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New Empire
The Role Playing Game
By
Keith Foster















HTTP://WWW.NEWEMPIRE.INFO

Copyright 2007 by Keith Foster
Illustrations and Computer Generated Content by Keith Foster
2
nd
Revision (2010)

2


Table of Contents:





Intro: About New Empire 3
--About this game and RPGs in General 4
Chapter 1: Actions & Rules 5
--Rounds, Initiative, and order 5
--Normal action rules 5
--Alignments affect on actions 5
--Target # 5
--Saves 6
--Dealing Damage 6
--Automatic firearms 6
--Armor and Damage 6
--Physical attacks 7
--Blocking, Parrying, Counterstriking 7
Chapter 2: Character Generation and Prog. 8
--Character Progression 8
--Skill points 8
--Healing, Recovery & PPHP 8
--Damaged limbs 9
--Death 9
Chapter 3: Skills 10
--Sub-Skills 10
Chapter 4: Stuff 14
--Weapons 14
--Items & Equipment 15
--Clothing & Armor 20
--Vehicles 21
Chapter 5: Ships 23
--Ship Rules & Notes: 23
----Movement 23
----Offense/Defense 23
----Miscellaneous systems 23
----Money and parts 24
----Ship orientation diagram 24
----Slipstream technology in-depth 25
--Ship Types & Listing 26
--Ship Offensive/Defensive Upgrades 59
--Salvage Yards 60
Chapter 6: The Empire & Colonies 61
--D. Empire Defense Force/Gov. Info 61
--Empire Timeline & Records 63
--Colony Descriptions 68
Chapter 7: Known Alien Civilizations 84
Chapter 8: Astronomical Phenomenon 93

Tables:
Skill Listing 95
Items & Equipment 97
Other:
The Milky Way (Map) 99
Character Sheet 100

Intro: About New Empire
3
Intro: About New Empire:

Date: April 20, 2081
Regarding: Draconis Empire

Most of the colonies that make up the Empire (including
the original Draconis colony) originally left Earth around
2010 to escape its Over Governing and Bungled
Resources. It was believed that the existing governments
at the time had too much power. No one truly knew if his
or her votes made a difference anymore. The abuse of
money and power ran wild throughout every major country
so many people found a means of leaving and establishing
knew worlds.

The means that I speak of was a new method of
propulsion called Slipstreaming. A Slipstream Drive could
easily allow a ship to journey between habitable systems
within weeks, and newer technologies developed within the
colonies since has reduced the trip to days.

The mass exodus from Earth began 70 years ago and only
lasted for about a decade. Many governments tried to
justify laws to keep people from abandoning Earth, ranging
from airspace violations to licensing restrictions, but many
people took comfort in the knowledge that it was hard to
prosecute someone once they left the planet and had no
intention of returning.

Most of the original colonies were only about 20 families
or so on average because it was hard to scrounge parts for
a ship bigger than that on Earth at the time. The largest
established colony ever was Draconis. About 3 ships
journeyed there in the beginning of the mass exodus and
one actually braved a return to Earth to recover family and
friends that were originally left behind. This increased the
colonys population to 150 souls, a collection of
Caucasians, African Americans, and Mexicans. The
religions ranged from Atheist to Christianity, and Agnostic
to Wicca, yet everyone grouped together to form a new
town and government.

Only 3% of the original population died within the first
few decades because of disease or disaster, and population
growth easily counteracted that percentage. Technology
flourished, more people came from Earth over time, and
within 70 years Draconis grew to a population of 1,700
people with three major cities and an orbiting space dock.
The Draconis Colony alone has a modest fleet of 5
battleships and 10 cargo ships along with a multitude of
personal craft and equipment.

50 years ago other colonies began banding with Draconis
for representation in the trading market and defense from
other colonies, alien invasion, and even Earth. Since then
certain Earth governments have expressed an interest in
expanding to other planets. Russia has since attempted to
conquer a small colony in the Vega system and failed, but
the damage was done and the Vega colony has been
struggling to recover its commerce and defenses in the 3
years since the attack. They still trade with Earth, but have
boycotted any Trading with the Country of Russia. The
Draconis Empire assisted them in rebuilding even though
they were not one of their members.


(Draconis Orbital Path and Moons)

Earth is pretty much the same as is was around the time of
the Mass Exodus. Most countries still quarrel and oil is still
the most common fuel on the planet. The moon is now
occupied as is mars although the population is extremely
small. The Russians, Chinese, Japanese, and United States
are the only space faring countries, and they make every
attempt to keep knowledge of the other colonies and alien
civilizations from the general public.

In the 70 years since the Mass Exodus most colonies have
progressed technologically farther and faster than Earth.
Without certain laws and governments slowing them down
and with new problems arising that Earth would never
encounter the colonies created medicines, weapons, and
propulsion faster and better.

In the 50 years since the establishment of the Draconis
Empire, 12 colonies have banded and many alien
civilizations have been discovered, some of which are space
fairing and a few have refused to ally themselves with
humans. A minor number of alien civilizations have even
declared war with humans for one reason or another. Some
of these aggressive cultures even have superior
technology, yet the colonies endure. The Draconis Empire
keeps the knowledge of Earth a secret from most
civilizations and vice versa. Earth has discovered a few
friendly species, but the Empire believes that theyre ill
equipped to deal with any of the advanced aliens that have
been discovered to date. The colonies also doubt that
Earth would be a good example of human kind to other
species.

Intro: About New Empire
4
About this game and other RPGs in general:

Role-Playing Games (RPGs) are games designed to stretch
the imagination of the players involved. Characters are
created on paper and the player in control (The game
master) provides adventures and obstacles for them. The
other players then slowly grow their characters abilities so
that they can achieve higher goals. The game is only over
when the players decide that their characters have grown
too strong for the challenges provided and decide to retire
them to create new ones.
Below is a collection of common terms used in most Role-
Playing Games and this one in particular:

Game Master This is the person who is in charge of the
game. They make sure that the rules are followed, control
all NPCs, control the game world in general, and keep the
game moving. The game master (or GM) is pretty much
God to the characters in the game.
Non-Player Character NPCs are characters within the
game that have no players controlling them. Theyre
background clutter that provides dimension, information,
and emotion to the campaign. Anything thats not
controlled by the players but needs to be managed is
considered an NPC (The enemy, other characters nearby,
the GMs character).
Player Players are the real life people controlling their
respective characters within the game.
Character Characters are any people/creatures within the
game world. Players create characters to represent
themselves inside the game. They then have direct control
over those characters actions.
Target Number When an action is rolled there is a target
# to achieve. Reaching this target # or surpassing it affects
the characters actions. The GM chooses this target #
using the rules located in this book.
#D# - This is the abbreviation for the number of dice to
roll and what type of die.

Example:
1D8 = 1 eight-sided dice
2D4 = 2 four-sided dice

Skill Skills are chosen by the players for their characters.
Each skill has a value associated with it that determines
how well the character can perform that action.
Combat This is the Meat and Potatoes of role-playing
games. Combat is one of the major times that characters
get to prove themselves within the game. This refers to
any attacks made by characters on other characters or
NPCs.
Campaign Campaigns are described as the long-term
game that takes place with a set character(s). A campaign
can contain many adventures or long-term goals and can
last years.
Adventure This is a short jaunt for characters within a
campaign. Characters can complete a set adventure in a
few nights and they usually end up getting rewards at the
end (money, experience/skill points, items). Then they
rest up for another adventure that the GM prepares for
them.






(The Empire Flag. Draconis and its two moons surrounded by other member-colonies)
Chapter 1: Actions & Rules
5
Chapter 1: Actions & Rules:

Rounds, Initiative, and order of events:
During combat each character can make one physical
action in a round. One round lasts 1 second within the
game. To determine the order in which characters act
throughout the round they add their Speed attribute to
whatever combat skill theyre currently using. The highest
number goes first and any characters with equal totals just
roll 1D10 to determine which goes before the other.

Normal action rules:
New Empire is a ten-sided die based game. This means
that most actions only require the roll of one ten-sided
dice plus any one of a number of skills. The game master
designates a target number for the player to reach
(1D10 + applicable skill vs. target #).

Example:
Bob is trying to pick the lock on a warehouse door. He
has a lock pick set and the appropriate skill with a value of
3. The GM assigns an easy value to the lock of 8 since
its an average, everyday, cheap door lock.
Bobs player rolls a 1D10 and comes up with a 5 (5 + 3 =
8 which equals the target # of 8). Bob picks the lock and
continues on his merry way.

*Ship Note: In ship-to-ship combat the pilots piloting skill
is used if the weapons are fixed in a general direction
(normally forward) or the characters gunnery skill is used
if the weapons are computer controlled.
*Sometimes a character will need to roll a Spot,
Listen, or Search check. For Listen checks the
Intelligence attribute is used. For Spot and Search checks
the Wisdom attribute is used.

Example:
Bob emerges from a dark warehouse and into the forest.
The GM has Bob roll a spot check because what he
doesnt know is that theres another character standing far
off in the forest who is barely visible. The GM picks out
an appropriate target # that will determine whether or not
Bob sees that character. All that Bobs player knows is
that he has to make a spot check, but not why. So he rolls
a 1D10 + Bobs Wisdom and tries to meet or exceed the
GMs target #.

Your Alignments effect on actions:
Characters get a slight bonus to certain actions (because of
good and bad intentions) depending on their alignment:

Bad: +1 to bad deeds, -1 to good deeds
Neutral No bonuses
Good: +1 to good deeds, -1 to bad deeds
Example:
Using Bobs Lock picking example above well suggest
that he has an alignment on Good and is trying to quickly
break into that warehouse to rescue a person. This would
give him a +1 to his roll (its a good action from a good
character). His roll would end up being a total of 9 (which
would still succeed of course).
Now if Bob were bad hed suffer a 1 to his roll because
rescuing someone would go against his nature. His roll
would end up equaling 7, which would fail. Hed have to
try again which would take more time.

Keep in mind that if a character believes that their actions
are parallel to their alignment they still get a bonus, even if
theyre being tricked to do the opposite. The
bonuses/penalties just reflect their willingness to perform
these actions.
Target Numbers:

Regular Actions
1 - Reflex
2-5 Mundane
6 8 Easy
9 10 Regular
11 12 Difficult
13 14 Hard
16 17 Nearly Impossible
18 19 Impossible
20 Godlike

A persons target number during combat is their speed
attribute + any applicable skill (combat or athletic
orientated) for the particular combat theyre currently in.
If they have no combat skill or that person is
surprised/ambushed and their target # is only their speed
attribute.
In ship-to-ship battles the ships target # is its
maneuverability rating + its pilots skill. If the target ship
is unaware of the attack then the target # is just the ships
maneuverability rating.
Called shots (head, limbs, certain parts of ships/vehicles)
require modifications to the target #:

+ 3 for large targets (large ships, stations)
+ 4 for small targets (small ships, vehicles, people)




Chapter 1: Actions & Rules
6

Saves:
Saves are a last ditch effort to avoid damage and are rolled
using an attribute relevant to the current situation. Only
the GM decides when saves can be rolled and some skills
can assist in their success. Usually a save is rolled when
something unexpected happens (A boulder falls from a
ledge over the character, someone from a distance
spontaneously opens fire at them, or the characters
holding their breath for some reason). The GM creates a
target number that he or she thinks is fair for the situation
and the player in danger rolls 1D10 + the relevant
attribute or skill to save their character.

Example:
Bob and Sam are walking along a cliff wall when suddenly
the portion theyre standing on gives way. The GM allows
them both to make a Saving Roll using their Speed
attribute. The players have to equal or exceed a target #
of 9 or fall. If one of them fails that roll the GM could
possibly take pity and allow a second save using the
Strength attribute in order to grab the ledge as they fall.

Damage:
Damage is calculated by subtracting the total rolled to
hit value from the original target # and then adding the
weapons damage code.

(Amount rolled Target #) + damage code

Example:
Bobs fires a pistol at Sam. The pistols damage code is
2 and Bobs Firearms (Pistol) skill is 4. Sams speed
attribute is 4 and he has an Athletic (Running) skill of 4.
That gives him a target # of 8. Bob rolls an 8 to attack
and succeeds (8 + 4 = 12 vs. 8), and since the pistols
damage code is 2 the damage dealt would be 6:
((Rolled + Damage) Target # = Damage dealt
((12 + 2) 8) = 6

Automatic Firearms:
These modifiers are used unless the target is extremely
close and immobile. They simulate both recoil and
dodging. The attack is only rolled once, and for every
bullet after the first that damage is reduced by one point:

Bullet: Target/Damage Rules:
1 1D10 + Skill vs. Target # (Like normal)
2 (1D10 + Skill vs. Target #) - 1
3 (1D10 + Skill vs. Target #) - 2
4 (1D10 + Skill vs. Target #) - 3
5 (1D10 + Skill vs. Target #) 4



Example:
Bobs fires an automatic pistol at Sam and squeezes off
the normal 5 shots allowed for 1 battle round. The guns
damage code is 1 and Bobs Firearms (Pistol) skill is 4.
Sams speed attribute is 5 and he has an Athletic (Running)
skill of 4. That gives him a target # of 9. Bob rolls a 7 to
attack and succeeds (7 + 4 = 11 vs. 9), and the damage
dealt would look like this:
((Rolled + Damage) To hit = Damage dealt
((11 + 1) 9) = 3 for bullet 1
((11 + 1) 9) - 1 = 2 for bullet 2
((11 + 1) 9) - 2 = 1 for bullet 3
((11 + 1) 9) - 3 = 0 for bullet 4
((11 + 1) 9) - 4 = -1 for bullet 5
So the first bullet deals 3 points of damage, the second 2
points, and the third just 1 point for a total of 6 points of
damage to Sam that battle round. Since the last two
bullets damage went to 0 and below damage they count as
misses.

Armor and Damage:
Armor negates damage by absorbing a certain amount.
Every piece of armor has an Armor Value that acts as its
hit points. Whenever a character thats wearing armor
takes damage the armor hes wearing absorbs the amount
of damage equal to all his armor combined.

Bob jumps behind a large crate as the security guards open
fire on him. Skipping ahead the GM determines that Bob
took 5 points of damage from multiple shots but luckily he
was wearing a bulletproof vest with a cape (3 armor
points). That reduces the total damage down to 2
(5 3 = 2)

But armor wears down. Every time damage is absorbed
PER ROUND a characters closest piece of armor loses
one armor point (Use common sense). This armor can be
repaired instead of being replaced through using the
appropriate skill and tools.

From the example above Bobs cape lost 1 armor point
(which is all it had) because it was the outermost layer of
armor and the closest to the weapons causing the damage.
This doesnt mean that the cape just falls apart though. It
CAN be repaired but until then it provides no armor value
at all. Bob could now remove it and leave it behind if it
hindered him in any way without worry.
Keep in mind that armor only protects against physical
damage within its scope of coverage. Something under a
characters clothes or poison would still cause full damage.

Chapter 1: Actions & Rules
7
Physical Attacks:
Physical attacks (punches, kicks) have no damage code
unless a skill specifies otherwise. They only do damage if
the attack roll exceeds the target # (Treat those attacks as
having a damage code of 0).

Blocking, Parrying, Counterstriking and Grappling:



Blocking, Parrying, Counterstriking and Grappling are
special abilities that are obtained when learning certain
combat skills (See Skills, p.11).
Blocking: This is the act of physically stopping an attack
(either with a weapon/shield or with a body part). A block
must be announced before or during the attack and takes
up that characters action for that round. The defenders
combat skill is rolled vs. the attackers (from the current
attack roll). If the blocker succeeds then the damage is
reduced by rounded up (down to a minimum of 1 point
of damage). If the blocker is using armor (like a shield),
then the rules are the same except that the piece of armor
takes all the damage (and loses a hit point as described on
page 6). A character can only physically block another
physical attack unless they are using shields or a weapon
capable of blocking (Just use common sense).

Example:
Not blocking: Bob attempts to punch Sam. Sam has an
unarmed, martial arts combat skill of 4 that he can use to
block (but chooses not to) and a speed attribute of 5 for a
total To Hit value of 9. Bob uses his unarmed, boxing
skill of 3 to attack and rolls a 7, for a total of 10. Since
having a boxing skill gives Bob a natural punching damage
of 1 he deals a total damage of 2.
(10 + 1) 9 = 2 points of damage
Blocking: Bob attempts to punch Sam. Sam has an
unarmed, martial arts combat skill of 4 that he can use to
block and a speed attribute of 5 for a total To Hit value
of 9. Bob uses his unarmed, boxing skill of 3 to attack and
rolls a 7, for a total of 10. Sam attempts to block the
punch by rolling his combat skill (1D10 + 4) in which he
rolls a 7 also (for a total of 11). Since Sams blocking roll
of 11 beats Bobs attack roll of 10 the attack damage is
reduced by a quarter. (Bobs punch deals 1 point of base
damage so only 1 point will be dealt to Sam).
Parrying: Parrying is the ability to completely deflect an
attack, and like blocking, this action must also be
announced prior to/during the attack. The defenders skill
is rolled vs. the attackers combat skill (from the current
attack). If the defender succeeds then the damage is
reduced to 0. Keep in mind that only physical attacks can
be parried without a weapon and only melee weapons can
be parried otherwise (Just use common sense).
The difference between Parrying and Blocking is that If a
Parry fails the character then suffers a 2 to his target #
the next round because hes now off balance.

