wearing light armor (3) with a resilience of 3 will normally have a DEF score of 6. They will have a DEF score of 9 within the stasis field. A model wearing medium armor (5) would also have a DEF score of 9 within the stasis field. If a model’s DEF score is more than 9 normally then the stasis field will confer no advantage to that model. Use that model’s normal DEF score even if it is within the stasis field. The stasis field may be ‘breached’ by enemy fire. This means it will shut down and the engineer will have to try and re-establish it again. This happens if any one enemy shot causes 12 or more points of damage to one of the models currently protected by the field. (A model partially outside the field is not protected). The field will immediately shut down and any further enemy fire that phase will not be restricted by the stasis field. The engineer must wait until the start of his next phase before attempting to re-establish the stasis field. He can do this (at no SP cost) by rolling his ‘master engineer’ skill check on 2D6. Add +2 to the dice roll result as the engineer shouts and gabbles his frustration in hydrissian while the repairs are made.

Grace of the faithful equipment Dartwing attack bike. Military class vehicle. Cost – 2500 honors – Fast moving hover bike of unique hydrissian design. Armor values: add +3 to rider’s armor value Movement: 12” Throttle: 4” Superstructure: n/a Maneuvers per SP: 3 Deployment cost: 120 honors Crew: 1 rider 0 Primary weapons: Zip gun. 180 front firing arc. Not designed for use by mekk crew. Only Bio crew may use.

The dartwing attack bike is used by the hydrissians to surprise and eliminate enemy infantry and light vehicles. The bike may only be used by hydrissians due to the unique nature of its design. The bike offers a small degree of protection to the rider (+3 to the rider’s armor value). It does not have vehicle armor even though it is a vehicle. To eliminate it the driver must be targeted. If the driver is killed by enemy fire then the bike is lost too. The main armament is the ‘zip gun’ which is essentially a large disassembler gun but with two modes of operation. The first is used against infantry, the second against light vehicles. The driver can choose to shoot either mode, but not both at the same time. Description Zip gunMode 1

Damage dice

No. of hits

Range

Special

1D8+3

2

15” Short, 30” Long

Hydrissians only.

Mode 2

2D8

1

10” short, 18” Long

Due to its high speed the dartwing may be deployed 10” from the drop zone marker in the same fashion as a flying vehicle. Also it need only be within 10” of the drop zone marker to be picked up by the drop ship at the end of the game.

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Asteroid miner clan The first asteroid mining clans were formed back in the 23rd century, primarily in response to the growing need to provide supplies to the human space colonies scattered throughout the home system and the newly colonized nearby star systems. Water-ice, minerals, ore and precious metals were, and still are, an essential component to maintaining a growing interstellar empire. The ‘Iron Raven’ clan was the first clan established and has since become the largest and most powerful. At first these clans were run by humans who gave rise to a breed of tough individuals used to working in difficult environments where injury and accidental death were not uncommon. However the rewards were, and still are, potentially huge for any miner lucky enough to obtain a valuable claim and the mortality rate does not dissuade these hardy folk. As time passed, improvements in cyborg technology and robotics enabled crippled miners to go back to work with a vengeance. At the same time the large size of some of the mining colonies brought about an awareness of the miner political identity and culture as having diverged from the mass culture of the home systems. It was not difficult for the asteroid miner independence movement to fight its cause in earth’s great council and win. Among the stars mankind relied heavily upon the supply of resources the miners produced and still does. The large miner clans of the time were bound by an agreement to supply minimum quotas and in exchange they would be released from the heavy taxes and stifling laws earth had imposed upon the clans from the beginning. The situation has continued along these lines until the present day. The amicable agreement works well. Though now there are many smaller, opportunistic mining clans that have emerged as the Outer Rim has expanded. Successful individuals from the great mining clans have set out and established their own operations, many of which pay no heed to the agreement made with earth’s council. Some are affiliated with space pirates – a remote mining colony is a perfect place for a pirate leader to stash illegal cargo, rest between attacks and gather information. Since the introduction of cybernetic technology into the mining colonies, the trend for replacing body parts with cyborg enhancements has become commonplace. There is much speculation in the empire whether the asteroid miners are even truly human any more. Their physical appearance to any but another miner is totally bizarre, and higher personality function often becomes altered through long exposure to cyborg grafting. Cyborgs Asteroid miners are all classed as ‘cyborgs’ instead of ‘bio’ or ‘mekk’. Cyborgs have the following differences from other crew types: 1) Recovery rolls at the end of a game for wounded or ‘killed’ crew are only successful if the dice roll result on a six sided dice is 1 to 3. A result of 4 to 6 means the crew member is lost permanently. The machine part of a cyborg offers protection, but if it is damaged will not be able to repair itself. 2) In order to heal or repair a ‘wounded’ cyborg you need a technician.

Your mining clan chief is the overall commander of your mining colony. Leader in business and war, your clan looks to your chief for guidance and direction. A clan chief is normally an individual who has spent many years working the mines and was lucky enough to strike it rich. Striking out and setting up an independent mining colony is the dream of many miners. There will always be new rich claims occurring on the Outer Rim, waiting to be mined and a fortune made. The competition, however, is fierce. Your clan chief will have the following statistics when you create your clan. You will also start with an ‘ore mine’ asset that generates 1D4 x 500 credits of revenue after each game you play. This asset also acts in the same way as a ‘headquarters’ asset too, so the rules for a ‘headquarters’ asset also apply as well as its ability to generate revenue. Asteroid miner clan chief Your chief may start with two shareholders as mentioned in the core rulebook. These shareholders will be grafted to a standard ‘centaur’ cyborg chassis. STARTING FUNDS: 29,000 credits and 1 ORE MINE asset. (Treat as a headquarters that generates money like an ore mine. 1D4 x 500 credits after each game) Resilience: 5 Armor: 4 Movement: 7” Skill points: 18 (may be spent on any asteroid miner only skills as well as skills appearing in the ‘Bio skill list’ in the core rulebook and ‘Boss Skills/ Vices’ from the core rulebook, except the following Boss skills which are not allowed - Old army buddies, Military service, Fame) Weapons and equipment: Small arms. A clan chief will commonly be grafted to an ‘Omega’ class cyborg chassis. This chassis resembles very closely the normal human form and is very resilient and highly expensive. The clan chief still counts as a ‘cyborg’ but can use battle armor and drive vehicles that are normally only useable by bio crew members. The omega chassis performs like an enhanced human body. It moves faster and fights better. A clan chief will start with a hand to hand combat skill of 7. The omega chassis may not be equipped with heavy weapons. It may be equipped with cyber knuckles. Your clan chief has an exclusion zone of 10” applicable to the unit he/ she leads.

Creating an asteroid miner clan_________________________________ 21

Creating an asteroid miner clan Miner clans vary widely in their outlook, situation and abilities. These differences add character when creating your own clan and are represented by good and bad ‘traits’. The list of these traits is shown below, some are beneficial and others are a hindrance. You must balance your miner clan traits by looking at the trait point’s value in the numbers written after each trait title. When choosing your traits you may have up to 4 good ‘trait points’. However for each 1 good trait point you have you must also take on board 1 bad trait point from the bad traits list. Be careful how you balance you mining clan traits. You may choose not to have any traits at all. Choosing a trait is permanent.

Good traits Micro gravity mining colony (3) – Mining colonies established on asteroids operate in very low gravity environments. For the miners to work efficiently they often use jump pack equipment to help them move around, especially if performing EVA work on the outer surface of the asteroid. This ready supply of jump packs means they are available for use on the battlefield to assist miner’s movement. For every four basic asteroid miners your crew employs (asteroid miner or foreman) you may equip one of them with a jump pack for free. Prefects, clan leaders, cyclops mining machines or any other member of your clan not equipped with the ‘centaur’ class cyborg chassis do not count for this. Miner jump packs bestow a 9” movement rate to that model. It is advisable to group miners equipped with jump packs together into effective units. Clan members equipped with jump packs cannot use the ‘chassis upgrade’ as mentioned in the miner equipment section as it increases the miner’s weight too much. Excellent cyborg technician (3) – Your colony has several cyborg technicians that are needed to keep your cyborg miners in good working order. These characters are very difficult to obtain. Your clan has been lucky enough to obtain a highly talented cyborg technician. This means all your basic asteroid miners are in excellent working order. Add +1 RES to all basic asteroid miners equipped with the ‘centaur’ cyborg chassis. Multiple drop pods (2) – Your clan makes use of a large number of drop shuttles to ferry miners out to the profusion of widely dispersed asteroids that comprise your clans mining claim. This means there are often drop shuttles available for use during a battle. Your clan benefits from having two drop zones! Your normal drop zone and a second, smaller drop zone. You may place this second drop zone marker after all other drop zone markers in the game have been placed. You may place it anywhere on the board, but not within 15” of an enemy unit/drop zone or within 15” of a salvage counter. The small size of this second drop shuttle means that its drop zone is only a 3” radius from the drop zone marker. Remember you can disembark more crew on your second phase from the same drop zone, provided you have cleared the drop zone in time. The asteroid miners drop zone can be used to offload salvage from salvage counters. It behaves in all respects like your normal drop zone, except that it only has a radius of 3” from the drop zone marker. Personality chips (1) – Your clan members are all equipped with personality storage chips. If a miner dies their personality is recorded onto a chip embedded in the miner chassis. The chip can easily be retrieved during a battle by a cyborg technician’s tiny flying surgical drones. This increases the chance of recovery for members of your clan. Add +1 to the number required to make clan recovery rolls. Combat experience (1) – Your clan has experience at waging war. This is reflected in the skills of your clan members. All new recruits gain +2 skill points for free that can be assigned on any weapons skill or hand to hand combat skill only. Allied to the Frontier Union (2) – Miners are usually fiercely independent from mankind’s empire in space. They generally shun the established authority, and only keep contact with human society to do business when selling the valuable results of their mining activities. However, some of the largest and oldest clans have strong traditions of alliance and co-operation with the rest of humanity. Your mining clan is allied to the FU authorities and as a result has access to some equipment and recruits normally available to human salvage company bosses, but not normally available to mining clan chiefs. You may purchase and employ crew and equipment appearing in the normal core rulebook as if you were a normal human salvage company boss (ignore the section on employing asteroid miners). However you do not have access to the following equipment and crew: demolition robot, mekk crewmembers, gorgon recon fighter, any hydrissian crewmembers and equipment from the hydrissian section in the core rulebook, bio mechanical upgrade. Asteroid miners hold mekks in very low regard and will often be offended by their presence. Miners also detest the newly discovered and highly untrustworthy alien species the hydrissians. Neither crew type is an option to your clan. If you choose this trait you cannot choose the ‘outlaws’ trait mentioned in the ‘bad traits’ section. Ruthless reputation (1) - Your clan is known for its ruthlessness towards its enemies. Each of your opponents companies suffers a -1 penalty to their company loyalty scores. 22

Bad traits Incompetent cyborg technician (1) – Your colony has several cyborg technicians that are needed to keep your cyborg miners in good working order. These characters are very difficult to obtain as members of your colony. However one of your technicians is incompetent and is known for his mistakes when conducting repair/grafting work on your miners. This means all basic asteroid miners will be more expensive to maintain. When employing new asteroid miner crew you must pay an extra one-time-only expense of 150 credits due to the wasted parts discarded as a result of the technician’s incompetence. This doesn’t apply to your clan chief or their two company shareholders. Mimjip pathogen infection (3) – Your mining colony was struck down during the terrible years of the mimjip pathogen. Many miners died, but due to their dual cyborg nature your clan technicians found it was possible to keep many of your miners alive using cyborg technology. However news of this has found its way across your sector of the frontier and as a result your mining clan is shunned by all but the most desperate or greedy. You cannot find a buyer easily for any valuables you retrieve from the battlefield. This means you will never be able to obtain the salvage rights in a mission (see ‘game missions’ section in the core rulebook) as the FU does not consider your clan a good investment. You must also sell whatever you do obtain at a 10% discount of its current value on the black market. This does not apply to income gained from assets. However, any player you play against must make a dice roll on 1D10 for each of their ‘bio’ crew at the end of the game immediately. A result of 1 for a given model means it has contracted the mimjip pathogen from fighting your clan. That model dies and is then lost permanently. The player may not make any recovery rolls. Cannibalism (2)– Your clan is on hard times as it becomes harder and harder to find valuable materials to mine in a severely depleted mining claim. Many of your miners have been working for decades without respite and little hope of prosperity. Morale is very low and law and order are starting to break down. Many of the individuals in your clan are severely ‘soul knapped’ (the dehumanization of a miner after years of functioning as a cyborg in harsh circumstances). Your prefects are losing the war to maintain an orderly society. Miners prey on each other as cyborg parts wear out and become difficult to obtain. At the start of each of your turns during a game, roll a six sided dice for each infantry unit you have with two or more miners in it. A result of 1 indicates a fight has broken out as two miners enter a desperate scramble to obtain parts from each other. Immediately perform a quick round of hand to hand combat between the two protagonists (chosen by the asteroid miner player). This does not apply to clan chief, shareholders, prefects, security drones or ‘cyclops’ mining constructs. Carry on with the game as normal after the combat is resolved. A bonus to this desperate situation is that if any of your miners come within 4” of a damaged mekk model, and there are also no enemy models within 4” of the damaged mekk they will immediately strip the mekk of all useful parts. This will destroy the damaged mekk as it will be reduced to little more than a tin shell. Conscripts (1) – Your clan has a high turnover of miners, partially due to the very dangerous nature of the mining your clan performs and also because your clan mine is often used as a ‘hub’ for transient miners heading out to more remote and lucrative mining claims. As a result your clan chief usually only has poorly experienced conscript level crew to choose from when deciding who to send on a mission. This means many of your miners have little battlefield experience and are easily spooked. Your company loyalty is low. You start with a company loyalty of 8 and can never raise it above 15. Outlaws (2) – The bold illegal operations of your clan have come to the attention of the Frontier Union. Your clan chief is developing a reputation as an outlaw. The FU takes a very dim view of this and trains teams of assassins specifically for neutralizing trouble makers like your chief who stand in the way of the efforts of the FU to maintain authority on the Outer Rim. At the start of each game you play roll a six sided dice. If the result is a 1, then one of your opponents has been approached by the FDF (Frontier defense force) to help in killing your clan chief. The FDF has sent a small team of well trained snipers for your opponent to use. There will only be one of these teams per game, regardless of the number of players. Roll randomly to determine which player is approached by the FDF. That player will receive an extra unit of two ‘medium armor’ human infantry armed with normal sniper rifles. They both have ‘sniper’ skill of 8 and ‘hand to hand combat’ skill of 8. They are equipped with excellent infiltration equipment which allows the leader of the two-man team an exclusion zone radius of 10”. These two models must operate as an independent unit at all times. This unit does not count towards that player’s total SPs available. Instead the unit has 1SP free that is available for actions on each of that player’s turns. The purpose of this unit is to attempt to assassinate your clan chief. These models must be used for this purpose. They will not gather salvage. This opponent will be awarded 2500 credits by the FU if your clan chief is killed during a game. You may still use recovery rolls to get your clan chief back at the end of the game, thwarting the fiendish plans of the FU to end your clan chief’s villainous career! “Ha! – You’ll never catch ME alive!”. Your clan cannot be allied to the Frontier Union. 23