Counterstriking: Counterstriking is the ability to parry an
attack and then follow it up with an attack of your own.
First a character must successfully parry an attack, and
then if the character rolled at least two over their target
number for parrying they have the option to immediately
strike back at the attacking character (Disregarding
initiative). Counterstriking forfeits any attack actions in
either characters next turn (since both are off balance).
Only physical attacks can be parried without a weapon and
only melee weapons can be parried otherwise (Once again,
just use common sense).

Grappling: Grappling is a contest of strength between two
characters for a weapon or item. The grappling character
must be within range to grab whatevers going to be
fought over (an item or non-blade weapon) and then they
roll an attack (using the appropriate skill that allows
grappling). The grapple target # should be the same as a
combat target #. If the character succeeds then both
characters roll 1D10 plus their strength attribute. The
winner pulls the object away from the loser.

Example:
Sam is armed with a pole arm (a non-bladed weapon) that
Bob is in range to grapple for. Bob has a wrestling skill of
4 (which gives him the ability to grapple) and the GM sets
an attack/grapple target # of 9. Bob rolls a 5 so he barely
succeeds (4 + 5 = 9).
Now both Sam and Bob are holding the pole arm and
have to fight over it. Each character will now roll 1D10
plus their strength attribute. The winner pulls the pole
arm away for himself. If they tie this round then they
continue struggling into the next.






Chapter 2: Character Generation and Progression
8
Chapter 2: Character Generation and Progression:

Starting a character isnt a very hard task. Below are the
rules for creating actual stats for your character. After that
is completed its just a matter of purchasing the items that
you want your character start with (The money that you
begin with is stated below). Exactly what is and isnt
available to your character is determined by what time
period theyre starting out in plus any restriction placed by
the game master:

Alignment: A characters alignment determines their
outlook on life (Evil, Neutral, or Good). This stat also
affects their rolls when performing certain actions (refer to
Actions on page 5).

Attributes: The player has 20 starting points to distribute
among a characters 4 attributes. Attributes vary 1-10 and
each attribute point equals the following in the real world:

Strength 1 point equals 45 lbs that characters can bench
press.
Speed 1 point equals 2.5 mph that characters can run for
at least 10 seconds.
Intelligence 1 point equals 10 IQ points above 90 (so an
intelligence value of 4 would equal an IQ of
130)
Wisdom Wisdom isnt really quantified. Its just used as a
measurement of intelligence gained through
experience (used in skills and some checks).

Hit Points: Str + 10. Hit Points (HP) is a value system that
tracks how much damage a character (or object) can take
before death. As an optional rule a character that reaches
of their maximum hit points receives a +1 penalty to all
target numbers (due to trauma).

Skill Points: Int +10. The amount of beginning available
skills is unlimited, and these points can be distributed
throughout them point-by-point (Unlike when raising
points, which have different rules. Refer to Character
Progression).

Money: ((Wis + Int) / 2) x 100

To Hit: This varies by the skill needed at the time.
Each To Hit value is equal to its relevant skill plus
the characters speed attribute and changes when the
skill changes. See Target Numbers (p.5) for more
information.



Character Progression:

Skill Points:
Characters earn skill points for deeds (or adventures) on top
of any money offered originally. These skill points are
determined by the GM and can be used as follows:

Raising skills: The skill points required is equal to the new
skill value. For example, raising Unarmed Combat from 5
to 6 would require 6 skill points
Raising attributes: 1 attribute point = 40 skill points*
*Skill points dont have to be spent immediately. They can
be saved up until the proper amount is earned for whatever
the player wants to spend them in.

Healing, Recovery & PPHP:
A characters normal healing speed is their strength attribute
number in hit points divided by 2 per week (rounded
down). This means that a character with strength of 7
would normally heal 3 hit points a week. Keep in mind that
medical treatment can hasten this task.
First aid can be used on a character shortly after an injury.
The target number for the administering character is the
wounded characters current hit points (+2 if the
administering character is the wounded character, and
assuming theyre awake). Every success over the target
number restores an extra hit point. First aid can only be
used once before natural healing takes over then only
hospital treatment can hasten healing.


(Hospital CAT Scan)

The price of hospital treatment varies per time period but
the rules for treatment are the same. Hospital treatment
triples a characters normal healing speed and is priced per
the number of Hit Points needed for a full recovery (Price
per HP or PPHP). The chart for PPHP and healing in
hospitals is on the next page.


Chapter 2: Character Generation and Progression
9
PPHP and Healing in Hospitals:
Years 2011-2030 2031-2050 2051-2080 2081-2095 2095-2101 2102-2170 2171->
|_________|__________|________|_________|_______|________|________|
Time P. 1 2 3 4 5 6 7 8 9 10 11 12 13
PPHP 400 400 350 350 350 350 275 260 260 200 200 200 275

Damaged Limbs:
Losing a limb before time period 6 can really screw up a
character. Before this time replacement limbs were limited
to bulky mechanical devices linked to nerve endings that
poorly performed the former limbs functions (+3 to target
numbers with that limb).
During the second half of the Earth war genetic engineering
advanced enough to where limbs could be cloned in labs
and attached to a patient within a few weeks time (2-3
weeks). The chart below provides price information and
growth time by each time period (Price/Days grown):

Time period: Leg: Arm: Hand: Foot:
1-5 $500* $400* $270* $290*
6-9 $1,000/21 $910/20 $780/16 $820/18
10-13 $850/21 $780/20 $560/16 $600/18

*This is a mechanical replacement limb that does NOT
perform as well as the original (+3 to target numbers with
that limb).





















Death:
The death of a players character can be handled a variety of
different ways depending on the campaign. The first of
which is the simplest:
Bobs dead! It may have been a lucky shot, or perhaps
over the course of an hour thousands of enemies slowly
whittled his hit points down to zero. Either way hes not
coming back. Farewell Bob (*sniff*), well miss you.
In this case the player can create a new character quickly
and rejoin the game with the other players. Surely the
Game Master could think of a way for this new character to
join the fray.
Or perhaps the Game Master takes pity on the player.
Maybe the story line revolves around his character or
everyone just likes it for some reason. In that case theres a
load of options:
That last shot doesnt kill Bob, but knocks him
unconscious. Hes down to 1 hit point but hes alive.
Hopefully his adversary doesnt walk over and finish
the job.
That airlock Bob was standing by takes a direct hit and
hes blown out into space. Quickly he feels the saliva
on his tongue begin to boil as everything fades to
black. He awakens (at the beginning of the next game
session) in a hospital bed. Luckily a fighter saw him
and rammed his body. Knocking him into the shuttle
bay. Hes now famous and after his ribs, pelvis,
internal and external organs heal hell attend a
commendation ceremony in his honor.
Bob travels down a long bright tunnel towards an even
brighter light ahead. Beyond it he sees his past
relatives and favorite dog Skippy which died when
he was 12. Suddenly a loud booming voice speaks out:
It is not yet your time! Then bob awakes to his
cohorts standing over him. One of which is holding a
Defibrillator.
Just remember that the purpose of playing is to have fun
and its definitely not fun have a character that youve been
working on for months die and be tossed away because of a
lucky shot or bad roll. But also remember that in the end
the Game Masters call is final.




Chapter 3: Skills
10

Chapter 3: Skills:

Skills enable characters to perform normal to above-
average actions. Refer to the Normal action rules on
page 6 for a compete rundown on how skills are used in
concert with actions. It can usually be assumed that
characters can do mundane things (driving a car, climbing,
jumping) but skill values come into play when these
actions are needed in the extreme (out-running an assailant,
climbing a cliff, jumping a ravine). Skills represent the
characters special training in that field.
There are four types of skills (Int, Wis, Spd, and Str). A
characters skill can only be raised as high as its attribute
counterpart. So if a character with a Speed attribute of 4
can only raise his Zero Gravity skill to 4. If a character
doesnt have a strength or speed related skill for a needed
action with a high target number then the player rolls a
1D10 with a target number of 10. Rolling a success means
that the character makes the action with the worse possible
outcome in their favor. This represents more of a Luck
roll.
Sub-Skills: If a skill has sub-skills listed below it then one
of those must be used. So if a player picks Interrogation
then they must pick what type (Passive or Forceful).
Some sub-skills can also be substituted for each other with
a +2 penalty to all target numbers (example: Aircraft,
Prop Multi can be substituted with Aircraft, Prop Single
with a 2 to all rolls for emergency maneuvers). Normal
actions wouldnt require a roll at all because the skills are
similar. Any sub-skills that this rule applies to have an
asterisk (*) but other conditions may apply and will be
noted in the description.

Ambush (Wis) The ability to setup and detect ambushes.
Anthropology (Int) The knowledge of a culture and their
past. This skill varies between an area or
race of people (note when creating
skill).
Archery (Spd) The ability to use a common bow and arrow.
Compound bows fall under this also.
Armor (Str) A full knowledge of armor for that time
period. User also has practice and experience
using shields (bonus to blocking attacks)
Armor B/R (Int) A full knowledge of armor for that time
period. User can fix any armor with the
proper equipment.
Art (Int) A full knowledge of a type of art:
-Painting*
-Sketching*
-Modeling
-Photography
-Computer Design 3D, Photoshop, program interfaces
Astronomy (Int) The knowledge of planets and stars. This
includes their behavior in space and other
known special occurrences.
Athletics:
-Running (Spd) +1 to Speed while running. The skill rating
is used for any special actions.*
-Jumping (Spd) +1 to Speed while jumping. The skill rating
is used for any special actions.*
-Body Building (Str) +1 to Strength while lifting. The skill
rating is used for any special actions.
-Acrobatics (Spd) +1 to Speed. The skill rating is used for
dodge saves.*
-Swimming (Str) +1 to Speed while swimming. The skill
rating is used for saves while holding
breath.
-Skiing (Str) +1 to Strength while skiing.
-Zero Gravity (Spd) This skill is used for any zero gravity
actions.
Archaeology (Int) The study of ancient artifacts. Usually
per area or culture
Battle Tactics (Wis) The knowledge of past battle tactics
and ability to understand the
battlefield as a whole.
Blacksmith (Int) The ability to forge metals with the proper
equipment.
Botany (Int) The knowledge of plants.
Carpentry (Wis) Wood-working and building with the
proper equipment.
Chemistry (Int) An in-depth knowledge of chemicals and
mixtures.
Climbing (Str) The professional ability to climb vertical
structures.
-Free Hand*
-Repelling*



Combat These following skills are needed to use the
corresponding weapons:
-Armed (Pistol) (Spd) *
-Armed (Rifle) (Spd) *
Chapter 3: Skills
11
-Armed (Heavy) (Str) *
-Gunnery (Int) Ship weapons (usually computer
controlled).
-Melee (Str)
-Melee, Ranged (Spd) Bow, Slingshot, Boa.
-Throwing Projectiles (Spd) Throwing knives, stars
-Unarmed, Boxing (Str) Blocking, and Counterstriking.
Punching damage of 1.
-Unarmed, Martial Arts (Spd) Parrying, and
Counterstriking. Kicking
damage of 2.
-Wrestling (Str) Grappling. Punching damage of 1.
Communications Technology (Int) These are almost always
divided into these
categories:
-Radio
-Laser
-Morse Code
Computer (Int) This is the ability to use a computer, use
these sub-categories:
-Programming and Use
-Gaming The ability to be better at computer games (or
consoles gaming) than the average person.
Computer B/R (Int) This skill is for actually fixing
computer hardware.
Cooking (Int) The simple ability to cook. The better the
skill, the better the food.
Criminal Sciences (Wis) This skill allows the user to
understand the criminal mind;
Usually helping in
tracking/arresting suspects
Cryptology (Wis) The understanding of encryption and
puzzle solving:
-Program (Computers) The user has to know how to
program before getting this skill.
-Classic (Pencil & Paper)
Cyber Technology B/R (Int) The knowledge to build and
repair cyberware technology.
Dancing (Spd)
Demolitions (Int) Demolitions are explosives that are
planted/set with some sort of detonator.
This skill us used for disposal as well.
Electronics (Int) ) This is the knowledge to use the
electronic devices of the time period. In
most games this is assumed common
knowledge.
Electronics B/R (Int) This is the knowledge to repair
electronics from the current time
period using the proper tools.

Energy (Int) This is the knowledge to use the following
types of energy collection methods. The sub-
categories are commonly used in place of just
one skill.
-Hydro
-Nuclear
-Solar
-Steam
-Wind
Engineer (Int) The knowledge to build design, build, and
repair. These sub-categories are used:
-Mechanical
-Construction, Underground
-Construction, Building
-Slipstream Technology
-Shield Technology
-Ship Weapon Technology
Escape Artist (Wis) This skill is really a knack for getting
out of sticky situations. It doesnt
really have to be explained how the
person escaped. It can also be used to
get out of tied ropes, tangled cables
Etiquette (Wis) Etiquette is the manners of a particular
society (as defined when creating the skill).
The skill allows a character to blend in.
Fashion Sense (Wis) By Place/Time Period
First aid (Int) This skill is used when giving first aid to
other characters. Every success equal or
over the target number restores an extra hit
point. First aid can only be used once before
natural healing takes over then only hospital
treatment can hasten healing.
Fishing (Wis) Give a man a fish and you feed for a day.
Teach a man to fish
Forensics (Int) The study of crime scenes and searching for
evidence.
Forgery (Wis) This is the ability to forge signatures and
other documents.
Horseman Ship/Riding (Wis)
Hunting/Tracking (Wis) The knowledge of tracking
anything by the area being
traversed (Land, Water)
Identity Plants and Fruits (Int)
Interrogation (Wis) The practice of getting information
from someone else.
-Forceful This includes intimidation and torture.*
-Passive This is the ability to interrogate someone through
talking and non-physical actions.*
Languages (Int) (By Language)
Law (Int) (By Area or Country)
Chapter 3: Skills
12
Leadership (Wis) This skill usually give a bonus to those
under your leadership.
Legend/Folklore/Mythology (Int) The study of
myths/legends by the area or
creature involved.
Literacy (Int) The knowledge to read and write by one
particular language.
Locksmith (Wis)
-Keyed*
-Combination*
-Electronic
-Pick Locks*
Magic (Wis) Slight of hand, Stage magic
Surgery (Int) This is the in-depth medical stuff.
Military Knowledge (Int) The knowledge of the military by
type/branch.
Music (Wis) (By genre or instrument)
Navigation (Wis) The art of finding our way though:
-Land *
-Air *
-Water *
-Space *
Negotiation (Wis) The art of giving/taking to reach an
agreement with another character.
Parachuting (Spd)
Pickpockets (Wis) This skill is useful for thieves.
Planetology (Int) Usually used in space faring games this
skill is the knowledge of the different
planets in the realm.
Psychology (Int) This is the knowledge of the psyche
-Hypnosis
-Determination This is the type of psychology that your
counselor would use to help you work
through problems.
Remote piloting (Spd) By vehicle type.
Robot B/R (Int) This skill could be used for all sizes of
robots.
-Walking *
-Hover
-Treaded *
Sewing (Wis)
Singing (Wis) (By Genre)




Stealth This is the practice of moving around quietly or
hiding. The sub-categories are usually very useful.
-Visual (Spd) *
-Prowl (Spd) *
-Concealment (Spd) *
-Electronic (Int)
-Disguise (Wis)
-Impersonation/Mimicry (Wis)
Surveillance (Int) This is the ability to watch one through
the normal or technological means of the
time.
Surveillance, Counter (Int) This is the ability to counter
someone elses surveillance of
you.
SCUBA Diving (Str)
Terrorism This is the practice of terrorizing others for
some reason or another. These sub-categories
give the user knowledge of their targets:
-Religious (Wis)
-Corporate (Int)
-Political (Int)
T.V. / Video B/R (Int) This skill could also fall under
Electronics B/R.
Tools The knowledge of various tools and their uses.
-Standard (Spd) *
-Heavy (Str) *
Vehicle/Pilot The skill to drive/pilot the following sub-
categorized vehicles.
-Aircraft, Glider (Str) * (-2 only with other Aircraft)
-Aircraft, Prop Single (Int) * (-2 only with other Aircraft)
-Aircraft, Prop Multi (Int) * (-2 only with other Aircraft)
-Aircraft, Jet Single (Int) * (-2 only with other Aircraft)
-Aircraft, Jet Multi (Int) * (-2 only with other Aircraft)
-Hovercraft (Int)
-Balloon (Wis)
-Blimp (Int)
-Boat, Sail (Wis)
-Boat, Motor (Int)
-Car/Truck (Int) * (-2 only with Commercial)
-Commercial (Int) * (-2 only with Car/Truck)
-Motorcycle (Int)
-Robot (Int)
-Rotor/Copter (Int)
-Spacecraft, Large (Int) * (-2 only with Small Spacecraft)
-Spacecraft, Small (Int) * (-2 only with Large Spacecraft)
-Submersible (Int)
Chapter 3: Skills
13
-Treaded (Int)
-Ultra-light (Int)
Vehicle B/R (Int) The knowledge to repair or build the
above sub-categorized vehicles.
Ventriloquism (Wis) This is the art of throwing ones
voice.
Weapons B/R (Int) This is the knowledge of repairing the
following sub-categorized weapons:
-Melee (By Weapon)
-Firearms, Pistols and Rifles *
-Firearms, Energy Type
-Firearms, Heavy *
-Throwing Projectiles Throwing knives and stars
Wilderness Survival (Int) This is the knowledge of Living
off the land.
Zoology (Int) By creature type, the knowledge of particular
types of animals, creatures, or monsters.
