Poor/inactive asteroid mine (3) – Asteroid miner clans normally have a mine that also serves as their base/headquarters. These mines provide an income for the miners that can be used when waging war. Unfortunately your asteroid mine has been completely mined out during the past few years and your colony is in a desperate situation. Your mine will yield no income at all at the end of each game you play, your clan chief must find another way to fund the daring exploits of your clan. Hard times (1) – Your clan has been on very hard times for a while now. Your mining claim is all but spent, and the remoteness of the colony makes it very difficult to obtain supplies if you can’t pay someone to do so. It is common knowledge that your clan is in a desperate situation and has to act quickly to prevent the clan dissolving entirely. Your enemies expect you to be weak, poorly equipped and easy to defeat in a battle. It is up to you to prove them wrong! Add +1 to all your opponents’ company loyalty scores to reflect their confidence. The following troop types and equipment are available to your asteroid miner clan chief. Your clan chief can only employ or use crew and equipment listed here. If you want your clan chief to use normal ‘human salvage boss’ equipment as featured in the Star Mogul core rulebook you will have to give your clan the ‘Allied to the Frontier Union’ trait.

Asteroid miner basic crew – ‘Centaur chassis’ The standard cyborg asteroid miner is complete with the common and utilitarian ‘centaur’ chassis. Tough and resilient, these members of the clan are familiar with hard labor and grim conditions. The centaur chassis affords a level of protection from physical harm When these basic asteroid miners are employed, they must always come in units of at least 3 models, led by a ‘mining foreman’ (2 grunts and a foreman). Employment costs are as follows: Asteroid Miner

Average (7 skill points)

Experienced (12 skill points)

Veteran (16 skill points)

850 cr

1300 cr

1700 cr

Asteroid miner foreman The only difference between a normal asteroid miner and a foreman is that the foreman has access to the ‘command implant’ from the equipment list, and the foreman has 5 free points in the ‘grim determination’ skill. For every mining foreman you employ, you must have at least another 2 normal miners in the same unit. When first employed they will have the following statistics: Resilience: 4 Armor: 4 (the miner’s metal chassis provides a degree of armor) Movement: 6” Weapon: General small arms. They have the same small arms available to ‘bio’ crew that appear on the main weapons list tables appearing in the core rulebook, for the same costs. They cannot obtain any other equipment other than that shown below. They also have the following equipment available: Asteroid miner equipment Armor upgrade: 300cr (+1 to armor value, only available once per model). Chassis upgrade: 250cr (+1” to movement score, only available once per model). Cyber knuckles: 700cr (+2 to combat rating, 1D10 damage to vehicles). Power drill: 700cr. Mining laser: 1800cr Biomechanical strength enhancement: 300cr. (Enables the model to wield, two ‘general small arms’ nd weapons at the same time cost includes 2 weapon). Model shoots twice. Command implant: 250cr.(Enhanced command ability. Only available to foreman. Increases unit exclusion radius to 8”). Salvage tools: 200cr. Power drill - Adds +2 to combat rating. Also, if used against battle armor in melee and you roll a 5 or 6 for your combat roll the drill punctures the battle suit. The model must roll equal to or less than its resilience score on 1D6 or die of shock. If the model survives then do not compare any further combat rolls between the two models involved for that melee phase. The power drill may also be used to stun civilian class vehicles. If you roll a double when making your hand to hand combat skill roll while 24

assaulting a vehicle it will become stunned for that player’s next phase 1 or phase 2 and be unable to move or shoot its weapons. The drill will also do 2D4+3 damage to the vehicle. Mining laser - Commonly used by the miners during mining operations, it can also be used as a deadly weapon. Counts as a heavy weapon and so is subject to the ‘very difficult to obtain’ rule. Description Mining laser

Damage dice 1D10+1D6

No. of hits 1

Range 22” short 38” long

Special Asteroid miners only

Asteroid miners also have the same skills available on the ‘bio skill’ list, except they cannot use the following: ‘nimble’ and ‘hard as nails’. They also have the following skill available to them: Grim Determination (Free points 3) – If a unit of asteroid miners fails either a loyalty test or a bravery test, asteroid miners may make a ‘grim determination’ skill check to see if they do not flee, but instead, carry on as normal against the adverse circumstances as if they had made their loyalty/bravery test. Members of the unit that flee outside of the unit leader’s exclusion zone will be treated as a separate unit. The models that do not flee will be treated as a separate unit to the models that are fleeing. Nominate leaders for the two units. This skill is useful if your salvage company has a low company loyalty. Fleeing models will require one SP to be spent on a loyalty test to rally, even those that belong to a unit that is only partially fleeing. Hard Labor (Free points 6) – A successful skill check on 2 six sided dice will enable that miner to count as three models while carrying salvage back to the drop zone. The effect lasts the whole turn. Roll the skill check before the models in that unit move that turn. A separate skill check is needed for each individual. Soul Knapped – A skill given only to infantry unit leaders. Soul knapping is the effect of gradual deterioration of a miners personality due to the perpetual integration of their persona with cyborg technology. Though soul knapped individuals lose their grip on human emotion, they gain the advantage of strategically analytical minds. A unit leader who is soul knapped may make a skill check during any enemy ‘fog of war’ phase where the fog of war dice roll result is 7 or below on two six sided dice. If the unit leader succeeds the skill check then you may spend 1 FREE SP on that unit only during that fog of war phase after all other actions have been completed for that phase.

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Asteroid miner ‘Prefect’ The asteroid miner prefect acts as the asteroid miner elite/heavy unit on the battlefield. Heavily armed and armored, they also keep order within asteroid mining colonies, acting as policing units to quell any discord amongst the rowdy miners. The prefect usually manufactures two or three security drones to help with this task, which are deployed alongside the prefect during a battle to help protect its fellow miners. The prefect's excellent technician skill enables them to repair these drones when they become damaged, even if they are apparently beyond repair. The unusual mentality that encroaches upon the mind of asteroid miners that have become far more machine than they are human prevails among the prefects. The security drones are often treated as beloved pets of these bizarre cyborgs in a thin attempt to maintain a connection with human emotions. Prefects must be deployed in a unit that contains its security drones only. One prefect and its drones will form a single unit. No other models may be allowed to join that unit. A prefect will not operate more than four drones at a time. The minimum unit size is one prefect and one drone. Prefects are extremely devoted to the welfare of their asteroid mining colony. As a result, they receive a +3 bonus to company loyalty. However, if all of a prefect’s beloved security drones are destroyed during a battle, they will lose this bonus due to the distressing nature of this loss. The bonus will be regained if the prefect can resurrect any of its drones. A prefect, when first employed, has the following stats/ employment costs: Resilience: 4 Armor: 7 Movement: 7” Weapon: Minigun and small arms combo. (Both may be fired at the same time). Prefects, like all asteroid miners are classed as ‘cyborgs’. Free skills: Master technician (Freepoints 4)

Prefects, having fought in battles many times, are experienced warriors. They do not come as ‘average’ recruits. Experienced (12 skill points)

Asteroid miner prefect

3500

Veteran (16 skill points)

4500

Asteroid miner prefects cannot take the following skills: driving, pilot, battle suit use, EVA, hard-as-nails, nimble, sniper, salvage hound, military discipline. They have ‘Freepoints 4’ for the ‘soul knapped’ skill described above. Also, the following skills are exclusive to prefects: Master technician (free points 4) – this skill works in exactly the same way as the normal technician skill. The only difference is that is allows the creator/fabricator of a particular mekk or android (in this case the prefect’s security drones) to try to re-assemble it on the battlefield if it becomes destroyed. This may only be attempted once per game for each destroyed mekk or android model. Place the destroyed mekk/ android model on its side. If the master technician can reach base to base contact and maintain it until that player’s next phase 1 or phase 2 (not the FOW phase), that player may make a ‘master technician’ skill check on 2D6 to see if the destroyed mekk/android can be hashed back together with emergency repairs. Using available spare parts as well as any remnants that might be lying around, the model can be resurrected back into a fully functioning crew member. The master technician may not shoot while performing this skill. During the phase when the repairs are completed, the prefect may move and shoot as normal. This skill only works if the master technician created the mekk/android in the first place. The skill grants the master technician a 12” ‘exclusion zone’ command radius with the mekks created. Prefects may choose anything from the normal asteroid miner equipment list except the following: armor upgrade, biomechanical strength upgrade (it’s irrelevant as they shoot two weapons anyway), salvage tools. Prefects come with a ‘command implant’ already attached.

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They may be equipped with the following heavy weapons only: minigun, self propelled missile or mining laser. The costs of these are listed in the core rulebook. They come armed with a minigun initially for free. The minigun, self propelled missile launcher and mining laser are subject to the ‘very difficult to obtain’ rule. If you cannot field these weapons because of this rule you may not employ the prefect at all. It should be noted that giving a prefect the maximum compliment of security drones (4) will enable the prefect to satisfy the heavy weapon requirements for the ‘very difficult to obtain’ rule.

Security Drones Security drones come in varying shapes and sizes, depending upon where they are manufactured. The drones that are manufactured by the asteroid miner prefects are valued members of the miner clan. However, there are other types of security drone that may be found throughout known space that are not covered here. (Examples include drones found upon starships to defend against boarding actions or drones employed by the Frontier Union for crowd/riot control). Prefect drones assist in the policing of asteroid miner colonies. They help the prefects keep order amongst the tempestuous members of the clan, as well as fulfilling a useful role upon the battlefield during times of war. Each security drone that you wish to accompany your prefect will cost 400 credits. You may not have more than four drones accompany each prefect. When first employed each security drone will have the following stats/ equipment: Resilience: 3 Armor: 5 Movement: 5” Weapon: General small arms

Security drones usually have only two upgrades available: general small arms, which come with 7 free points) and hand to hand combat, which come with 4 free points. A security drone can search for salvage in a salvage counter in the same way a normal crew member can. They cannot be equipped with salvage tools. Security drones may be equipped with the following weapons at the given costs: Assault rifle – 200cr, Flechette rifle – 200cr The flechette rifle is subject to the ‘difficult to obtain’ rule. When first deployed, security drones may be deployed up to 8” from the drop zone marker. If the asteroid miner prefect that created them is killed, the drones will become immune to loyalty and bravery tests. This is because they normally rely upon the prefect to command them out of a dangerous situation. The prefect programs its drones to continue fighting if it dies. At the beginning of your next phase nominate a ‘leader drone’ and form the drones that were within the prefect’s ‘exclusion zone’ into a single unit centered around the shattered remains of the dead prefect. Leaving behind drones upon the field of battle does not incur a penalty to company loyalty. The new leader drone will have an exclusion zone of 4” as normal. This type of security drone must be deployed as part of an asteroid miner prefect unit.

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Asteroid miner ‘Seismic artillery’ Seismic artillerists are grafted to the crab-like ‘Kraken’ chassis. They are used to remove large quantities of useless rock and rubble out of the way of mining operations inside hollowed-out asteroids. The best way to do this is use a powerful force to blow it out of the way. Seismic artillery is also used to quickly form the corridors and chambers within an asteroid mine. The artillerist is equipped with two high energy delivery systems. The first is a resonance cannon which is used to set up a violent resonance wave in a localized area of rock. This shakes and splits the rock and generally makes it much looser, preparing it for the second delivery system, a modified missile launcher. The missile is fired deep into the loosened rubble and then exploded, removing the rubble at high speed. The process is primarily designed for low gravity environments. The work is dangerous, but seismic artillerists are well trained, highly valuable, specialists. They guard their equipment jealously and often form their own unions within a mining colony to coerce the clan leaders into giving them benefits and favors other miners do not receive. Seismic artillery can, of course, be used as a weapon during war. They have the following statistics when first employed: Resilience: 4 Armor: 5 Movement: 5” Weapon: Resonance cannon, Missile launcher (like all asteroid miners they are classed as ‘cyborgs’. Free Skills: Resonance cannon (Freepoints 3) Heavy weapon (Freepoints 3) needed to fire the missile launcher.