Chapter 4: Stuff
14
Chapter 4: Stuff
Weapons:

Most weapons have two ranges. The second range is damage 1 unless otherwise noted under damage. Melee weapons usually
have one range unless theyre capable of being thrown. Then their 2
nd
range is based on the throwers strength.
A weapons Load is the amount of ammunition that it can hold before needing to be reloaded. Reloading a weapon usually
only takes one round unless otherwise noted or special circumstances allow otherwise, and another quick note is that weapon
prices below are just the average throughout the colonies. They can vary from place to place at the game masters discretion.

Name: Time Period: Range: Damage: Load: Price:
Melee
Knife, Small 1 - / Str x 10 1 - $7
Knife, Large 1 - / Str x 10 2 - $15
Sword 1 - 3 - $30
Pole arm 1 - 0 - $5
Whip 1 10 0 - $7
Firearms
Pistol, Small 1 50/200 1 4 $80
Pistol, Medium 1 50/270 2 6 $100
Pistol, Large 1 50/350 3 10 $200
Pistol, Automatic (UZI)** 1 50/270 1 (special) 100 $400
Rifle, Small 1 100/300 1 18 $100
Rifle, Medium 1 100/400 2 8 $160
Rifle, Sniper 1 300/700 3 1 $300
Rifle, Automatic (M-16)** 1 100/400 1 (special) 300 $570
Shotgun 1 20/80/200 6/3/0 6 $170
Energy Based*
Destroyer I 4 50/250 2 15 $150
Destroyer I R 4 50/250 2 30 $250
Destroyer II 6 100/700 4 15 $300
Destroyer II R 6 100/700 4 30 $400
Destroyer III 10 125/1000 5 20 $440
Destroyer III R 10 125/1000 5 50 $540
*1 in 3 chance of stunning the target for 1D6 rounds. Damage is adjustable; the player picks a damage number up to the
maximum for that weapon before the attack.
**Automatics fire 5 shots per game round. Refer to page 6 for automatic weapon rules.

Ammo: Damage Modifiers: Price:
20 Standard 0 5
20 Hollow Points +1 7
20 Full Metal +1 to Armor/Shield 20
Chapter 4: Stuff
15
Items & Equipment:

Items are loosely priced (like weapons). The prices can vary within the colonies and the game master should consider this and
prepare for it if he/she wants to lower prices for the characters in certain places.

Alarm System This could be an extensive alarm system for a building ($200 main unit, $25 per window, and
$5 per door. $60 per month monitoring fee), or a small portable one for your computer ($10).
Amplifier:
-Audio ($100) This is the same kind of amplifier that youd see a band use on stage.
-Signal ($75) This is used to boost an incoming electric radio signal.
Answering Machine ($20) Can be tape or solid-state memory.
Audio Recorder ($18) Can be tape, CD, or solid-state memory.
Audio Tape - ($2)
Bag, Backpack - ($40)
Bag, Backpack, Leather ($80) This type of bag is made of cowhide, which lasts a lot longer than fabric.
Bag, Saddle ($100) Used on pack/mount animals (or motorcycles). Theyre usually Leather.
Bag, Purse ($20) Just a common purse.
Barrel ($120) These are usually steel.
Basket ($4) Baskets are usually wicker or straw.
Battery ($1) Price is per volt (1v = $1, 2v = $2).
Bell ($1)
Belt, Large Pouch ($4) This is about the size of a box of Cigarettes.
Belt, Small Pouch ($8) This is about twice the size of a Small Pouch.
Bicycle ($80) Pedal powered. Can be a variety of different kinds.
Binoculars, Mag. X2 ($20)
Binoculars, Mag. X3 ($40)
Binoculars, Mag. X4 ($60)
Binoculars, Night Vision ($100 plus Mag. cost above) These use low light to see in the dark, Battery powered
(24v, lasts for 12 hours constant use).
Binoculars, Thermo - ($150 plus Mag. cost above) Uses infrared to see heat sources. Also battery powered
(24v, lasts for 12 hours constant use)..
Blanket ($5)
Bolt Cutter ($8)
Bomb Detector - ($80) This hand-held machine smells the chemicals that make up explosives.
Book ($5)
Boom Box ($50) Varies by time period. Radio, tape player, CD player
Bottle:
-Glass ($7)
-Jug ($1)
Briefcase ($20, $100 for thumb print scanner) Usually has a combination lock.
Broadband Receiver ($200) A radio receiver for nearly all frequencies.
Bucket ($1)
Calculator ($5) Hand held, battery operated.
Cameras:
Chapter 4: Stuff
16
-Film ($20) Takes 24 pictures per roll.
-Digital ($140) Takes a huge amount of pictures.
Candle ($1)
Canteen ($3)
Canvas - ($4 by Square Feet) This is the tarpaulin-like material.
Cell Phone ($50, $10 per month charge) Digital too. This is mainly any kind of portable phone but is restricted to each
individual colony.
CD's (2 for $1) Compact Discs. DVDs too.
CD Player ($20) Reads music from a CD.
CD ROM Drive ($40) Links to a computer and reads data from a CD.
Chain ($10 for 10) Sold by length. It has a strength value of 30.
Chalk ($1) Variety of colors.
Chemistry Set ($10 simple, $50 complex) Can vary between simple and complex chemicals.
Cigarettes ($10) Warning! These can be addictive. Sold by 12 pack (+1 Int, -1 Spd)
Climbing Claws ($5) These are used to climb vertically. They strap to your hands and the spikes protrude
from above the palm.
Climbing Spikes ($5) These are commonly used by phone company workers. They strap to your boots so
you can dig into trees/poles for stability.
Clock ($2) Winding or battery
Compass - ($1) Always points towards north.
Computer, Desktop ($200) Intelligence value of 5.
Computer, Laptop - ($400) Intelligence value of 5.
Computer, Mainframe - ($1,500) Intelligence value of 20.
Cooking Utensils ($5) Forks, spoons, knives
Cooler ($7) Portable. Great for picnics.
Copy Machine ($100) Not portable. Found in most offices.
Crowbar ($8) Strength value of 40.
Drill ($40) Battery powered with optional cord. Strength value of 20.
Electro-Adhesive Pad ($30) These are used to stimulate the heart in case of cardiac arrest. +2 to
First Aid skill if used while the target is at 0 to 5 HP.
Electronic Organizer/Palm Pilot ($100) Basically a portable computer (smaller than a laptop).
Intelligence value of 2.
Exercise Machine ($150) These vary from treadmills, workbenches, and stair steppers.
Fax Machine ($50) Used to transfer documents over phone lines.
Field Strength Meter ($20) Hand held device that measures magnetic, electronic, and radio fields.
Film, Camera ($5) 24 exposures.
First Aid Kit ($40) +1 to First Aid skill.
Fish Finder ($80) This is a small sonar unit that attaches to small boats.
Fishing Line ($1)
Fishing Pole and Tackle ($10)
Flashlight ($4) Battery or generator type (with a crank or something)
Flashlight Holder ($4) Straps to your belt.
Flask ($5) Holds oil or flammable material. Usually glass.
Chapter 4: Stuff
17
Floppy Disk (2 for $1)
Frequency Equalizer - ($10) Alters incoming sound to a setting the user.
Furniture (All) Chairs ($30), couches ($60), tables ($50), desks ($60)
Geiger Counter ($10) Hand-held device that measures radioactivity.
Goggles, Night Vision - ($50) Uses low light to see in the dark, Battery powered.
Goggles, Thermo-graphic - ($80) Uses infrared to see heat sources. Also battery powered.
Goggles, Ultrasound ($120) Uses sound to map the area in front of the user. Good in perfect darkness or pinpointing where a
small sound is coming from.
Grappling Hook ($8) Attaches to rope for climbing.
Grooming Kit ($5) Clippers, combs, brushes, files
Hammer:
-Standard - ($3)
-Sledge - ($15)
Handcuffs ($8) Uses keys today, but could use other things in the future.
Hard Drive ($65) Part of a computer. Stores data.
Hourglass - ($1)
Jewelry (Price Varies) Necklaces, earrings, piercings
Jimmy ($5) A slim metal piece with a hook on the end. Used for breaking into older cars without damaging the
windows. (Illegal)
Ladder ($25)
Lamp:
-Electric - ($10) Desk, Table
-Lamp, Fuel - ($10) Oil burning
Lense, Glasses - ($40)
Lense, Monocular - ($20)
Lense, Sun Glasses - ($15) Prescription is $45.
Lense, Magnifying Glass ($2)
Lie Detector ($85) Folds into a large suitcase. It monitors a suspect who is asked questions to determine their truthfulness.
This device gives a character a +4 to their Interrogation skill roll against the character hooked up.
Light Bulbs ($1)
Lighter - ($1)
Lock Fastens to doors:
-Key - ($10)
-Key Pad - ($30)
-Key Card - ($50)
-Biometric - ($70) Finger or palm print scanner.
Lock File ($5) A large metal file for sawing through locks. (Illegal)
Lock-pick Release Gun ($60) A pistol shaped, battery powered lock picker. (Illegal)
Lock-pick Kit - ($15) Simple metal pick kit (Illegal)
Luggage - ($40)
Machete ($15) A very large knife used for hacked small trees and vines.
Manacles ($14) These are larger handcuffs with a few feet of chain.
Microphone Attaches to amplifiers or recorders to input the surrounding sounds:

Chapter 4: Stuff
18
-Standard - ($4)
-Long Range - ($20) Wireless.
-Tie Tack/Mini - ($30)
Microscope - ($50)
Modem ($50) Part of a computer. Permits the transfer of data over telephone lines.
Mirror Small ($5), Large ($20).
Motion Detector Stand-alone or hooks up to alarm systems:
-Visual - ($50)
-Vibration - ($80)
Musical Instrument ($100) Drums, guitar, trombone
Net ($20) Great for fishing, also used on land to entangle targets.
Oil, Pint - ($5) Fuel for lanterns, lamps, or just burning.
Pad Lock - ($5)
Paper ($10) The time period of you game varies the follow types. Sold by 100 sheets.
Parachute ($200) Usually comes already packed.
Pen - ($1)
Pencil - ($1) Sold in packs of 4.
Perfume - ($25)
Pick, Miner's - ($10)
Portable Grill ($40) Usually propane fueled.
Portable Lab ($200) This is similar to a chemistry set but includes forensic tools as well.
Printer ($90) Attaches to a computer for printing documents.
Propane Small tank ($10), Large tank ($40)
Radar Detector ($35) Detects radar emissions.
Radio Simple radio receiver:
-Commercial Radio with Wireless Microphone ($20) Used to converse over about two miles.
-CB - ($35) Used to converse over about two miles.
-Ham ($80) A Ham radio requires a license. But has nearly a worldwide range.
Raft, Rubber - ($80) Inflatable.
Rations ($10) 5 days worth.
Repelling Gear ($40) Harness and buckles (does not include rope).
Rope ($30) 50 worth.
Sack ($2)
Scale ($8) Digital.
Scanner ($80) (By Bands/Frequency types) This scans all frequencies for which ones are active and stops at each one for
listening.
Skates:
-Roller Skates ($30)
-In-Line Skates ($40)
Scuba Gear ($200) 20-hour dive time.
Seismic Detector ($40) Detects vibrations in the earths crust.
Sewing Kit ($15) String and needles.
Sewing Machine ($45)
Chapter 4: Stuff
19
Signal receiver ($80) Used for tracking a particular frequency emitter.
Ski Equipment ($150) Skis, poles, ski suits, goggles
Sleeping Bag ($30)
Snorkeling Set ($10)
Soap ($1)
Solar Cells ($3 per volt) These produce electricity from sunlight. The larger the surface area the more power produced.
Speaker These hook up to amplifiers or radios to produce sound:
-Standard ($5)
-Sub Woofer ($10)
-Mini ($3)
Telephone ($8)
Telephone Scrambler, Portable ($10) This device attaches to a phone and alters the talkers voice.
Tent 2 sizes: 3 man ($80) and 8 man ($200).
Transmitter, Mini ($300) This is about the size of a dime and sends out a signal to be tracked. A Signal Receiver is usually
used to trace it (100-mile range on planet. 300-mile range in space).
Tinder Box ($4) A waterproof box for holding tinder and firewood.
Tripod Mount ($10) A three-legged mount for cameras or similar equipment.
Tool Kit ($35) Contains all basic tools (screw drivers, hammer, pliers (various), socket sets
Torch ($45) Propane fueled.
Toothbrush ($3)
Toothpaste ($5)
Typewriter ($20)
Umbrella ($8)
Utility Belt ($15) This is the tool belt that construction workers commonly wear.
VCR/DVR ($80) Video recorders that use solid-state storage (flash memory).
Video, Editor ($220) A station for editing/altering video.
Video, Surround Sound System ($150)
Video Camera/Camcorder ($300) Records video directly through a camera. Uses a variety of mediums to information.
Videotape ($2)
Wallet ($5)
Walkie-Talkie A 2-mile distance, 2-way radio:
-Handset ($45)
-Headset ($100)
Watch ($5) Comes in a variety of types (digital, windup)
Whistle ($2)
White Noise Generator ($110) This suitcase-sized device generates opposing noise to counteract incoming sound. To the
characters within the surrounding area it appears to be completely silent.
Wire Cutters ($5) Rubber insulated handles so that characters wont electrocute themselves.






Chapter 4: Stuff
20
Clothing & Armor:

Some armor can only be obtained in certain time periods. Technology changes and gets better as time goes forward. Please
double-check that the armor is available in your campaigns time period before buying it. The armors description will note
whether or note its available only in certain periods. The price of armor can be altered by the Game Master to suit the setting
and campaign.
Type: Armor Points Price: Notes: _
Clothing 0 (Varies by type) This can be any article of clothing. The price varies by type and location
(usually $5 - $20).
Forearm Guards 1 50 These are plastic composite guards that fit under long-sleeve shirts. Theyre
used to block clubs, swords, and other melee weapons (treated as shields).
Gauntlet 1 50 These gloves are made from various composite materials. They dont offer
much protection, but they can be used as weapons (punching damage =
1 + normal TOTAL damage).
Shields:
-Electro-Magnetic 5 200 A futuristic shield that straps to the arm in watch form. By pushing a button
an invisible shield forms directly outside of the watch with a three-foot
radius. This device requires a lot of power and can only function for 4
minutes straight before needing a recharge. The shield technology used is
similar to ship shields. This device is available in time period 10.
-Electro-Magnetic Base 100 500 A small box that the user sets on the ground and activates. By pushing
a button an invisible shield forms around a 10 foot radius (10 feet high as
well) This device requires a lot of power and can only function for 8 minutes
straight before needing a recharge. The shield technology used is similar to
ship shields. This device is available in time period 9 but has a side effect on
humans (normal healing speed reduced to half for 3 days). In time period 10
scientists were able to fix the problem and made these shields completely
safe.
-Bulletproof 3 100 This shield is made from a clear, bulletproof, fiberglass composite.
Suits:
-Cape with Vest 3 150 This cape it made from a thick leather-like material that can stand up to
anything short of a bullet. The bulletproof vest is part of the combination to
help protect vital organs from gunshots.
-Riot Armor 4 250 Bulky armor that SWAT teams or military recon teams wear. This includes a
protective helmet with communication hardware, gloves, and boots.
-Form Fit Suit 3 200 This is a custom fit suit designed to hide the fact that its armor and is made
from many thin protective materials. Its outward appearance is chosen at
the time of purchase.
-Space Suit 1 700 This bulky suit contains its own atmosphere and also protects from extreme
cold and various radiation. It also has limited thrusters to help the wearer
maneuver in space.
-Chemical Suit 0 200 This is a thinner space suit that maintains its own atmosphere and protects
from minor radiation.
Vest, Bullet Proof 2 75 This vest is worn underneath a shirt and protects the vital organs.
Chapter 4: Stuff
21
Vehicles:

Like weapons and equipment, vehicles are also loosely priced. Below is just the basis for their pricing and came be altered per
colony. Also keep in mind that not all vehicles are available everywhere. Some colonies have no use for some vehicles so why
would they sell them? The game master should consider this when offering up vehicles to the players.