Seismic artillerists cannot be armed with any weapon other than the resonance cannon and missile launcher they are originally equipped with. They cannot fire two weapons in the same phase. Artillerists are usually old and grizzled with many years experience on and off the field of battle. They do not come as average recruits. Their employment costs are as follows. Experienced (12 skill points)

Asteroid miner artillerist

3500

Veteran (16 skill points)

4000

Asteroid miner artillerists cannot take the following skills: driving, pilot, battle suit use, EVA, hard-as-nails, nimble, sniper, salvage hound, military discipline. Also, the following skills are exclusive to artillerists: Resonance cannon (Freepoints 3) – Required to use the unique resonance cannon. This skill behaves like any normal weapons skill. Grumble (Freepoints 3) – Seismic artillerists are known for their tendency for loud and obnoxious grumbling. If there is something they are unhappy about (which is most of the time) then they are not shy about letting all others within earshot hear about it. Quite often a shocking and incoherent belching, bawling, yelling and arguing can be heard across the battlefield when artillerists are present. If an artillerist starts to grumble, which can only happen once at any point on your turn, all infantry units within 15” containing bio crew not wearing battle suits (everyone in earshot basically, those within vehicles or wearing battle suits are not affected) must make a leadership check on 3D6 with a +4 bonus to leadership. If they fail then those bio models will fall back one full movement toward their drop zone out of doubt and fear. If this places them outside of their unit leader’s exclusion zone they will be subject to the straggler rule immediately. Asteroid miners are immune to this grumbling, having heard it many times (some even swear they can hear it through the vacuum of space when performing EVA work!). However, if your miner clan is using units with bio crew in them these units are not immune. Artillerists may choose anything from the normal asteroid miner equipment list except the following: any weapon, armor upgrade, biomechanical strength upgrade, salvage tools.

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They have the following equipment that is unique to artillerists: Resonance cannon – Shooting the resonance cannon cannot hurt infantry models or vehicles directly. Moving targets make it difficult for the harmful resonance wave to be established. Instead, the artillerist chooses a point on the ground and shoots at that instead. This point must be visible. It may be used on part of a building, structure or salvage counter that constitutes scenery on the playing area. The artillerist must roll the resonance cannon skill check with appropriate modifiers for range in order to set up the resonance wave. If successful, place a small marker that denotes the center of the wave. Every model wholly or partially within 2” of this resonance marker is effected by the powerful disruption caused by the cannon. Leave the marker in place. The resonance wave becomes more powerful for each phase the artillerist continues to shoot at the same spot. Each subsequent phase of shooting costs 1 SP as normal to maintain the intensifying wave, the artillerist need not make another skill check. On your first phase (not the FOW phase) all models within the 2” radius of the resonance marker will suffer 2D4 damage. On your second phase (not the FOW phase) all models will take 2D6 damage. On your third phase (not the FOW phase) all models take 2D8 damage. The resonance wave can be maintained at 2D8 damage intensity for as long as you keep spending 1SP on maintaining it. The artillerist cannot move or shoot another weapon while concentrating on maintaining the resonance wave. Also, because the resonance wave is indirect fire, enemy crew cannot invoke the return fire rule. The cumbersome nature of this weapon means you cannot begin a resonance wave, or build its intensity in the FOW phase. Any enemy models moving into, or caught on their own phase within an established resonance wave that was already set up and maintained (by spending 1 SP on it) during the artillerist’s last phase will take damage. The resonance cannon is a heavy weapon and so is subject to the very difficult to obtain rule. Description Resonance cannon

Damage dice special

No. of hits

1

Range 16” short 32” long

Special Asteroid miner artillerists only

‘Cyclops’ heavy duty mining machinery The cyclops is a huge robotic chassis used by the miners whenever heavy lifting gear is needed. It comes with caterpillar tracks normally (though in low gravity situations it is fitted with attitude jets). It also has a huge pair of claws that enable it to grab and shift massive objects. Most often they are seen in the export bays of asteroid mining colonies, loading huge cargo holds with massive containers. They are very useful on the battlefield, especially in recovering valuable salvage. Heavy weapons are sometimes mounted in place of one of the claws. The costs and statistics for the cyclops chassis is as follows: Civilian class, cargo/recovery vehicle. Mekk. Cost: 4000cr. Armor values (front, sides, rear & top): 9 Superstructure: 6 Deployment cost: 200cr (+150cr for each heavy weapon) Crew: 1 asteroid miner grafted to the chassis Cargo capacity: 1 (special – only if no heavy weapon is equipped) Movement: 6” Throttle: 2” Combat Rating: 12 Turning score: Unlimited, treat in same way as infantry. May mount heavy weapons. The cyclops counts as a cargo vehicle only if they are not equipped with a heavy weapon. The cyclops is operated by a normal asteroid miner. This means the operator must have the correct skills to use certain features of this machine. The operator will initially have 12 skill points to 30

use when first employed. ‘Driving vehicles’ skill is mandatory. If a heavy weapon is attached, the operator needs ‘heavy weapons’ skill. The operator is an intrinsic part of the machine and cannot disembark. The cyclops is treated as a mekk. However, when the cyclops is being shot at, or is damaged in hand to hand combat, treat it as a vehicle. If the cyclops has its combat rating (CR) beaten in hand to hand combat, roll once on the vehicle damage table for each point the CR was beaten by. The operator may not employ the following skills: small arms, heavy artillery, pilot, medic, battlesuit use, hard as nails, technician, engineer, military discipline, grenade throwing, nimble, and sniper. Special notes: 1) May mount heavy weapons for the following cost: HEPAC – 2200 cr, Cluster bomb – 790cr, 75mm infantry cannon – 1500cr, 22mm light infantry cannon – 850cr. All these weapons are covered in the core rulebook under the ‘weaponry’ section. 2) It cannot ram another vehicle; it attacks in melee as per infantry instead. If the cyclops has its combat roll beaten by an enemy model, roll once on the vehicle damage table for every point its combat roll was beaten by. 3) Fights like infantry in hand to hand combat and counts as 3 models in hand to hand combat. 4) Is classed as a ‘cyborg’ for recovery rolls. 5) Treat as a civilian class vehicle for EMP attacks. 6) Makes loyalty and bravery tests as a normal. 7) The giant claws a cyclops is equipped with can damage vehicles. If both claws are equipped then they will cause 3D6 damage. If only one claw is equipped (because the other has been replaced by a heavy weapon) it will only cause 2D6. 8) The cyclops relies upon the operator’s hand to hand combat skill largely to work well in melee. Unlike the demolition ‘bot (a similar beast) which has fixed combat rating bonuses for the equipment it has installed. 9) Repairs may be undertaken by any other crew member with either engineer or technician skill.

Space pirates Space pirates and asteroid miners go back a long way together. After the first great mining clans signed the mining independence treaty with earth’s council, some miners left the home systems to more remote, lawless sectors. They set up their own operations and supplied the new colonies then becoming commonplace. In their wake followed opportunistic space pirates who relished the idea of easy pickings. However the pirates found that they had more use for the miners as uneasy allies rather than prey and quite commonly became affiliated with particular mining clans. The agreement was mutually beneficial with the miners gaining immunity from the pirates while supplying them with a safe haven. Throughout the dangerous frontier this practice is quite common, though in the home systems is much rarer as the clans there are tied closely to the authorities. Your mining clan will have access to small numbers of pirates when engaged in a mission (unless you have chosen the ‘allied to the FU’ clan trait.) They come from all walks of life, though the fact that they are invariably ill-mannered individuals with brutal natures gives them something in common. Most use close combat weapons which are useful for boarding actions in space. Frequently they have made use of cybernetic enhancements offered by the asteroid miner clans to make them stronger and more dangerous in battle. Space pirates are bio infantry. They are led by a pirate captain who must be of at least ‘experienced’ status when first employed. They will have the following statistics/ employment costs when first employed: Resilience: Armor: Movement: Weapon: Freeskills:

3 3 (light) 5” General small arms Melee weapon (+1 CR) Hand to hand combat 4

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Average (7 skill points) Space pirate

Experienced (12 skill points)

550 cr

Veteran (16 skill points)

700 cr

900 cr

Space pirates cannot take the following skills: military discipline. Otherwise they can take any other skills from the ‘bio crew skill list’ in the core rulebook. Along with normal equipment appearing in the core rulebook equipment for your salvage company section, space pirates also have the following equipment available:

Space pirate equipment and costs Bio mechanical upgrade: +1 to RES score – 300 cr (once only). Cyber knuckles (melee weapon) add +2 to combat rating in hand to hand combat. 1D10 damage to vehicles. – 800cr. Each space pirate also starts with a free nasty melee weapon specifically for close quarter fighting. Add +1 to combat rating (CR). May be used in conjunction with cyber knuckles. A pirate may not wear a battle suit if equipped with cyber knuckles or bio mechanical upgrade.

Game Missions______________________________________ The following are two new game missions that you can integrate into the campaigns you and your gaming friends play using the core ‘Star Mogul’ rules.

Crashed star freighter (2 to 4 players) The players have arrived in orbit around a nearby planet shortly after a pirate attack on a star freighter. The pirates have left the scene after stealing as much cargo from the stricken vessel as they could manage. However, after loading up they couldn’t take it all, so they left a large amount behind and scuttled the vessel while it was still in orbit, knowing that the Frontier Defense Force would be showing up shortly. The explosives they set tore the ship in half and scattered parts of it into orbit around the planet. Much of the cargo they left behind fell planetside in huge cargo containers and now lies scattered across the planet surface. The cargo the pirates left behind consists of containers of a dangerous mix of chemicals with explosive properties. Much of it burnt up in the atmosphere, but some, protected by the resilient cargo containers has survived impact with the planet surface and now waits to be recovered. Despite its volatile nature, the chemical is difficult to produce and is needed in the manufacture of heavy weaponry ammunitions. It should get a good price if it is recovered, though it will need to be handled safely. The containers are spread over a wide area, and there are a lot of them, which will slow down the process of gathering them. An added complication is the remains of the star freighter that is still in a deteriorating orbit around the planet. Pieces of the giant space craft periodically fall through the atmosphere like meteorites, many of which land in the large debris field where the chemical containers now rest. 1) To determine the number of salvage counters to use in this game, roll 1D6+4 and add a further 1 to the result for every player present. Place these counters in your playing area immediately after all other scenery has been set up, and in a random fashion agreed to by both players. 2) Cut up a small piece of paper for each salvage counter and mark a value in credits on it, one for each salvage counter. To determine the value of each counter, roll 1D10 and multiply by 1000 credits. Then take the paper pieces and fold up, and place them in a hat. Then randomly pick the pieces out one by one and place each one under a separate salvage counter, so that none of the players knows the value of any of the salvage counters. 3) Players then roll dice to see who deploys their salvage crew first as normal. 32

Special rules: Each of the salvage counters is a container with a highly volatile chemical inside. By shooting at them they can be made to explode! If a player shoots at a salvage counter and hits it, roll a six sided dice. If the result is a 1 or 2 then the container has exploded! All models within 2” of the salvage counter will take 1D10 damage as if they were being shot at. The orbiting remains of the star freighter sporadically descend through the atmosphere, creating a serious hazard when crashing nearby. At the start of each player’s turn, roll a six sided dice. If the result is a 1, then a piece of debris has landed in the debris field where the salvage operation is taking place. To determine where it lands, divide the playing area into 6 equal parts and roll a six sided dice to determine which part the debris lands in. Then place a debris marker in the exact centre of that part of the playing area. Roll a six sided dice and an eight sided dice together (shake them vigorously!). The result is the number of inches the debris marker deviates from its current position. To determine the direction of deviation draw a line starting at the eight sided dice and going through the six sided dice. Place the debris marker in its new location. This is where the debris crashes into the planet surface. All models within 3” take 2D6 damage. Any model whose base is directly under the marker receives 4D8 damage! Winning conditions Condition 1 If you have 50% or more of all the available salvage counters in your drop zone (6” radius) as the game ends, then you have gained the salvage rights and can cash in the salvage you’ve collected for its full value. If you only obtain less than 50% of all available salvage, then you will only get half of the value of any salvage you have in your drop zone, as the Frontier Union will not recognize your salvage rights. You will need to sell any salvage you have gained on the black market. Unclaimed salvage is not captured by the last player on the field. Condition 2 When you call your drop ship down you leave behind anything you own that remains outside of a 6” radius from your drop zone marker, which will mean recovery rolls for any infantry you have left behind. Heavy equipment and vehicles left outside the drop zone cannot be recovered unless otherwise stated in the individual description for that equipment. The game may continue without you if there are more than two players playing, or if there are only two players then the game ends. Calling your drop ship down first does not mean you have lost the game. If nobody has managed to claim the salvage rights by the end of the game, then all players will have to sell their ill-gotten gains on the black market for 50% of its full value. The last player will not need to abandon any of his/her crew left outside of the drop zone as the game ends, as he/she will have time to pick them up. Unlike the other player(s) who quit the field beforehand, possibly leaving behind crewmembers/equipment if there are any left outside the 6” radius from the drop zone when the drop ship arrives. The last player does not need to roll recovery rolls for infantry left outside of the 6” radius from the drop zone marker. Though they must still roll recovery rolls for killed and wounded/damaged infantry models. If the last player present on the field has salvage loaded on a cargo vehicle outside of their drop zone they get to keep whatever is loaded on that vehicle as it races back to the drop zone in time to be picked up by the drop ship. The last player on the field does not capture whatever unclaimed salvage is left upon the field. They too will leave in short order as the opponent(s) will possibly be incinerating the entire area from orbit in an attempt to eliminate the local competition. A common practice on the cutthroat frontier. The winner of the game is the player who gained the most credits from the salvage they recovered, regardless of who gained the salvage rights.