Type: Time Period: HP: Max Speed: Capacity: Price: Notes: _
Motorcycle 1 35 150 2 3,000
ATV . 1 40 60 2 1,500 All Terrain Vehicles. These arent street legal and
usually only seat one person comfortably
Car:
-Compact 1 70 100 4 5,000 This is a small car. It can be 2 door (coupe) or 4
door (sedan).
-Family 1 85 140 5 7,500 A full sized four door.
-Sport 1 65 220 2 7,000 Usually a 2 door with little or no rear seats and
horsepower/speed to be called a sport car.
-Hover 11 65 400 3 14,000 The car of the future, it uses shield technology to
hover slightly above the ground so it doesnt have
to deal with roads or friction of any kind.
Truck:
-Pickup 1 75 90 3 4,500 Pickup trucks have an exposed bed that can be
covered by a topper or canvas. The cabs can seat
two people or up to five depending on the size
(single, extended, or club cab).
-SUV 1 90 100 8 9,000 Sport Utility Vehicle. The name throws you off a
bit; SUVs are really glorified vans; Big four-wheel
drive trucks with at least 5 seats.
-Commercial 1 120 70 2 13,000 These are large trucks that usually require a
Commercial Drivers License. Some have a large
enclosed cargo area in the rear and some have
flatbeds that cargo is strapped to.
-Hover 11 70 350 2 14,000 The truck of the future, it uses shield technology
to hover slightly above the ground so it doesnt
have to deal with roads or friction of any kind.
Tractor 1 70 40 1 3,000 Tractors are mainly found on farms or ranches.
Some have a single front wheel, but most have
two. Theyre used to operate machinery and
plow fields.
Hovercraft:
-Skirted 1 200 150 20 30,000 This type of hovercraft exists today and comes in
a variety of sizes. The listed craft is of a large
variety and used to transport people, vehicles,
and cargo over land and water.
Boat:
-Sail 1 30 30 3 1,500 These usually have only one or two sails.
-Motor 1 30 70 4 2,500 Speedboats with onboard or outboard motors.
-Yacht 1 400 50 20 60,000 Large pleasure ships with home-like facilities.
Chapter 4: Stuff
22
Type: Time Period: HP: Max Speed: Capacity: Price: Notes: _
-Ship, Sail 1 300 (varies by wind) 40 45,000 These larger ships are rarely used anymore
except for pleasure and usually have least ten
sails and a needed crew (20 at the least).
-Ship, Cruise 1 800 45 600 1,000,000 These large pleasure ship require at least a 120 man
crew and 30 feet depth before running aground.
-Ship, Cargo 1 700 45 200 500,000 These ships keep getting larger and larger. They
can carry an enormous number of containers or
liquid in their hulls. They require at least a 20-man
crew.
-Tug Boat 1 400 40 20 35,000 These are the workhorses of boat yards, rivers, and
large lakes. They commonly aid in maneuvering
large ships or push barges.
Aircraft:
-Glider 1 10 120 2 8,000 This plane has no engine. Its towed to an altitude
by another plane and released. The pilot then flies
through different air currents to keep it aloft.
-Prop, Single 1 15 250 4 40,000
-Prop, Multi 1 17 270 5 47,000
-VTOL 1 25 270 8 85,000 This is a twin prop that can vector its engines to
take off with a very short runway.
-Jet 1 25 17,000 2 100,000 Usually fighter jets. Capable of holding up to 10
missiles.
-Ultra light 1 12 85 2 10,000 This is any small aircraft thats publicly available to
build. These are usually one or two-seaters and are
flown fairly low to the ground.
Rotor:
-Helicopter 1 15 140 4 50,000 These come in a variety of sized and capacities.
-Twin Rotor 1 30 130 30 100,000 Twin rotor helicopters are also called Tomahawks
and are mainly used for large cargo.

Chapter 5: Ships
23
Chapter 5: Ships:
Ship Rules & Notes:
Movement:
Maneuvering thrusters: These are small, fueled thrusters
that allow the ship to orient itself in space. Unless noted
otherwise in the ships description its maneuvering thrusters
are located throughout its hull. The only way to disable a
ships ability to maneuver in one direction is to completely
destroy the opposing side of the hull (0 hit points).

Transatmospheric ability: This is the ability to fly in both a
planets atmosphere and outer-space under the ships own
power. Unless noted otherwise in its description a ship is
space worthy and unable to fly or land within a planets
atmosphere. Being Transatmospheric means that a ship has
a means of withstanding the heat of atmospheric reentry
and the ability to stay aloft within the atmosphere.

Slipstreaming: To move faster than the speed of light a ship
creates a Slipstream to travel through. This is a
gravitational tube that pulls the ship through. An in-
depth explanation of Slipstream technology is at the end of
this chapter (p. 25) and the rules applying to it are
mentioned throughout. Please refer to Empire Timeline
and Records (p. 66) for the maximum Slipstream speed per
time period.

The speed of slipstream is measured in Marks. This is
the speed of light times 1. So slipstream mark 4 would be
the equivalent to 6 times the speed of light.

Shields and Slipstreaming: If shield hit points are dropped
to 0 then that ship loses the ability to enter slipstream until
they are repaired. When a ship is in slipstream its shields
are at minimum power (1 HP). A ship is vulnerable like this
for 1 second after dropping to sub light speeds.

Offense/Defense:
Ship power systems: Human ships use advanced fusion
reactors as a primary power source. They also have a
smaller reactor for reserve power. This reserve can be
tapped to power the shields (an extra 10% HP. Rounded
up) or the slipstream drive (an extra 10% to the ships base
slipstream mark, rounded up). Reserve power can only be
used for 1 hour in addition to the normal systems before
over heating becomes an issue and it takes 1 day before the
ship can handle the strain again. If main power fails then
reserve can power the ship at 10% until main power is
restored.

The last power system is the battery reserve. All ships have
a collection of batteries that can be used if all other systems
fail. They provide just enough power to keep the crew alive
and slightly maneuver the ship (maneuverability to 1).
Battery reserves usually only last a day before draining
completely. If other systems arent repaired by then the
ship becomes dead in space.

Whenever a ship sustains damage under its shields theres a
1 in 6 chance that its current power source will fail. If the
ship is running off of its main power and tapping its reserve
its main reactor will fail, leaving the reserve reactor online.

Ship hit points: Ships and ship weapons use a different hit
point scale than characters and vehicles. Every single ship
(and shield) hit point equals 50 normal hit points. This
means that a missile hitting a car and doing 2 points of
damage actually did 100 points of damage to the cars hit
points (totaling it). Likewise, a character shooting a ship
and dealing 11 points of damage actually didnt even make
the scale (11/50
th
of a hit point).

Weapon mounting: Unless it says forward facing or forward
mounted a weapon can aim in any direction except the
opposing part of the ship (a weapon mounted on the
starboard side of a ship cannot fire past the port side)

In ship-to-ship combat the pilots piloting skill is used if the
weapons are fixed in a general direction (normally forward)
or a characters gunnery skill if the weapons are computer
controlled.

Battling in Slipstream: A ship is safe from normal attack
while in slipstream. The only way to damage a ship in
slipstream is to collide with another slipstream capable ship.
Both ships would be instantly torn apart by each slipstream.
This maneuver is very difficult (target # 19 using the
relevant piloting skill).

Shields: Electromagnetic Shields do not form a solid
boundary. Depending on the size of the area that the shield
covers it usually creates a 1-2 foot area in which it becomes
increasingly more difficult to pass through. Anything
coming from the direction that the shield is being generated
from can easily pass through (possibly getting a boost as the
objects forced through) and another shield operating at the
same frequency can pass though unhindered either way.
Please refer to Empire Timeline and Records on page 66
for the maximum Shield Hit Points per time period.

Just as the above-mentioned slipstream/shield rule implies
shields require 1 second to power up to its current
maximum.

Shields regenerate only when powered down and at a rate
of 2 hit points per minute.
















Chapter 5: Ships
24
Miscellaneous Systems:
Fighter/Shuttle Bays: A the beginning of the Mass Exodus
a ships entire flight deck had to be depressurized before
opening up to space. Towards the end (time period 2)
shields were adapted and used to keep the ships
atmosphere and contents in while allowing any fighters or
shuttles with shields up (at the same frequency) to pass
outwards and anything at all to pass in. These shields reside
1 foot inside of a bay door and activate before the door is
opened.

Communications: Most ships use communication
technology much more advanced than that of the 20
th

century. Ships can communicate in real time over 5 light
years away. This range is extended within the colonies with
communication buoys that relay signals to the next closest
buoy. These buoys are strategically placed to optimize
communication between ships, colonies, some allied alien
cultures, and even Earth. In time period 4 these buoys were
replaced with more advanced ones that could also scan the
vicinity within their communication range although only
Empire member ships have access to that function.

Space-Fold Generators: Space-folding is the ability to open
a single point in space that actually shares two spots. An
object moving into this point would appear to be in two
places at once in relation to observers anywhere else in the
universe. This allows the object to enter one point and exit
at the other when traveling through the fold. Space-folding
range is unlimited; Unfortunately sensor range is not.

In time period 12 the Empire finally gains the ability to fold
space, although only one ship was ever designed with that
function (Torpedo Class III Battleship). The rules for using
space-fold devices are the same for both the Empire and
the Blenetions (p.91). Both points in space are fixed in
relation to each other. This means that if a ship containing
an open fold is completely still in space then so is the other
fold. If that ship moves in any direction then the fold
moves in the same direction in the universe at the same
speed. This also means that a ship must be traveling at the
same speed and direction as another ship to open a fold
connecting the two (for personnel or equipment to be
exchanged).

Sensors cannot penetrate a fold in space to see the other
side. Any attempt results in the equipment becoming
overwhelmed because its seeing everything in all directions
around the fold at once. The information just cannot be
sorted by any known means.


Atmosphere will flow freely through a slipstream. During
time period 12 it was established by treaty that space-fold
generators would NEVER be used to connect to a planet
from the vacuum of space. Although large generators can
only stay open for around 2 minutes the damage would
accumulate over time and would possibly be irreversible to
a planets ecosystem.

Money and Parts:
Pricing: Each individual ships price is basically a reflection
of its cost to build. The price can vary slightly due the
GMs discretion (higher or lower).

Repairing: Ship repairs are priced per HP. This reflects all
damage done to that portion of the ship (systems and hull).
If a character is repairing 2 hit points worth of damage and
the ship is priced at $500 per HP then the repairs will cost
$1,000.

Upgrading: Each ship has upgrade options at the bottom of
their page. Of course, these upgrade options are limited to
the current time periods restraints (refer to the time period
table at the end of the book for current max slipstream and
shield HP). Each ship has the option of upgrading the
shield and slipstream drive by time period. If the ships base
shields/slipstream drive is rated below the average then that
price also reflects upgrading them to their time periods
maximum.

Example:
If a ships shields and slipstream drive both have an upgrade
price of $15,000 then that means itll cost $15,000 per time
period to upgrade. If that ship is bought 2 time periods
after its creation and hasnt been upgraded then itll cost
$30,000 to upgrade the shields or slipstream drive to the
current time periods maximum.

A ships slipstream drive is limited to the maximum capable
speed per time period, but if money is an issue then the
character in the example above can just spend $15,000 and
upgrade the ships slipstream to the previous time periods
max (which is still an upgrade). If a time period didnt have
advancements in slipstream technology then those time
periods are void from the equation (time periods 2, 5, 6, 8,
10, 11).

There is also an option to upgrade a ships shield above the
time periods maximum. This upgrade has a noted limit,
which varies per ship but is usually quite expensive and is
priced per each individual extra hit point.



Ship orientation diagram:


Chapter 5: Ships
25
Slipstream technology in depth:

In order for a ship to create and utilize a Slipstream it must
have two specific systems: A Mass Dampener and a
Graviton Generator/Emitter. Both of these systems
together make up the Slipstream Drive.

The first step before generating a slipstream is for a ship to
reduce its mass. The Mass Dampener (which is routed
through the ships shields) generates a field around the ship
that lowers its mass in relation to the surrounding universe.
The result is a 700-ton vessel only weighing less than a
pound outside of the field it's generating. Keep in mind
that if the shields are disabled then so is the Mass
Dampener.

The second step is to actually generate the Slipstream. The
Graviton Generator/Emitter does exactly what it says. It
creates a vast amount of gravitons and projects them in
front of the ship in a "converging pattern". The graviton
particles are spun at a tremendous speed when emitted
from the ship and are considered tachyons. This allows
them to travel much faster than light (the amount of spin
determines the extra speed the particles can achieve). The
amount of spin is timed by the systems computer to slow
in conjunction with the gravitons convergence with the
other gravitons in its area. This mass of bundled gravitons
form a ring in front of the ship (the distance ahead
depends on the current speed, the ring forms closer when
accelerating).




This ring is the strongest source of gravity affecting the
ship and surrounding space. It's so strong that it affects
the light and aether around it (thinning both inside of the
ring); this gives the added bonus of reducing drag for the
approaching ship.

By the time the ship enters the graviton ring is already
dispersing (as the gravitons continue on their original path)
and the ship has already projected more "rings" ahead of it.
As it disperses the intense gravity that a graviton ring
creates quickly dissipates as well. Shortly after the ship
passes through a fading ring it disappears completely.

These rings that the ship travels through go by so fast that
the observer sees it as a tube (which is called a Slipstream).
What little light that a graviton ring gathers at its strongest
point is released as it begins to disperse. The color
depends on the surrounding area but is usually light blue
(the color of the surrounding star light). This gives the
Slipstream a wavy, light blue appearance unless it's near a
larger source of light.

In order to exit from Slipstream a ship just has to
disengage the graviton emitter. With it's mass still lowered
spatial drag will immediately slow it to sub light speed.







Pros and Cons of Slipstreaming: The biggest bonus
attributed to Slipstream travel is, of course, the ability to
travel faster than light. The only boundary to how fast a
ship can go is the amount of power it can generate relative
to its mass (after dampening). This affects how fast it can
generate gravitons and project them as tachyons.

Another bonus is that ships can also travel together (with
the smaller one in front also lowering its mass) and share
the same Slipstream (that either one can generate).

G forces are reduced while accelerating into a Slipstream.
Most ships have gravity plating installed throughout to
compensate for any situation, but they're rarely needed
while accelerating. Decelerating, however, could crush the
crew if the gravity plating were to fail to counteract the
inertia.

One of the big cons to Slipstream travel is the safety to the
ship and crew. If a ship shifts out of the exact center of a
slipstream and is unable to "right" itself (target # of 11
using Pilot skill) it will be drawn to the closest side and
severely damaged (or destroyed). This is extremely rare but
possible.

Communication is also difficult while slipstreaming. The
intense gravity that's created distorts light, aether, and
radio/subspace waves. A signal can make it through but is
severely distorted. That is why communications outside of
the ship are limited to voice communication and
transponder beacons while in Slipstream.
Chapter 5: Ships
26

Ship Types & Listing:

What ships are available at what times are totally up to the Game Master. It makes sense that new ships that are normally
confined to the military wont be sold on the open market for some time though. This chapter is a complete listing of the ships
developed for this game at the time of publishing. Keep in mind that some are completely unique (Comet, Bachelor)

Ship type descriptions:

Base These are stations. Theyre incapable of moving over long distances on their own.
Base Ship This is a station rebuilt to transverse long distances.
Battle This type is any larger ship built for fighting. Theyre usually excessively armed and shielded.
Cargo Cargo ships transport goods and materials. Theyre usually designed with large holding bays for storage.
Fighter These are small 1-2 person crafts. Theyre built to be maneuverable and deadly.
Multigenerational Multigenerational ships are huge, matching the mass of asteroids and small moons. They are completely
self sufficient except for fuel.
Personal This type of craft is sold to be anything the client wants. Theyre sold to the public and privately maintained.
Transport Transports are used primarily to move people comfortably over long distances.

Ship Listing:

Ship: Time Period: Colony: Max Speed: Type: Page:
Guardian 1 1 Earth 2 Transport 27
Tri-Bomber 1 Earth Sub Light Fighter/Bomber 28
Guardian 2 2 Draconis 3 Transport 29
Starboard 2 Noyova Mir 3.4 Personal 30
Runabout 2 Uchu 3 Personal 31
Sub Light Cargo Class 2 Doma Sub Light Cargo 32
Russian Trans./B-ship 4 Russia 5 Transport/ Battle 33
Torpedo 1 4 Draconis 5.5 Battle 34
Cargo Class 1 4 Doma Sub Light Cargo 35
Trust* 4(6) Doma (Sub Light) Base ship 36
Fighter, Alpha 4 Draconis Sub Light Fighter 37
Fighter, Beta 4 Draconis 3 Fighter 38
Fighter, American 4 Earth Sub Light Fighter 39
Carrier Class 4 Earth 4 Battleship 40
Grendal 4 Gelidus Infernus Sub Light** Transport 41
Dry Dock 4 Takara Nil Base 42
Cargo Class 2 6 Doma 5.5 Cargo 43
Torpedo 2 6 Draconis 5.5 Battleship 44
Hammerhead 6 Svaboda 4 Fighter 45
Bachelor 7 Draconis Nil Base 46
Comet 7 None Sub Light Multigenerational 47
Torpedo 3 8 Draconis 8.2 Battleship 48
Bulldog 8 Uchu 8 Battleship 49
Cannon Fighter 9 Draconis 7.6 Fighter 50
Cock Fighter 9 Takara Sub Light Fighter 51
Battle Cruiser 9 Takara 9.2 Battleship 52
Carrier Class 2 11 Earth 8.9 Battleship 53
Multi-Generational Ship 11 Svaboda 9.2 Multigenerational 54
Yacht 11 Svaboda 9.2 Personal 55
Meteor 11 Takara 9.9 Transport 56
Torpedo 4 12 Draconis 12.8 Battleship 57
Corvette 12 Takara 12.5 Battleship 58





* The Trust starts out as a space station. Sub light engines are added later.
** The Grendal uses an experimental Jump Drive based on space folding technology. Its the only one of its kind.
Chapter 5: Ships
26

Guardian Class I:



Hull HP: Time Period: 1 Maneuverability: 0
Bow: 3 /_____ Crew Min: 3 Average: 10
Port: 2 /____ Belly: 5 /_____ StarB: 2 /____ Human Capacity: 50
Engine: 2 /____ Dorsal: 2 /_____ Engine: 2 /____ Base Colony: Earth
Stern: 5 /_____ Max Speed: Mark 2
Base Shields HP: 8
Bays/Capacity: 1 bay, 2 shuttles Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
Cannons - 3-mile - 1 - 2 forward facing on bow, 2 on dorsal, 1 each side, and 1 on
belly for a total of 7. 1 second reload time.
Cannons have a 20 round load apiece.