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First Contact (2 to 4 players) An independent exploratory vessel has reported the presence of a new intelligent alien species out in the ‘Mephas’ system. This is big news! These creatures, currently named the ‘mephalians’ have a culture with a technology level only at the tribal level. This species inhabits one of the four giant moons orbiting the gas giant ‘Yagum’. The situation is complicated further because this moon appears to be an ancient mimjipani settlement. Speculation has it that the mephalians are actually descended from an isolated pocket of the mimjip empire. The FU knows that opportunistic pirates and salvage companies will descend on the tribes-people rapidly to search the ruins for new mimjip technology. Live mephalian captives will also fetch an excellent price from research institutes. The FU, short handed as usual, is gathering a team to send out immediately to the Mephas system, but in the meantime they need to help protect the natives from the opportunists. A job offer is sent out to anyone who will take it: protect the mephalians at all costs and prevent opportunists from stealing mimjip artifacts. The call is heeded by one of the players. However, the other player didn’t heed the call of the FU. Instead they have joined the ranks of the opportunists after receiving a job offer from a rogue research institute! Seeing bug bucks lying around down there on the surface of the Yagum moon they have arrived in orbit only hours after the arrival of the first player who has already descended to the surface to negotiate with the natives about their protection. The mephalians are, naturally, very scared and confused at the sudden arrival of the players’ crews. Having had very little time to decide what to do, and even less time to prepare a defense, they very reluctantly begin making preparations as suggested by the friendly player. Setting up the game Place 1D4+3 salvage counters on the playing area. These salvage counters represent areas of the mimjip ruins that are likely to contain a valuable mimjipani artifact. Player 1, or the tribes-people, cannot search for salvage during this game, only player 2 can do this. However, mimjipani ruins occasionally contain nasty surprises, as proven by the ‘mimjip pathogen’ event, that wiped out a large portion of mankind’s empire among the stars in a short space of time not so long ago (although the rewards often outweigh the risks in the eyes of a greedy salvage boss). Whenever player 2 recovers salvage successfully from a salvage counter, roll 1D6 and consult the chart below:

Mimjip ruins salvage recovery table Roll 1D6 Result 1 – Mimjip artifact find! One of your crew sticks the small device into a canvas sack immediately. As long as this crewmember gets back to your drop zone before you call your drop ship in you will reap the financial reward of 1D6 x 500 credits as you can sell it to a research institute. 2- 3 – A dangerous indigenous life form has made a nest within this section of the ruins. One of your crew in base to base with the salvage counter gets a nasty bite! Select a random crew member from those present. That crew member will suffer 1D8+4 damage as if being shot at. You find nothing of value. 4 – As your crew are digging the ground gives away and all models in base to base fall into what appears to be an empty tomb chamber underground. Despite some unusual architecture there is nothing of value here. Your unit cannot move for your entire next turn as the fallen crew scramble back out. Crew that did not fall into the chamber can still shoot on your next turn. Crew within the chamber cannot be shot at, nor can they shoot. 5 – Broken mimjip artifact. It lies in pieces and is too big to carry without a cargo vehicle to do so. This artifact is worth 1D6 x 1000 credits. 6 – Excellent find! A pristine, sealed container with mimjip hieroglyphs on the side. It is too big to carry without a cargo vehicle. This artifact is worth 2D6 x 1000 credits. There are no salvage rights to obtain with this mission. Player 2 will obtain the full value of the artifacts by selling them to black market research institutes.

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The friendly player (player 1) sets up their deployment first. They will be accompanied by two infantry units of mephalian tribes-people. These units contribute no SPs to your overall strategy points available each turn. Each unit will consist of 4 infantry models armed with mimjip energy rifles obtained by the natives a long time ago from the ruins nearby. These infantry units and any other units the friendly player has may be positioned anywhere within 20” of that player’s drop zone marker. The mephalians have the following statistics: Resilience: 3 Armor: 3 (light) Movement: 5” Weapon: Mimjip energy rifle (count as ‘general small arms doing 1D8+3 damage instead) Freeskills: General small arms 7 Hand to hand combat 7

Player 1 must keep all the mephalians alive/un-captured, AND prevent the opponent from retrieving any mimjip technology from the ruins. At the start of each of player 1’s turns, roll 1D6 for each of the mephalian infantry units and consult the table below to see how the primitive tribes-people react during this very confusing series of events. Mephalian reaction table Roll 1D6 Result

1 – 3: You may move or shoot with the mephalian unit as you wish this turn. You have 2 free SPs to spend. 4: They start shooting at the nearest player unit. All models in the unit will spread their fire evenly across the models in the nearest player unit. They will then immediately retreat 5” toward the nearest table edge. 5: They move as directly as possible away from the nearest player unit as if retreating toward the nearest playing area edge. They will move for 2 full moves. (Move them 10” immediately) 6: They immediately advance toward the nearest enemy player unit for 2 moves. (Move them 10” immediately.) None of the natives’ reactions cost player 1 any SPs to perform. If the tribes people reach the edge of the playing area they will stop. Player 2 has been issued with 5 tranquilizer guns by a hopeful black market research institute. Live members of a new alien species are worth big money! These guns count as ‘general small arms’ in every way except that instead of killing the target (provided you do enough damage) they will knock them out. If any of the mephalians get hit by this weapon and their DEF score is beaten by the weapon’s damage dice roll they will be incapacitated. Lay the model on its side for the rest of the game. Player 2 can pick up the mephalian by moving any infantry model into base to base contact and throwing the limp body over its shoulder. During the next phase, that model may move away with the body at a minus 1” adjustment to move score. A mephalian only counts as being ‘captured’ if it reaches player 2’s drop zone. Player 1 may not pick up the mephalians; it would be classed as a highly offensive act by the natives for them to touch any member of their tribe. When the FU research vessel arrives they do not want to be welcomed by a bunch of angry tribes-people! Winning conditions The game ends when player 2 ceases threatening the tribes people, loses interest in recovering mimjip artifacts and calls in their drop ship. Or, player 1 calls in their drop ship because they have taken heavy losses and cannot defend the mephalians any more. Player 1 has been offered 6000 credits by the Frontier Union for each tribe member he can keep alive/ un-captured until the end of the game. However, the total amount paid by the FU will be reduced by 5000 credits for each mimjip artifact player 2 finds and gets back to his drop zone, regardless of the value of the artifact. Also, if player 1 ends the game and calls in the drop ship they will receive no reward from the FU as they have left the mephalians exposed to the dangerous actions of the opportunists. Player 2 will not be able to capture any remaining natives as they flee to the hills and hide. 35