Description:
This is one of the first ships to leave Earth during the mass exodus. One of these ships delivered the first settlers to Draconis
and then returned to Earth for more.

Notes:
The Guardian class has four sub light engines linked to the dorsal, belly, port, and starboard portions of the ship. If the HP on
any one of these sections drops to 1 or lower that engine will be disabled.











Price:
$80,000
Repair price per HP - $1,500

Upgrades:
Shield upgrade per time period - $8,000
Shield upgrade above average per HP (max 1) - $6,000
Slipstream Drive upgrade per time period - $7,000
Armor hull plating (adds 1 HP to each portion of hull) - $30,000
Chapter 5: Ships
28

Tri-Bomber Class:



Hull HP: Time Period: 1 Maneuverability: 4
Bow: 1 /_____ Crew Min: 1 Average: 2
Port: 1 /____ Belly: 1 /_____ StarB: 1 /____ Human Capacity: 2
Engine: -- /____ Dorsal: 1 /_____ Engine: -- /____ Base Colony: Earth
Stern: 1 /_____ Max Speed: Sublight
Base Shields HP: 2
Bays/Capacity: Only bomb bay Cargo Space: 2 x 5 x 5 behind seats

Weapons: Range: Damage: Notes: .
Bombs - By type - By type - Payload: 10

Description:
This is Earths preferred planetary bomber. Although it was designed and built shortly after the mass exodus it wasnt deployed
until the Earth war. The bombers engine actually shifts left or right to maintain a center of balance depending on the weight in
the bomb bay. The Tri-bomber is transatmospheric and restricted to sub light speeds. This bomber also has little shields
regardless of the time period.

Notes:
The port HP refers to the cockpit. The starboard HP refers to the bomb bay (destruction of the bomb bay will detonate any
bombs inside of the time). The rest of the ships hit points refer to the main engine.













Price:
$40,000
Repair price per HP - $3,000

Upgrades:
Shield upgrade above average per HP (max 1) - $5,000
Armor hull plating (adds 1 HP to each portion of hull) - $7,000
Chapter 5: Ships
29

Guardian Class II:



Hull HP: Time Period: 2 Maneuverability: 0
Bow: 4 /_____ Crew Min: 3 Average: 10
Port: 3 /____ Belly: 4 /_____ StarB: 3 /____ Human Capacity: 70
Engine: 2 /____ Dorsal: 4 /_____ Engine: 2 /____ Base Colony: Draconis
Stern: 4 /_____ Max Speed: Mark 3
Base Shields HP: 12
Bays/Capacity: 2 bays, 4 shuttles Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
None

Description:
This is the first large ship produced in the colonies. It has no weapons because they werent needed at the time. The large tanks
on either side are filled with the fuel needed for the main engines. This was that last ship developed before ion-based engines
with created.

Notes:
The port/starboard HP is linked to their respective engines. If one engine drops to 1 HP there is a 50% chance that the fuel
tank will explode. Depending on the amount of fuel that was in the tank an explosion could result in the destruction of the
entire ship. If the tanks do not detonate when that engine drops below 1 HP then the engine becomes inoperable.











Price:
$85,000
Repair price per HP - $1,500

Upgrades:
Shield upgrade per time period - $8,500
Shield upgrade above average per HP (max 1) - $7,000
Slipstream Drive upgrade per time period - $7,000
Armor hull plating (adds 1 HP to each portion of hull) - $37,000
Chapter 5: Ships
29

Starboard Class:



Hull HP: Time Period: 2 Maneuverability: 6
Bow: 2 /_____ Crew Min: 1 Average: 2
Port: 1 /____ Belly: 2 /_____ StarB: 1 /____ Human Capacity: 10
Engine: 1 /____ Dorsal: 1 /_____ Engine: 1 /____ Base Colony: Noyova Mir
Stern: 1 /_____ Max Speed: Mark 3.4
Base Shields HP: 12
Bays/Capacity: 1 bay in rear, 1 2-seater 4x4 Cargo Space: 20 x 10 x 10

Weapons: Range: Damage: Notes: .
Missiles - By type - By type - 2 per wing.

Description:
The Starboard was designed to be a scout ship. Its transatmospheric ability and small size makes it perfect for planetary
exploration. Even though the Starboard has large wings in can hover using strong maneuvering thrusters and take off/land
vertically.


Notes:
The Starboard has engines located on the dorsal part and both wings. The wing engines are considered the port/starboard
engines and the dorsal engines are part of the dorsal HP. If the Dorsal HP drops by half (just 1 point) the dorsal engines stop
functioning and the ships maneuverability drops to 4. If three or more engines are disabled then the ship becomes immobile.













Price:
$60,000
Repair price per HP - $3,500

Upgrades:
Shield upgrade per time period - $2,000
Shield upgrade above average per HP (max 1) - $1,000
Slipstream Drive upgrade per time period - $3,000
Armor hull plating (adds 1 HP to each portion of hull) - $7,000
Chapter 5: Ships
31

Runabout Class:



Hull HP: Time Period: 2 Maneuverability: 5
Bow: 3 /_____ Crew Min: 1 Average: 2
Port: 2 /____ Belly: 5 /_____ StarB: 2 /____ Human Capacity: 10
Engine: -- /____ Dorsal: 2 /_____ Engine: -- /____ Base Colony: Uchu
Stern: 3 /_____ Max Speed: Mark 3
Base Shields HP: 10
Bays/Capacity: (None) Cargo Space: 20 x 20 x 15

Weapons: Range: Damage: Notes: .
None

Description:
This is the first successful personal ship design. It has no windows and is completely fly-by-wire. The number of sub light
engines in the rear allow for normal flight even if 2 fail. This ship is transatmospheric but doesnt have VTOL capability. The
runway length required is at least of a mile.

This is another ship that has an exposed slipstream drive. Its located on the dorsal section directly behind the occupied portion
of the ship.

Notes:
The stern HP is linked to the 10 ion engines that compose the rear of the fighter. If this HP drops to 1 enough engines are
damaged to reduce the ships maneuverability to 2. The entire stern section needs to be destroyed in order to completely disable
the ships sub light ability.

The dorsal HP is linked to the slipstream drive. If the dorsal HP drops to 1 the slipstream drive goes off-line.






Price:
$60,000
Repair price per HP - $1,200

Upgrades:
Shield upgrade per time period - $4,000
Shield upgrade above average per HP (max 1) - $3,000
Slipstream Drive upgrade per time period - $3,000
Armor hull plating (adds 1 HP to each portion of hull) - $8,000
Chapter 5: Ships
31

Sub-light Cargo Class:



Hull HP: Time Period: 2 Maneuverability: 2
Bow: 10 /_____ Crew Min: 2 Average: 16
Port: 6 /____ Belly: 6 /_____ StarB: 6 /____ Human Capacity: 26
Engine: -- /____ Dorsal: 8 /_____ Engine: -- /____ Base Colony: Doma
Stern: 10 /_____ Max Speed: Sub light
Base Shields HP: 10
Bays/Capacity: (None) Cargo Space: (Detachable Cargo Pods)

Weapons: Range: Damage: Notes: .
Cannons - 2 Mile - 1 2 cannons total. 1 on dorsal area, 1 on belly. 1 second reload time

Description:
This was the first type of cargo ship to appear after the establishment of the colonies. Their cargo was stored in pods that
couldnt be accessed from inside the ship and were just detached when the ship arrived at its destination.

When these ships were originally built they were towed through slipstream to the system theyd be operating in. This version
was never built with slipstream drives because of the price and resources of the time.

Notes:
The Stern HP is linked to the main ion engines that compose the rear of the ship. If this section drops to 5 HP or below the
ship loses its sub light propulsion (Maneuverability value drops to 0).













Price:
$45,000
Repair price per HP - $900

Upgrades:
Shield upgrade per time period - $8,000
Shield upgrade above average per HP (max 3) - $6,000
Armor hull plating (adds 2 HP to each portion of hull) - $30,000
Chapter 5: Ships
32

Russian Transport/Battleship:



Hull HP: Time Period: 4 Maneuverability: 2
Bow: 8 /_____ Crew Min: 5 Average: 30
Port: .5 /____ Belly: 13 /_____ StarB: 5 /____ Human Capacity: 300
Engine: .- /____ Dorsal: 10 /_____ Engine:..- /____ . Base Colony: Russia
Stern: 10 /_____ Max Speed: Mark 5
Base Shields HP: 12
Bays/Capacity: 3 bays, 3 shuttles Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
Torpedo Launchers - By type - By type - Each launcher holds 2 torpedoes and has a 20 second reload
time. Locations: 4 on dorsal/bow, 2 on dorsal/stern, 8
belly.

Description:
The Russias Transport/Battleship is Russias all-purpose ship. Due to the countrys limited budget and resources they built a
ship that could fill as many functions as possible. The undercarriage of the ship is designed so that smaller ships can fit inside
the shield. This allows the Russia ship to tow smaller ships into slipstream with them.

Notes:
The Stern HP is linked to the main ion engines that compose the rear of the ship. If this section drops to 4 HP or below the
ship loses its sub light propulsion (Maneuverability value drops to 0). Also note that this particular ship cannot lock on to
multiple moving targets at once as well as other ships (+2 to target #). It was designed to target other large ships, settlements,
or space debris.














Price:
$1,000,000
Repair price per HP - $1,300

Upgrades:
Shield upgrade per time period - $8,000
Shield upgrade above average per HP (max 3) - $6,000
Slipstream Drive upgrade per time period - $20,000
Armor hull plating (adds 2 HP to each portion of hull) - $30,000
Chapter 5: Ships
33

Torpedo Class I:



Hull HP: Time Period: 4 Maneuverability: 3
Bow: 10 /_____ Crew Min: 10 Average: 70
Port: .8 /____ Belly: 20 /_____ StarB: 8 /____ Human Capacity: 1,200
Engine: .5 /____ Dorsal: ..8 /_____ Engine:..5 /____ . Base Colony: Draconis
Stern: 12 /_____ Max Speed: Mark 5.5
Base Shields HP: 18
Bays/Capacity: 4 bays, 30 fighter capacity Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
Torpedo Launchers - By type - By type - Each launcher holds 4 torpedoes and has a 20 second reload
time. Locations: 35 on dorsal/bow, 5 on dorsal/stern, 62
belly, 7 on both port and starboard sides.
Cannons - 3-mile - 1 - One cannon can replace one torpedo launcher. Cannons
have no reload time.

Description:
The Torpedo class was Draconiss first true battle cruiser. Its weapon system is computer controlled so that the numerous
launchers/cannons can target multiple ships at once or concentrate all their firepower at one point.

Notes:
The port/starboard engine HP refers to the Ion maneuvering engines on either side. If either of these engines falls to 2 HP or
below the engines become inoperable and the ship will no longer be able to steer (Maneuverability value drops to 0). The Stern
HP is linked to the main ion engines that compose the rear of the ship. If this section drops to 5 HP or below the ship loses its
sub light propulsion (Maneuverability value drops to 1).







Price:
$2,000,000
Repair price per HP - $2,000

Upgrades:
Shield upgrade per time period - $10,000
Shield upgrade above average per HP (max 3) - $8,000
Slipstream Drive upgrade per time period - $20,000
Armor hull plating (adds 2 HP to each portion of hull) - $45,000
Chapter 5: Ships
34

Cargo Class I:



Hull HP: Time Period: 4 Maneuverability: 1
Bow: 12 /_____ Crew Min: 2 Average: 20
Port: 8 /____ Belly: 8 /_____ StarB: 8 /____ Human Capacity: 1,000
Engine: -- /____ Dorsal: 8 /_____ Engine: -- /____ Base Colony: Doma
Stern: 12 /_____ Max Speed: Sub light unless modified
Base Shields HP: 12
Bays/Capacity: 1 bay, 3 shuttles Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
None

Description:
This is just a standard transport ship that is normally restricted to one or two systems. When these ships were originally built
they were towed through slipstream to the system theyd be operating in. Only modified versions have slipstream capability and
their speed is limited by their current time period.

Notes:
The Stern HP is linked to the main ion engines that compose the rear of the ship. If this section drops to 5 HP or below the
ship loses its sub light propulsion (Maneuverability value drops to 0).












Price:
$999,000
Repair price per HP - $1,000

Upgrades:
Shield upgrade per time period - $9,000
Shield upgrade above average per HP (max 3) - $6,000
Slipstream Drive install/upgrade per time period - $25,000
Armor hull plating (adds 2 HP to each portion of hull) - $30,000
Chapter 5: Ships
35

Trust:



Hull HP: Time Period: 4(6) Maneuverability: (1)
Bow: 12 /_____ Crew Min: 20(80) Average: 200
Port: 12 /____ Belly: 14 /_____ StarB: 12/____ Human Capacity: 5,000
Engine: (8)/____ Dorsal: 12/_____ Engine:(8)/____ Base Colony: Doma
Stern: 12 /_____ Max Speed: 0(Sub light)
Base Shields HP: 15(30)
Bays/Capacity: 14(12) bays, 50 shuttles, 50 fighters Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
Torpedo Launchers - By type - By type - Each launcher holds 2 missiles and has a reload time is 18
seconds. Locations: 15 on dorsal, 10 on stern.

Description:
The trust is a single vessel that started life as a space station and was later converted into a sub light cruiser. Its restricted to sub
light speed and is used to protect its home colony. A large communications and sensor satellite follows the ship wherever it
goes (total HP value of 5). It has no shields of its own, but can be maneuvered inside of the Trusts shields during combat.

Notes:
Any values in parentheses are applicable to the Trust after it was converted into a ship.

The port/starboard HP is linked to their respective main ion engines. If one engine drops to 3 HP or below the ship loses its
sub light propulsion (Maneuverability value drops to 0).










Price:
The Trust is one of a kind. For reference it costs $3,000,000 in materials to build.
Repair price per HP - $2,000

Upgrades:
Shield upgrade per time period - $40,000
Shield upgrade above average per HP (max 2) - $30,000
Armor hull plating (adds 2 HP to each portion of hull) - $65,000
Chapter 5: Ships
36

Alpha Class:



Hull HP: Time Period: 4 Maneuverability: 8
Bow: 3 /_____ Crew Min: 1 Average: 2
Port: 2 /____ Belly: 5 /_____ StarB: 2/____ Human Capacity: 2
Engine: - /____ . Dorsal: 4 /_____ Engine: -/____ Base Colony: Draconis
Stern: 3 /_____ . Max Speed: Sub light
Base Shields HP: 15
Bays/Capacity: (None) Cargo Space: 5 x 5 x 2 behind seats

Weapons: Range: Damage: Notes: .
Guns - -mile - apiece second reload time. 6 forward mounted on bow.
Guns have a 400 round load.
Cannon - 3-mile - 1 1 second reload time. 2 forward mounted on bow.
Cannons have a 10 round load.

Description:
The Alpha and Beta class fighters were the empires first line of defense before the Earth war. The Alpha class was designed to
engage fighters and other small ships.

Notes:
The Alpha fighters maneuvering thrusters are located throughout the ship. Its nearly impossible to disable them without
destroying the whole fighter.

The Stern HP is linked to the main ion engines that compose the rear of the ship. If this section drops to 1 HP or below the
ship loses its sub light propulsion (Maneuverability value drops to 4), but because of the maneuvering thrusters the ship can still
dodge reasonably well.











Price:
$60,000
Repair price per HP - $3,100

Upgrades:
Shield upgrade per time period - $3,000
Shield upgrade above average per HP (max 2) - $2,000
Armor hull plating (adds 1 HP to each portion of hull) - $7,000
Chapter 5: Ships
38

Beta Class:



Hull HP: Time Period: 4 Maneuverability: 7
Bow: 3 /_____ Crew Min: 1 Average: 2
Port: 2 /____ Belly: 5 /_____ StarB: 2/____ Human Capacity: 2
Engine: - /____ . Dorsal: 4 /_____ Engine: -/____ Base Colony: Draconis
Stern: 3 /_____ . Max Speed: Mark 3
Base Shields HP: 15
Bays/Capacity: (None) Cargo Space: 5 x 5 x 2 behind seats

Weapons: Range: Damage: Notes: .
Guns - -mile - apiece second reload time. 6 forward mounted on bow.
Guns have a 100 round load.
Torpedo bay - By type - By type Torpedoes drop from the bottom of the ship and launch
forward. The torpedo bay can fit 10 torpedoes.

Description:
The Alpha and Beta class fighters were the empires first line of defense before the Earth war. The Beta class was designed to
engage large ships with medium yield torpedoes.

Notes:
The Beta fighters maneuvering thrusters are located throughout the ship. Its nearly impossible to disable them without
destroying the whole fighter.

The Stern HP is linked to the main ion engines that compose the rear of the ship. If this section drops to 1 HP or below the
ship loses its sub light propulsion (Maneuverability value drops to 4), but because of the maneuvering thrusters the ship can still
dodge reasonably well.










Price:
$60,000
Repair price per HP - $3,100

Upgrades:
Shield upgrade per time period - $3,000
Shield upgrade above average per HP (max 2) - $2,000
Slipstream Drive upgrade per time period - $3,000
Armor hull plating (adds 2 HP to each portion of hull) - $7,000
Chapter 5: Ships
38

Fighter, American:



Hull HP: Time Period: 4 Maneuverability: 6
Bow: 2 /_____ Crew Min: 1 Average: 1
Port: 2 /____ Belly: 5 /_____ StarB: 2/____ Human Capacity: 2
Engine: 2 /____ . Dorsal: 4 /_____ Engine: 2/____ Base Colony: Earth
Stern: 3 /_____ . Max Speed: Sub light
Base Shields HP: 12
Bays/Capacity: (None) Cargo Space: 5 x 5 x 2 behind seats

Weapons: Range: Damage: Notes: .
Guns - -mile - apiece second reload time. 6 forward mounted under wings.
Guns have a 100 round load.

Description:
This small ship was Americas primary dog fighter during the Earth war and is durable enough to still be in use. Its easy to
upgrade and modify so the USA never replaced it. It would have been uneconomical to do so. This fighter is
transatmospheric but does not have VTOL capability.

Notes:
The Engine HP is linked to the main ion/atmospheric engines that are located in the wings of the ship. If these sections drop
to 1 HP or below the ship loses its sub light propulsion (Maneuverability value drops to 1) and its ability to maneuver in an
atmosphere (same penalty). With one engine the fighter can hobble to a safe landing point, but it cant do much else.











Price:
$30,000
Repair price per HP - $1,000

Upgrades:
Shield upgrade per time period - $3,000
Shield upgrade above average per HP (max 2) - $2,000
Armor hull plating (adds 2 HP to each portion of hull) - $9,000
Chapter 5: Ships
39

Carrier Class I:



Hull HP: Time Period: 4 Maneuverability: 2
Bow: 12 /_____ Crew Min: 3 Average: 120
Port: 10 /____ Belly: 30 /_____ StarB: 10 /____ Human Capacity: 500
Engine: -- /____ Dorsal: 10 /_____ Engine: -- /____ Base Colony: Earth
Stern: 13 /_____ Max Speed: Mark 4
Base Shields HP: 10
Bays/Capacity: 1 bay, 60 fighter capacity Cargo Space: 40 x 15 x 10

Weapons: Range: Damage: Notes: .
Torpedo Launchers - By type - By type - Each launcher holds 3 missiles and has a reload time is 20
seconds. Locations: 8 on dorsal, 8 on belly.

Description:
The carrier class was Americas primary battle cruiser during the Earth war. It also doubles as an exploration vessel and
transport ship during times of peace. It has a large bay that can be used to hold fighters, bombers, or cargo. The doors open
directly to space so the bay must be depressurized often. This means that live cargo is forbidden in the bay and any cargo must
be able to survive the cold and vacuum of space.

Notes:
The Stern HP is linked to the main ion engines that compose the rear of the ship. If this section drops to 5 HP or below the
ship loses its sub light propulsion (Maneuverability value drops to 1). If the Dorsal HP drops below 2 then the main launch bay
doors become damaged and inoperable.









Price:
$1,100,000
Repair price per HP - $1,300

Upgrades:
Shield upgrade per time period - $8,000
Shield upgrade above average per HP (max 2) - $6,000
Slipstream Drive upgrade per time period - $20,000
Armor hull plating (adds 2 HP to each portion of hull) - $30,000
Chapter 5: Ships
41

Grendal Class:



Hull HP: Time Period: 4 Maneuverability: 0
Bow: 10 /_____ Crew Min: 20 Average: 150
Port: 10 /____ Belly: 10 /_____ StarB: 10 /____ Human Capacity: 3,000
Engine: 8 /____ Dorsal: 10 /_____ Engine: 8 /____ Base Colony: Gelidus Infernus
Stern: 10 /_____ Max Speed: Sub light / Special
Base Shields HP: 8
Bays/Capacity: 4 bays, 4 large shuttles (1 per bay) Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
Defense Cannons - 3-mile - 1 - 1 second reload time. Locations: 8 Bow, 4 Stern.

Description:
The Grendal is an experiment in Space Folding. Its the only ship with this specific ability because of the materials needed,
and its jump drive has no known range. In order to properly jump out of a system without risking damage to any planets or
ships the Grendal leaves the system using two large solar sails. It usually jumps directly into the next system so it needs no true
sub light engines. However, it does have multiple small thrusters for maneuvers.

Notes:
The Grendal creates a destructive shockwave while jumping away with a range of light hour. The damage is as follows:

Up to 10 light minutes = 20 damage
Up to 20 light minutes = 10 damage
Up to 30 light minutes = 5 damage

The port/starboard engine HP is linked to the space fold drive. If one engine drops to 5 HP or below the ship loses its ability
to jump. The belly and dorsal HP refers to the solar sails. If either is dropped to 3 or below the ship loses its (slow) sub light
ability.




Price:
The Grendal is one of a kind. For reference it costs $6,000,000 in materials to build.
Repair price per HP - $2,000

Upgrades:
Shield upgrade per time period - $20,000
Shield upgrade above average per HP (max 3) - $15,000
Armor hull plating (adds 3 HP to each portion of hull) - $100,000
Chapter 5: Ships
41

Dry Dock:



Hull HP: Time Period: 4 Maneuverability: (Nil)
Bow: 7 /_____ Crew Min: 1 Average: 10
Port: 5 /____ Belly: 5 /_____ StarB: 5 /____ Human Capacity: 40
Engine: -- /____ Dorsal: 5 /_____ Engine: -- /____ Base Colony: Takara
Stern: 5 /_____ Max Speed: (Nil)/ Small thrusters
Base Shields HP: 15
Bays/Capacity: 1 main repair bay, 1 bay, 1 shuttle Cargo Space: (Enough for spare parts and plenty of tools)

Weapons: Range: Damage: Notes: .
None

Description:
These dry docks are manufactured at Takara but placed throughout the empire. They are also built to order for any buyer.

Dry docks are capable of repairing even large battle cruisers (assuming they can get the spare parts) by repositioning themselves
over the damaged sections. The scaffolding that makes up the repair bay can reconfigure to enclose small ships or span the
surface of larger ones.

Notes:
Whenever a dry dock is attacked there is a 50% chance that any ship in the repair bay will take the impact.

The Bow HP refers to the occupied portion of the dry dock (where parts/personnel are located).










Price:
$80,000
Repair price per HP - $1,500

Upgrades:
Shield upgrade per time period - $7,000
Shield upgrade above average per HP (max 1) - $6,000
Armor hull plating (adds 2 HP to each portion of hull) - $30,000
Chapter 5: Ships
43

Cargo Class II:


Hull HP: Time Period: 6 Maneuverability: 6
Bow: 10 /_____ Crew Min: 1 Average: 3
Port: 6 /____ Belly: 10 /_____ StarB: 6 /____ Human Capacity: 40
Engine: 8 /____ Dorsal: 4 /_____ Engine: 8 /____ Base Colony: Doma
Stern: 6 /_____ Max Speed: 5.5
Base Shields HP: 20
Bays/Capacity: 1 bay, mainly for cargo but can fit 1 fighter Cargo Space: 50 x 50 x 20

Weapons: Range: Damage: Notes: .
None

Description:
This cargo class was developed during the 2
nd
half of the Earth war when large, slower cargo ships were subject to attack. The
cargo II class sacrifices cargo space for its transatmospheric ability. The ships four main engines change position to allow the
ship to hover for VTOL.

Notes:
The port/starboard engine HP is linked to their respective main ion engines. If one engine drops to 3 HP or below the ship
loses its VTOL ability (Maneuverability value drops to 4 if one side engine is disabled, 3 if both are). The stern HP refers to rear
ion engines; if this HP drops to 3 or below these engines are disabled (Maneuverability drops by 3).


Price:
$500,000
Repair price per HP - $3,200

Upgrades:
Shield upgrade per time period - $10,000
Shield upgrade above average per HP (max 3) - $8,000
Slipstream Drive upgrade per time period - $20,000
Armor hull plating (adds 2 HP to each portion of hull) - $30,000
Chapter 5: Ships
44

Torpedo Class II



Hull HP: Time Period: 6 Maneuverability: 1
Bow: 12 /_____ Crew Min: 20 Average: 150
Port: 12 /____ Belly: 30 /_____ StarB: 12 /____ Human Capacity: 3,500
Engine: -- /____ Dorsal: 30 /_____ Engine: -- /____ Base Colony: Draconis
Stern: 15 /_____ Max Speed: Mark 5.5
Base Shields HP: 30
Bays/Capacity: 6 bays, 200 fighter capacity Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
Torpedo Launchers - By type - By type - Each launcher holds 4 torpedoes and has a 20 second reload
time. Locations: 10 on dorsal/bow, 10 on dorsal/stern, 20
belly, 28 on both port and starboard sides.
Individual Launchers - By type - By type - Each Individual launcher holds 1 torpedo and has a 5 second
reload time. Locations: 20 on dorsal/bow that are forward
facing.
Cannons - 3-mile - 1 - One cannon can replace one torpedo launcher. Cannons
have no reload time.

Description:
The Torpedo II class is Draconiss fleet flagship and only two were ever built. It has less armament than the class I but its
larger and carries 200 fighters as its primary defense.

Notes:
The Stern HP is linked to the main ion engines that compose the rear of the ship. If this section drops to 5 HP or below the
ship loses its sub light propulsion (Its overall target # drops to 2).






Price:
$3,000,000
Repair price per HP - $2,000

Upgrades:
Shield upgrade per time period - $18,000
Shield upgrade above average per HP (max 3) - $15,000
Slipstream Drive upgrade per time period - $35,000
Armor hull plating (adds 3 HP to each portion of hull) - $70,000
Chapter 5: Ships
44

Hammerhead Fighter Class:



Hull HP: Time Period: 6 Maneuverability: 8
Bow: 1 /_____ Crew Min: 1 Average: 1
Port: 1 /____ Belly: 2 /_____ StarB: 1 /____ Human Capacity: 2
Engine: -- /____ Dorsal: 1 /_____ Engine: -- /____ Base Colony: Svaboda
Stern: 2 /_____ Max Speed: Mark 4
Base Shields HP: 30
Bays/Capacity: (None) Cargo Space: 3 x 7 x 5 cargo space underneath

Weapons: Range: Damage: Notes: .
Gatling Guns - -mile - - 2 forward mounted. No reload time (2 shots per round for a
total of 4). Gatling guns have 40 shot load apiece (80 total).
Cannons - 3-mile - 1 - 2 forward mounted. 1 second reload time.
Cannons have a 20 round load.
Pulse Cannons - 1-mile - 1 * - 2 forward mounted. 1 second reload time.
Pulse Cannons have a 100 round load.
* This weapon damages shields only.

Description:
The Hammerhead is the most versatile fighter in the empire. It was developed during the Earth war and has transatmospheric
ability. The small cargo space under the fighter can hold 2 small yield torpedoes if theyre rigged to drop and engage remotely.
The wings can be retro fitted with 2 small yield missile launchers at the loss of 1 maneuverability point. Each launcher can hold
2 missiles.

Notes:
The port/starboard HP is linked to their respective guns. If one side drops to 0 HP the fighter loses the use of that gun. The
Stern HP is linked to the 2 ion engines that compose the rear of the fighter. If this section drops to 1 HP the fighter loses one
of its engines (Maneuverability value drops to 4). If the stern HP reaches 0 then both engines fail and maneuverability drops to
0.



Price:
$70,000
Repair price per HP - $2,900

Upgrades:
Shield upgrade per time period - $3,000
Shield upgrade above average per HP (max 2) - $2,000
Slipstream Drive upgrade per time period - $3,000
Armor hull plating (adds 1 HP to each portion of hull) - $7,000
Chapter 5: Ships
46

Bachelor:



Hull HP: Time Period: 7 Maneuverability: (Nil)
Bow: 32 /_____ Crew Min: 100 Average: 500
Port: 32 /____ Belly: 35 /_____ StarB: 32 /____ Human Capacity: 10,000
Engine: -- /____ Dorsal: 35 /_____ Engine: -- /____ Base Colony: Draconis
Stern: 32 /_____ Max Speed: (Nil)
Base Shields HP: 40
Bays/Capacity: 9 docks, 16 bays, 100 fighter, 100 shuttle capacity Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
Torpedo Launchers - By type - By type - Each launcher holds 4 torpedoes and has a 20 second reload
time. Locations: 40 on dorsal, 34 belly, 10 on all port, bow,
stern, and starboard sections.

Description:
The Bachelor is Draconiss primary space station and orbiting spaceport. It was built in the calm following the Earth war. This
station is equipped to service, repair, or re-arm any colony ship (large or small).

Notes:
The Bachelor will always have the strongest shields for whatever time period its in. It maintains a asynchronous orbit around
Draconis that always keeps it on the same side of the planet as Draconis city.














Price:
The Bachelor is one of a kind. For reference it costs $2,000,000,000 in materials to build.
Repair price per HP - $2,300

Upgrades:
There are no listed upgrades for the Bachelor because the Empire keeps all its systems up to date.
Chapter 5: Ships
46

Comet:



Hull HP: Time Period: 7 Maneuverability: 0
Bow: 80 /_____ Crew Min: 10 Average: 1,000
Port: 70 /____ Belly: 100 /_____ StarB: 70/____ Human Capacity: 900,000
Engine: -- /____ Dorsal: 80 /_____ Engine: -- /____ Base Colony: None
Stern: 120 /_____ Max Speed: Sub light
Base Shields HP: 200
Bays/Capacity: 5 bays, 40 shuttles, 40 fighters Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
Plasma Cannons - 4-mile - 2 - 2 second reload time. Locations: 200 Dorsal, 200 Belly.
The plasma splatters in a 12-meter radius on impact.

Description:
The Comet is a multigenerational ship of alien origin that was discovered abandoned; most of its fighter and shuttle compliment
gone. The ship led to a variety of technological discoveries and also war with the civilization that had previously exterminated
the ships creators.

This ship is equipped with a cloak/holographic projector. The two large arrays on either side cloak the ship and project the
image of a comet over top of it (complete with sensor readings). The sub light engine leaves a long trail of white energy behind
it, which tops off the comet illusion. The only way to determine the Comets true identity is by noticing the direction of the
tail (or whether it should currently exist at all), or by risking destruction and entering the cloak.

Notes:
The Comet has so much mass that it actually exerts its own gravity (about that of a small moon). This means that care must
be taken when close to other large bodies in space.

The port/starboard HP is linked to their respective cloaking/holographic array. If ones HP drops to 55 or below in becomes
inoperable and that side of the ship becomes exposed. The Stern HP is linked to the main ion engine that composes the rear of
the ship. If this section drops to 40 HP or below the ship loses its sub light propulsion.





Price:
There is only one Comet in existence and its not man made.
Repair price per HP - $2,100

Upgrades:
There are no upgrades for the Comet because most of its technology is beyond understanding.
Chapter 5: Ships
47

Torpedo Class III:



Hull HP: Time Period: 8 Maneuverability: 2
Bow: 15 /_____ Crew Min: 10 Average: 90
Port: 22 /____ Belly: 30 /_____ StarB: 22 /____ Human Capacity: 1,300
Engine: -- /____ Dorsal: 30 /_____ Engine: -- /____ Base Colony: Draconis
Stern: 17 /_____ Max Speed: Mark 8.2
Base Shields HP: 40
Bays/Capacity: 7 bays, 60 fighter capacity Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
Torpedo Launchers - By type - By type - Each launcher holds 4 torpedoes and has a 20 second reload
time. Locations: 37 on dorsal/bow, 7 on dorsal/stern, 64
belly, 12 on both port and starboard sides (Weapon
platforms).
Individual Launchers - By type - By type - Each Individual launcher holds 1 torpedo and has a 5 second
reload time. Locations: 24 forward facing on each Weapon
platform.
Cannons - 3-mile - 1 - One cannon can replace one torpedo launcher. Cannons
have a 1 second reload time.

Description:
The Torpedo III class has a reputation as the toughest battle cruiser ever developed by the colonies for its size. It is believed to
be the determining factor in the war of 2095 and is now a common sight in the empires fleet.