Player 2 will obtain the full value of any mimjip artifacts he found as there are no salvage rights being offered by the FU for this mission. The artifacts will be sold to eager black market research institutes. Also, if player 2 can get any tranquilized tribe members back to the drop zone, they will be able to sell them to the research institute for 5000 credits each. The winner is the player that earns the most money. If there are THREE players present, add another two units of tribes people with four models in each and give one player control of the tribes people. This player will operate them as a normal salvage company for this game (complete with their own SPs at the start of each turn). Ignore the mephalian reaction table. It is up to this player whether to ally with player 1 or fight him. Reduce the money paid to player 1 for each surviving/un-captured tribe member to 2,800 credits. The sixteen natives will be accompanied by their tribal leader, a mystic, who is armed with an unusual mimjip artifact that has, since its discovery, become known as a ‘button down’ device. It has the ability to shut down complex weapon systems in a localized area. Evidently the mimjip were no strangers to warfare. The mystic’s statistics and abilities are as follows: Resilience: 3 Armor: 3 (light) Movement: 5” Weapon: Mimjip energy rifle (count as ‘general small arms), ‘Button down’ device. Freeskills: General small arms 7 Hand to hand combat 5

‘Button down’ device – The user picks a target model within 20” in an enemy unit and fires the ‘button down’ device using general small arms skill (always counts as short range). If the hit is successful, then a powerful charge of energy forms on the target that leaps from one unit member to the next. The technology is still not fully understood by FU scientists working in the FU acquisitions unit. The energy charge is designed to foil complex electronic weapons systems so that they jam or cease working. For the first model hit, roll 1D6. On a result of 1 to 4 the weapon that crew member is holding stops working until the end of that player’s next turn (place a marker next to the model so you remember). The energy charge then jumps, like lightning down a lightning rod, to the next closest model with 3”. Then roll 1D6 again. If the result is a 1-3, that model’s weapon shuts down and the energy charge jumps again to the nearest model within 3”. This third model’s weapon will shut down on a 1 or 2 on 1D6. The fourth model’s weapon shuts down on a 1 on 1D6. If the chain is broken at any point and a model’s weapon does not cease working the energy charge dissipates and the effects end there. In this scenario, the tribes-people will win if they have the most units left on the playing area when the game ends, as they are considered to have successfully repelled the unexpected invasion from two unwanted alien groups. (Do not count the player that just called in their drop ship the end the game). Otherwise, the winner is the one who gained the most money from the mission. If there are FOUR players present, have two players team up and work together to defend the tribespeople, and two to work as opportunists. Use the same organization for the mephalians as described above for only three players present, but do not assign them a player. Use the mephalian reaction table instead to determine their actions. Also, make the following adjustments: 1) Roll 2D4 + 4 to determine the number of salvage counters present. 2) The game ends only when both players working in either of the two teams call their drop ships in. 3) Both players defending the natives will receive separate payments from the FU based on how many tribes people survive and how many mimjip artifacts have been stolen by the opportunists. They’ll be paid the same, based on the situation as the game ends. 4) The defending players cannot search for salvage, only the opportunists can (as per two player game).

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Rules updates and notes______________________________________ The following rules updates take precedence over rules appearing in the core rulebook. 1) Hand to hand combat with multiple opponents. The penalty for fighting multiple opponents should be changed to a minus 3 penalty to ‘combat rating’, for every extra opponent above the first, instead of the previous minus 2. (So, minus 6 penalty against the third opponent, minus 9 against the fourth etc.) 2) Asteroid miner mining laser now subject to the ‘very difficult to obtain rule’. 3) Salvage raid mission. A salvage raid mission now occurs if one company is smaller than the other by 750 credit deployment cost or more, instead of the previous 1000 credit difference. 4) ‘Fight over an asset’ and ‘Rescue/recovery missions’. If one company is smaller than another, change the bonus criteria for deployment cost differences for both of these missions as follows: Change 800 credits to read 600 credits in all instances. Change 1600 credits to read 1200 credits. 5) Rules for the hydrissian ‘thump gun’ have changed a little. Damage is modified for long range. (2D8 instead of 2D10). See page 8. 6) Bank loans must now be paid back within the next TWO games played instead of four as stated in the core rulebook. 7) Hydrissian ‘retainers’ skills have been allocated ‘Freepoints’. See page 9. That’s it for this supplement! Thank you all so much for your interest in ‘Star Mogul™’. Please visit our website regularly for news about forthcoming miniatures and new Star Mogul supplements. We have lots of wonderful and exciting new products and rules expansions in the pipeline. Happy gaming everyone and all the very best! The Alpha Forge team.

www.alphaforgegames.com

Please take note of the following legal notices which apply to all our products: All artwork, logos and all the images contained within this supplement and within all our printed literature are the exclusive copyrights of Alpha Forge Games(tm). © Copyright Alpha Forge Games(tm) 2005. All rights reserved. 'Star Mogul: Ruins of an Empire', ‘Star Mogul: Distant Worlds’ and all images and designs, including our 'Star Mogul: Ruins of an Empire' ranges of Science Fiction Miniatures, associated with this product are the exclusive copyright of Alpha Forge Games(tm). © Copyright Alpha Forge Games(tm) 2005. All rights reserved. The terms 'Arclight Blaster', 'NOVA Bombard', 'Tachyon Rifle', 'Super minigun', 'Avenger 19 assault rifle', 'Hades Battle-armor', 'Humanoid Augmentation Dangerous Environment Suit', 'cyber knuckles', 'Hydrissian', 'Thump gun', 'Salvage Dog', 'Devourer Cult', 'X12 Cult of Androids','Mekk', 'Dark Tribes of the Abyss', 'Yagamuna', ‘Mephalian’, 'Wyrrd Folk' and the 'Star Mogul: Ruins of an Empire', and the ‘Dark tribes of the Abyss’ logos are all either ®, TM and/or © Copyright Alpha Forge Games(tm) 2005. All Rights Reserved.

© Alpha Forge Games 2006. All rights reserved. 38