Notes:
The Stern HP is linked to the main ion engines that compose the rear of the ship. If this section drops to 5 HP or below the
ship loses its sub light propulsion (Its overall target # drops to 2).





Price:
$2,700,000
Repair price per HP - $2,100

Upgrades:
Shield upgrade per time period - $13,000
Shield upgrade above average per HP (max 3) - $11,000
Slipstream Drive upgrade per time period - $22,000
Armor hull plating (adds 4 HP to each portion of hull) - $58,000
Chapter 5: Ships
48

Bulldog Class:



Hull HP: Time Period: 8 Maneuverability: 2
Bow: 15 /_____ Crew Min: 15 Average: 95
Port: 20 /____ Belly: 28 /_____ StarB: 20 /____ Human Capacity: 1,400
Engine: 22 /____ Dorsal: 28 /_____ Engine:22 /____ Base Colony: Uchu
Stern: 18 /_____ Max Speed: Mark 8
Base Shields HP: 44
Bays/Capacity: 1 bay (opens on both sides), 130 fighter capacity Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
Torpedo Launchers - By type - By type - Each launcher holds 2 torpedoes and has a 10 second reload
time. Locations: 20 on dorsal, 15 on belly, 5 on stern.

Description:
The bulldog is Uchu colonies only battle cruiser. It was designed around a new shield for the time period and commonly
protects the colony from any enemies.

Notes:
The port/starboard HP is linked to their respective main ion engines. If one engine drops to 5 HP or below the ship loses its
sub light propulsion (Maneuverability value drops to 0). The dorsal HP refers to the main sensor array on top of the ship. If
the dorsal HP reaches 5 or below the ship loses its long-range sensors.















Price:
$1,600,000
Repair price per HP - $1,300

Upgrades:
Shield upgrade per time period - $12,000
Shield upgrade above average per HP (max 2) - $10,000
Slipstream Drive upgrade per time period - $30,000
Armor hull plating (adds 3 HP to each portion of hull) - $40,000
Chapter 5: Ships
49

Cannon Fighter:



Hull HP: Time Period: 9 Maneuverability: 4
Bow: 3 /_____ Crew Min: 1 Average: 2
Port: 3 /____ Belly: 5 /_____ StarB: 3 /____ Human Capacity: 16
Engine: -- /____ Dorsal: 2 /_____ Engine: -- /____ Base Colony: Draconis
Stern: 2 /_____ Max Speed: Mark 7.6
Base Shields HP: 45
Bays/Capacity: (None) Cargo Space: 15 x 15 x 10

Weapons: Range: Damage: Notes: .
Plasma Cannon - 4-mile - 1 - 4 forward facing. 2 second reload. The plasma splatters in a
12-meter radius on impact.

Description:
The ship incorporates the only successful plasma cannon design created by man (the actual design was obtained from the
Comet). This is a transatmospheric design that was just a prototype but was put into mass production during the war.

Notes:
The port/starboard HP is linked to their respective 2 plasma cannons. If one side drops to 1 HP the ship loses the use of those
2 cannons. The Stern HP is linked to the main ion engines that compose the rear of the ship. If the stern HP reaches 1 then the
engines fail and maneuverability drops to 0.












Price:
$90,000
Repair price per HP - $2,200

Upgrades:
Shield upgrade per time period - $15,000
Shield upgrade above average per HP (max 1) - $11,000
Slipstream Drive upgrade per time period - $12,000
Armor hull plating (adds 1 HP to each portion of hull) - $28,000
Chapter 5: Ships
51

Cock Fighter Class:



Hull HP: Time Period: 9 Maneuverability: 10
Bow: 1 /_____ Crew Min: 1 Average: 1
Port: 1 /____ Belly: 1 /_____ StarB: 1 /____ Human Capacity: 1
Engine: 1 /____ Dorsal: 1 /_____ Engine: 1 /____ Base Colony: Takara
Stern: 1 /_____ Max Speed: Sub light
Base Shields HP: 40
Bays/Capacity: (None) Cargo Space: 5 x 5 x 2 behind seat

Weapons: Range: Damage: Notes: .
Gatling Guns - -mile - 1/3 per shot - 2 forward mounted. No reload time (3 shots per round for a
total of 6). Gatling guns have 50 shot load apiece (100 total).

Description:
The Cock fighter is Takaras solution to a cheap, small, light Hammerhead class. Having 3 atmospheric engines adds
redundancy and maneuverability. Its only drawback is that its lightweight design doesnt allow for heavy weapons.

This fighter is transatmospheric but restricted to sub light speeds. It is one of the few transatmospheric fighters without VTOL
capability but it doesnt require much runway (about 200).

Notes:
The port/starboard engine HP is linked to their respective ion engines and guns. If one engine drops to 0 HP the fighter loses
3 points of maneuverability plus the use of that gun. The dorsal HP refers to the center ion engine. If it drops to 0 HP then the
fighters maneuverability lessens by 4.










Price:
$50,000
Repair price per HP - $3,000

Upgrades:
Shield upgrade per time period - $3,000
Shield upgrade above average per HP (max 5) - $2,000
Chapter 5: Ships
51

Battle Cruiser:



Hull HP: Time Period: 9 Maneuverability: 5
Bow: 15 /_____ Crew Min: 1 Average: 5
Port: 12 /____ Belly: 12 /_____ StarB: 12/____ Human Capacity: 20
Engine: -- /____ Dorsal: 12 /_____ Engine: -- /____ Base Colony: Takara
Stern: 18 /_____ Max Speed: Mark 9.2
Base Shields HP: 45
Bays/Capacity: 1 bay, 1 shuttles Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
Torpedoes (High Y.) - By type - By type - 12 missiles mount under wings.
Pulse Cannon - 1-mile - 3 * - 2 forward facing. 2 Second reload.
* Only affects shields

Description:
This ship was designed especially to fight in the war of 2095. Its armament is designed to take out an enemies shield so that the
high yield Torpedoes can impact the hull directly.

Notes:
The port/starboard HP is linked to their respective pulse cannons. If one side drops to 4 HP the ship loses the use of that
cannon. The Stern HP is linked to the main ion engines that compose the rear of the ship. If the stern HP reaches 3 then the
engines fail and maneuverability drops to 0. Lastly, the belly HP refers to the slipstream drive. If the belly HP drops to 3 or
below the slipstream drive becomes inoperable.









Price:
$110,000
Repair price per HP - $1,500

Upgrades:
Shield upgrade per time period - $10,000
Shield upgrade above average per HP (max 3) - $8,000
Slipstream Drive upgrade per time period - $9,000
Armor hull plating (adds 3 HP to each portion of hull) - $35,000
Chapter 5: Ships
52

Carrier Class II:



Hull HP: Time Period: 11 Maneuverability: 1
Bow: 18 /_____ Crew Min: 12 Average: 300
Port: 20 /____ Belly: 33 /_____ StarB: 20 /____ Human Capacity: 2,900
Engine: 22 /____ Dorsal: 33 /_____ Engine:22 /____ Base Colony: Earth
Stern: 18 /_____ Max Speed: Mark 8.9
Base Shields HP: 90
Bays/Capacity: 3 bays, 200 fighter capacity Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
Cannons - 3-mile - 3 - 1 second reload time. Location: 8 forward, 8 stern

Description:
The carrier II class is Earths current primary battle cruiser. Its capable of long-term missions (2-3 years, both combat and
exploration). The sensor array in the front has tremendous range and has to be isolated from the rest of the ship.

Notes:
The port/starboard HP is linked to their respective main ion engines. If one engine drops to 5 HP or below the ship loses its
sub light propulsion (Maneuverability value drops to 0). The bow HP refers to the main sensor array at the front of the ship. If
the bow HP reaches 5 or below the ship loses its long-range sensor capability.














Price:
$2,200,000
Repair price per HP - $1,200

Upgrades:
Shield upgrade per time period - $14,000
Shield upgrade above average per HP (max 3) - $11,000
Slipstream Drive upgrade per time period - $36,000
Armor hull plating (adds 5 HP to each portion of hull) - $50,000
Chapter 5: Ships
53

Multigenerational Ship:



Hull HP: Time Period: 11 Maneuverability: 0
Bow: 50 /_____ Crew Min: 1 Average: 200
Port: 40 /____ Belly: 70 /_____ StarB: 40/____ Human Capacity: 500,000
Engine: 50 /____ Dorsal: 70 /_____ Engine: 50/____ Base Colony: Svaboda
Stern: 50 /_____ Max Speed: 9.2
Base Shields HP: 100
Bays/Capacity: 5 bays, 40 shuttles, 40 fighters Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
Defense Cannons - 3-mile - 1 - 1 second reload time. Locations: 8 Bow, 4 Stern.

Description:
This ship is a colony in and of itself. Svaboda created it to divide its population due to over crowding and lack of planetary
resources.

The Multigenerational ship is computer controlled and requires only 1 person to oversee operations until parts actually need to
be repaired or replaced.

The large transparent dome in the center of the ship contains a small city. The 5
th
bay is located in front of the city dome and
completely opens into space. This is where other ships are built and launched from. This allows Svaboda to direct deliver
new ships.

Notes:
The Multigenerational ship has so much mass that it actually exerts its own gravity (about one fifth that of a small moon). This
means that care must be taken when close to other large bodies in space.

The port/starboard HP is linked to their respective ion engines. If one engine drops to 10 HP or below the ship loses its sub
light propulsion. The dorsal HP includes the large city dome and factory bay. Upon dropping to 50 HP one or the other has
a 50% chance of being damaged and becoming inoperable. At 30 HP the other also becomes inoperable.








Price:
$99,000,000
Repair price per HP - $2,500

Upgrades:
Shield upgrade per time period - $99,000
Shield upgrade above average per HP (max 4) - $70,000
Slipstream Drive upgrade per time period - $120,000
Armor hull plating (adds 4 HP to each portion of hull) - $150,000
Chapter 5: Ships
54

Yacht Class:



Hull HP: Time Period: 11 Maneuverability: 6
Bow: 8 /_____ Crew Min: 1 Average: 4
Port: 6 /____ Belly: 12/_____ StarB: 6 /____ Human Capacity: 40
Engine: 4 /____ Dorsal: 7 /_____ Engine: 4 /____ Base Colony: Svaboda
Stern: 6 /_____ Max Speed: Mark 9.2
Base Shields HP: 35
Bays/Capacity: 1 bay, 1 shuttle Cargo Space: 50 x 30 x 15

Weapons: Range: Damage: Notes: .
None

Description:
This is a personal luxury ship that was originally designed for the elite although small companies have purchased them for
exploration, transport, or bases of operations.

The Yacht is transatmospheric but has no VTOL capability. It requires a long runway to taking off and landing (nearly a mile).

Notes:
Unlike most ships the Yachts slipstream drive and ion engines are located at the ends of the wings. This means that if the
engine HP drops to 2 or lower the ship loses its slipstream capability as well as sub light engines (Maneuverability drops to 3 if
one engine shuts down, 0 if both).










Price:
$110,000
Repair price per HP - $2,200

Upgrades:
Shield upgrade per time period - $10,000
Shield upgrade above average per HP (max 2) - $6,000
Slipstream Drive upgrade per time period - $9,000
Armor hull plating (adds 2 HP to each portion of hull) - $35,000
Chapter 5: Ships
55

Meteor Class:



Hull HP: Time Period: 11 Maneuverability: 5
Bow: 7 /_____ Crew Min: 5 Average: 50
Port: 5 /____ Belly: 10 /_____ StarB: 5 /____ Human Capacity: 2,500
Engine: -- /____ Dorsal: 10 /_____ Engine: -- /____ Base Colony: Takara
Stern:. 7 /_____ Max Speed: Mark 9.9
Base Shields HP: 40
Bays/Capacity: 1 bay in belly, 2 shuttles Cargo Space: 5 x 5 x 5 per passenger

Weapons: Range: Damage: Notes: .
None

Description:
This is the fastest ship of its time period and very few exist. Theyre owned by the Takara and leased out as colony-to-colony
transportation.

Notes:
The meteor class will always be the fastest ship of the current time period. Its engines are upgraded at any chance since speed is
the ships only defense. The Stern HP is linked to the main ion engines that compose the rear of the ship. If this section drops
to 3 HP or below the ship loses its sub light propulsion (Maneuverability value drops to 0).










Price:
$3,000,000
Repair price per HP - $4,000

Upgrades:
Shield upgrade per time period - $13,000
Shield upgrade above average per HP (max 3) - $8,000
Slipstream Drive upgrade per time period - $38,000 (This upgrade actually places the max speed at .9 above the maximum)
Armor hull plating (adds 3 HP to each portion of hull) - $45,000
Chapter 5: Ships
57

Torpedo Class IV:



Hull HP: Time Period: 12 Maneuverability: 4
Bow: 15 /_____ Crew Min: 2 Average: 70
Port: 19 /____ Belly: 25 /_____ StarB: 19 /____ Human Capacity: 1,000
Engine: 12 /____ Dorsal: 25 /_____ Engine:12 /____ Base Colony: Draconis
Stern: 17 /_____ Max Speed: Mark 12.8
Base Shields HP: 95
Bays/Capacity: 2 bays, 20 fighter capacity Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
Torpedo Launchers - By type - By type - Each launcher holds 4 torpedoes and has a 20 second reload
time. Locations: 22 on dorsal, 22 on belly.
Cannons - 3-mile - 3 - One cannon can replace one torpedo launcher. Cannons
have a 1 second reload time.

Description:
The Torpedo IV class is the first Torpedo class developed with exploration in mind. It contains a wormhole generator
prototype for deep space exploration and its the most advanced ship that the colonies have ever created.

The space-fold generator opens a large, stable wormhole in front of the ship that leads to a predetermined point in space. The
wormhole will stay stable for 2 minutes and allows for two-way travel. There is also a smaller space-fold generator onboard that
is built into the larger one. Although it is located deeper within the ship on another deck it relies on the main generator to
function. This generator follows the same rules for the space-folding devices belonging to the alien race Blenetions (p.91).

Notes:
The port/starboard engine HP refers to the Ion maneuvering engines on either side. If either of these engines falls to 4 HP or
below the engines become inoperable and the ship will no longer be able to steer (Maneuverability value drops to 0). The Stern
HP is linked to the main ion engines that compose the rear of the ship. If this section drops to 5 HP or below the ship loses its
sub light propulsion (Maneuverability value drops to 1). The bow HP of the ship contains the wormhole generator. If the bow
HP drops to 7 or below the space-fold generator suffers damage and becomes inoperable until repaired (all space-folding ability
is lost).

The space-fold generator can not function with any power source less than main power. If the ship is dependant on reserve or
backup power it cannot create folds in space. Although the ship can use the small space-fold generator while using normal ship
systems under main power it must completely power down everything else (shields, engines) to use the large exterior
generator.

Price:
$10,000,000
Repair price per HP - $2,500

Upgrades:
Shield upgrade per time period - $10,000
Shield upgrade above average per HP (max 3) - $8,000
Slipstream Drive upgrade per time period - $20,000
Armor hull plating (adds 4 HP to each portion of hull) - $45,000
Chapter 5: Ships
58

Corvette Class:




Hull HP: Time Period: 12 Maneuverability: 8
Bow: 15 /_____ Crew Min: 2 Average: 15
Port: 15 /____ Belly: 18 /_____ StarB: 15/____ Human Capacity: 100
Engine: 12 /____ Dorsal: 17 /_____ Engine: 12/____ Base Colony: Takara
Stern: 15 /_____ Max Speed: Mark 12.5
Base Shields HP: 80
Bays/Capacity: 1 bay, 1 shuttle, 1 fighter Cargo Space: (Not an issue)

Weapons: Range: Damage: Notes: .
Rapid Pulse Cannons 1-mile - 2 * - second reload time. Locations: 2 forward facing.
* Only damages shields.
Cannons - 3-mile - 2 - 1 second reload time. Locations: 2 forward facing.

Description:
The Corvette class is possibly the most maneuverable large ship in existence. It was designed for exploration and to support
larger ships in battle.

Notes:
The port/starboard engine HP is linked to the ships slipstream drive. If one engine drops to 3 HP or below the ship loses its
faster-than-light capability.

The stern HP is linked to the 4 ion engines that compose the rear of the ship. Every time this HP drops by 3 one ion engine
becomes too damaged to function (each failed engine lowers the Corvettes maneuverability by 2).

The dorsal HP is linked to the ship bay. If this HP is reduced to 5 the bay is damaged and starts to vent atmosphere. If the HP
is reduced to 0 any small ships in the bay begin taking damage as well.












Price:
$2,000,000
Repair price per HP - $3,500

Upgrades:
Shield upgrade per time period - $14,000
Shield upgrade above average per HP (max 3) - $11,000
Slipstream Drive upgrade per time period - $36,000
Armor hull plating (adds 3 HP to each portion of hull) - $40,000
Chapter 5: Ships
59
Ship Offensive/Defensive Upgrades:

Just about any weapon can be bought and attached to any ship to replace one of the current weapons. If its not replacing a
current weapon a new mount must be built (GM to figure price and time). It could also be said that putting too many weapons
on a ship will increase its mass and lower its max speed and maneuverability (Game masters discretion).

Firearms: Time Period: Damage: Price: Notes: _
Guns 1 200 1/2 second reload time. Fixed position weapon. 1/2-mile range.
Gatling Gun 6 250 1/3 second reload time. Weapon slightly aims. 1/2-mile range.
Gatling Gun 9 1 250 1/3 second reload time. Weapon slightly aims. 1/2-mile range.
Cannon 1 1 320 1 second reload time. 3-mile range.
Cannon 5 2 500 1 second reload time. 3-mile range.
Cannon 11 3 780 1 second reload time. 3-mile range.
Pulse Cannon 6 1* 300 1 second reload time. 1-mile range.
Pulse Cannon 8 2* 450 1 second reload time. 1-mile range.
Pulse Cannon 9 3* 650 2 second reload time. 1-mile range.
Rapid Pulse Cannon 12 2* 630 1/2 second reload time. 1-mile range.
Plasma Cannon 9 1 400 2 second reload time. Plasma splatters in a 12-meter radius.
4-mile range.

Torpedoes: Time Period: Damage: Price: Notes: _
Low Yield 1 1 300 4 meter area of effect. 50-mile range.
Low Yield 6 2 400 4 meter area of effect. 100-mile range.
Low Yield 8 3 600 4 meter area of effect. 150-mile range.
High Yield 1 2 500 8 meter area of effect. 50-mile range.
High Yield 6 3 700 8 meter area of effect. 100-mile range.
High Yield 8 4 850 8 meter area of effect. 150-mile range.
Nuke 1 5 2,100 1/2 mile area of effect. 50-mile range.
Nuke 10 7 3,500 1 mile area of effect. 200-mile range.

Missiles:___ Time Period: Damage: Price: Notes: _
Low Yield 1 1 400 2 meter area of effect. **
Low Yield 6 2 500 2 meter area of effect. **
High Yield 1 2 550 4 meter area of effect. **
High Yield 6 3 650 4 meter area of effect. **
Nuke 1 5 2,900 1/2 mile area of effect. **

Bombs: _
Any torpedo can be sold as a bomb by replacing the propulsion with more warhead payload and adding 1/3 of the torpedos list
price. The benefit is +1 to damage but the bomb must be dropped over the target (pilot skill used for attack).
* Only affects shields and organic matter. Weapon does no actual hull or structure damage.
** All missiles are Transatmospheric and have a 2-mile range in atmosphere, 6-mile in space.
Chapter 5: Ships
60

Salvage yards:

At the beginning of the Earth war (time period 5) salvage
yards begin making an appearance. These exist both
planet-side and in space (usually in orbit around moons or
out of the way places). These can be great spots to find
spare parts for ships and the characters running them can
add flare and humor to the campaign. Parts for any
particular ship begin making appearances one time period
after the ships creation time period.
The games GM decides where and how many salvage
yards exist in his or her campaign. The rules on finding
parts vary slightly per ship and the current time period:
The biggest advantage of finding used parts at salvage yards
is the reduced prices. Salvage yard prices are around of
a parts normal list price. Salvage yards are also privately
owned so that means that salvaged parts are rarely tracked
or recorded by any government.

















Parts for a particular ship wont even begin to
show up in salvage yards until one time period after its
creation.
In the first time period that parts of a ship can
appear they have a 10% chance of being there. If a
character fails this 10% chance then they must travel to
another yard to try again.
For every time period after the first the odds of a
ships part being at that particular yard increases by
10%.
Any part found has a 50% percent chance of
being broken but fixable (target # 12 to repair), a 25%
chance of being permanently broken, and a 25%
chance of being in working order (Roll a 1D4. 1 =
Broken for good, 2-3 = Broken but fixable, and 4 =
Working order).
If a character successfully finds a part (broken or
not) then they can attempt to find another one of the
same part again, but once they fail to find that part it
means there is none (or no more) and they wont have
any luck searching again for at least a month at that
particular yard.
Bombs, missiles, and torpedoes are removed from
ships before theyre sent to salvage yards. Characters
will NEVER find live ammo or warheads, but other
weapons (cannons, guns, or even empty warhead
casings) are commonly left in old ships.
After time period 12 space-folding generators
CAN be found on Torpedo Class III battleships that
have been scrapped. Although they may not be
working or completely hollowed out they cannot be
removed because theyre integrated with the ship. Just
follow the above rules for finding parts or completely
usable generators. Then follow the Torpedo Class III
rules for using it (This includes a working main power
source) because a working generator CANNOT be
removed from the ship without completely destroying
it.









Chapter 6: The Empire & Colonies
61

Chapter 6: The Empire & Colonies

Draconis Empire Defense Force/Government Information:
Being in the Draconis military has many benefits for characters: Placement in missions (although for the lower ranks theres not
much choice in missions), free health care, a guaranteed paycheck, free use of various weapons/equipment, and help from other
enlistees and ships.
Enlisting is easy, but progression through the ranks has to be earned (GMs discretion) through missions and honorable
mention. This is a sure way for a character to eventually get command of a vessel with a crew complement. Upon retirement a
character is usually able to afford their own ship, plus they gain the contacts that come from his/her military history. Demotion
is just as easy as progression if the character fails too much (through lack of trying) or does something out-right bad.
A character can retire from the military at any time except time of war, but can only re-enlist starting at Pilot unless the
military actually offers the character a position in the same rank/field. A character that is dishonorably discharged cannot
officially re-enlist.
Draconis Empire Defense Force (DEDF) Ranks:
Enlisted:
Trainee Trainees are fresh recruits in the Draconis Empire. Its the lowest rank and lowest pay (Pay - $150 a week).
Pilot Pilots earn this rank by learning basic ship piloting skills. Trainees must earn this rank to graduate from any Empire
training facility whether they intend to pilot during their career or not. (Pay - $220 a week)
Pilot First Class This is an optional rank for those that want to specialize in piloting all ships. This rank stays with the
character as a classification throughout the rest of their career. Pilots whore not interested in piloting can
skip this rank and proceed directly to Corporal. In order to graduation this rank a character must accumulate
at least a 2 in every ship related piloting skill (Pay - + $125 to normal pay).
Corporal Corporal is the next rank after Pilot (Pay - $330 a week)
Corporal First Class - This is an optional rank for those that want to specialize in their current department (mechanical, infantry,
medical, Fighter piloting). Characters of this rank get first pick of all assignments in that dept. This
specialization stays with the character throughout the rest of their career (Pay - +$100 to normal pay).
Sergeant The Sergeant rank is for enlisted personnel beginning their leadership training. Sergeants are put in charge of a small
group of lower ranked personnel but they only relay direct orders from higher ranks (Pay - $410 a week).
Sergeant First Class This is the stepping stone rank to becoming an officer. Sergeant First Classs work closely with
Lieutenants in order to learn officer operations and procedures (Pay - $460 a week).

Enlisted Officers:
Lieutenant First Class Lieutenant is the first rank of responsibility. These officers are usually put in charge of an entire
division of operations (a ships fighter bay, engineering, sciences, defense systems) (Pay - $530 a
week).
Lieutenant Captain This rank is an intermediary between a Captain and the rest of a ships crew. A Lieutenant Captain is a
ships first officer and takes responsibility for most of ships operations. Lieutenant First Classs report
directly to the Lieutenant Captain (Pay - $590 a week).
Captain A Captain is given command of a ship as soon as ones available. (Pay - $770 a week).
Major Upon reaching this rank a character is given the job of coordinating up to 5 ships from a specific base of operations
(Draconis, a colony, or a base station). Sometimes a mission may require a Major to accompany one or more of the
ships. In this case the Captains remain in control of their respective ships unless the Major intercedes (Pay - $1,000 a
week).
Colonel Colonels rarely go out on missions themselves. Theyre responsible for up to 5 Majors (up to 25 ships) and relay
missions from the higher ranks (Pay - $1,100 a week).
General Generals are Admirals in training. They work closely with Admirals and relay their orders to lower ranks (Pay -
$1,370 a week).
Admiral This is the highest rank within the Draconis military. There are only 5 Admirals at any one time and they vote on
what military actions to take. They also work closely with the Draconis civilian leaders (Pay - $1,800 a week).

The military Badge Chart is on the next page.
Chapter 6: The Empire & Colonies
62


Medals:
Good Conduct This medal is exactly what one would expect. Its awarded to those who prove themselves exemplary at
following orders, impressing the higher ranks, and displaying the military in a good light.
Gold Star This medal is awarded to anyone who puts their life on the line while playing a key role in disrupting an enemys
ability to perform actions (destroying/severely damaging a large ship/outpost, discovering a dangerous plot and
foiling it).
Silver Star This medal is earned instead of the Gold Star if many lives were directly saved due to the actions of the character.
Purple Heart This medal is awarded to any enlisted personnel critically injured in the line of duty while performing a heroic
action. Normally a Purple Heart signals the end of a career due to the condition that it is earned (severe injury).
Civilian Leaders:
Empire Ambassador Ambassadors are not really leaders but theyre representatives to outer colonies, Earth, and other races.
They settle disputes, bargain for trade, and aid in discussing Empire matters (Pay - $850 per week).
Empire Consult Empire Consults are advisors who work closely with their colonys counsel member (4 members per
colony/counsel member) (Pay - $900 per week).
Empire Counsel These are the leaders of the Empire and are voted into this position by their colony. There is one counsel
member per colony and they usually take residence at Draconis; their consults being the only contacts with
their respective colonies. This counsel makes all decisions regarding the Draconis Empire and also
commands the military (Pay - $1,700 per week).
Emperor(ess) The Draconis Emperor is chosen at birth when the previous Emperor passes and trained especially for that job.
Until the age of 13 the emperor is kept in a secluded environment and raised to respect and make decisions for
the well being of the colonies. During the 13 years between Emperors the Empire Council handles all
decisions related to the Empire. The Emperor(ess) alternates between male and female and they play the role
of tie-breaker, Judge, and Mediator among the Empire Counsel.
Chapter 6: The Empire & Colonies
63
Empire Timeline & Records:

Years 2011-2030 2031-2050 2051-2080 2081-2095 2096-2101 2102-2170 2171->
|_________|__________|________|_________|_______|________|________|
Time Shortly after Beginning of The Earth The Empire The War Advanced New War
Mass Exodus the Empire War Thrives Age
Period 1 2 3 4 5 6 7 8 9 10 11 12 13

Time period 1:
This is the very beginning of the colonies. Time period 1
begins in the year 2011 and lasts until 2020. This is the
time period that the colonies are being settled and
humanity is first discovering that they stand a chance
surviving off of their home world of Earth.

Time period 2:
Time period 2 begins in the year 2021, lasts until 2030, and
is the period that the colonies make their Nitch in the
galaxy. Inter-colony trading begins and new technologies
appear as a result of necessity. Cooperating colonies begin
laying out a Communication Satellite network so that
messages are nearly instantaneous.
Pirating also appears. No one really knows if pirating
originates within the colonies, are alien in nature, or if they
are ships from Earth. Evidence discovered in the future
actually supports all those theories combined.
Earths governments also begin to realize that the colonies
are becoming a dangerous temptation to its citizens and a
campaign of denial about the colonies existence begins.
Earth steps up production of their space fairing
technology (ships, weapons, and sensors) in order to spy
on the newly founded colonies.

Time period 3:
The Draconis Empire is established. Time period 3 begins
in the year 2031 and lasts until 2045.
The Draconis colony observes the governments of Earth
and the habits they have developed of spying on the
colonies. That, combined with the recent pirating of
shipping vessels, prompts the Draconis colony to suggest
a Partnership with the other colonies for protection.
Laws are established and by 2032 the Empire Council is
voted into their respective offices.
Shortly after, the DEDF (Draconis Empire Defense
Force) is established. Colonists volunteer from all over
the Empire and in less than a year enough personnel are
gathered to fill all the positions on the ships that the
DEDF currently has.
Last, but not least, a single male newborn is picked from
the Draconis colony to become the first Emperor. Sets of
guidelines are voted into effect to raise this Emperor by.
In the year 2045 the first Emperor takes his place to
proceed over all matters brought before the Empire
council. He has been raised with nothing less than the
well being of the colonies as his priority.
Refer to page 62 for more information on the Empire
Council and Emperor.

Time period 4:
These 4 years begin the first Draconis Emperors rule. It
marks a major time in the Empires history as the colonies
get a feel for the government theyve chosen. Time period
4 begins in the year 2046 and lasts until 2050.
During this period Earths Russian government begins a
strong campaign aimed towards conquering and acquiring
the Vega colony. For nearly a year two Russian ships spy
on the colony while trying to stay out of range. In the year
2050 they are finally noticed and the Empire offers aid. A
battle quickly ensues that begins the war between the
Empire and Russia.

Time period 5:
This time period marks the beginning of the Earth war. It
begins in the year 2051 and lasts until 2058. During this
period the Empire fends off continual attacks by the
Russian government. Neither side really gains an
advantage although the Empire slowly builds up their
forces.
Rarely do Russian ships ever attempt to attack a colony
during this period. After the Vega attempt they realize
how many resources it really takes to battle a colony head
on. So towards the end of this time period the Russian
government begins negotiations with the United States of
America for aid in the war.
During this period the United States builds up its fleet and
resources. They watch the fledging war and bid their time.

Time period 6:
Time period 6 begins in the year 2059 and lasts until 2080.
It is an extremely rough time for the Empire.
7 years after the beginning of the Earth war Russia begins
to realize that they are not making any headway and plead
with America for assistance. An alliance is formed with
the understanding that America will get first pick of
whatever land is acquired.
Chapter 6: The Empire & Colonies
64
The Earth war is a secret war from Earths perspective.
The governments that are waging this war conceal it from
their civilian population. The media is controlled by their
respective governments and are forced to conceal the
knowledge of the colonies. The ensuing fatalities, use of
materials, and budget resources are explained away or
covered up.
The Empire feels the pressure after America joins the war.
Suddenly attacking forces become much more brazen and
colonies are attacked directly. Trade with Earth is
completely cut-off but the Empire refuses to back down.
Towards the end of the war the Empire begins to slowly
turn the tide and force Earths ships out of their territory.
By the year 2080 a truce is reached. The Empire has
proven to all of Earths governments that they will never
surrender and that they have the means to defend
themselves indefinitely.

Time period 7:
Time period 7 begins directly after the signing of the Earth
war peace treaty in 2080 and lasts until 2091.
With time freed up for exploring, the Empire discovers a
lost relic of a ship (The Comet, p.47). Its discovered adrift
inside of a forming galaxy near the Vega colony (Named
the Polaris Cloud). The ship is about one quarter the size
of a small moon and exerts its own gravitational field.
Very few systems work on this ship but the Empire still
learns a lot from it.
Over the course of the next ten years the Empire explores
and repairs portions of the Comet. By 2091 they are able
to move it from the cloud under its own power.
Unfortunately it has no known means of traveling faster
than the speed of light.
During this entire time period little information is
discovered about the race that build the Comet or why it
was abandoned. All that is known is that the ship fled
from its home system nearly 3 billion light-years away
because of an attacking threat. Because of the millions of
years between the time when the crew abandoned the ship
and the time it was discovered most of the information
inside the ships computers was lost or degraded.

Time period 8:
Other than one incident this time period is relatively calm
for the Empire. It lasts from 2092 until 2095.
Less than a year after the Comet leaves the Polaris cloud
its attacked by a small-unknown vessel. It enters colony
territory and appears to head straight towards the ship as if
it sees it from light-years away. The ship is extremely
powerful for its size and it takes 3 Torpedo class
battleships to drive it away. The ship promptly flees in the
same direction it arrived from. The Comet then begins a
slow, 20-year trek to Svaboda.
Time period 9:
Time period 9 lasts from 2096 to 2098 and marks a new
struggle for the colonies.
In 2096 a fleet of warships with hull markings matching
those that were on the small ship that attacked the Comet
in 2092 appear outside Lytherian space and attack one of
their colonies while traveling through to Empire space.
They completely destroy the colony and head to the exact
location of the original attack four years earlier. Luckily
the scientists and engineers on the Comet had gotten its
secondary defensive system online and they conceal it
within the hologram of a comet (masking sensor readings
as well).
After that the fleet begins a reign of terror inside Empire
territory. They attack ships and colonies without warning
and they out-match the Empire in one-on-one battles.
Tremendous resources are expended to keep the invaders
at bay. Luckily the Lytherians are more than willing to
help. After the destruction of one of their colonies they
offer whatever aid is needed to help rid the surrounding
space of this fleet.

Time period 10:
Time period 10 lasts from 2099 to 2101.
By 2099 the invading fleet has been widdled down to a
handful of battleships. Losses to the Empire and the
Lytherians add up into the tens of thousands. But just
when its believed that the Empire could rid their territory
of this threat another fleet arrives. They travel straight
through Lytherian space without stopping this time and
address the Empire directly. They refer to themselves as
the MLinish and reveal that they originally came to
destroy the Comet, but now their agenda includes
destroying all races that have come into contact with it.
Its later pieced together through slowly gathered
information that this was the race that the builders of the
Comet originally fled from.
Slowly through the Millennia the builders of the Comet
had been wiped out and that ship was now the last
evidence of their existence.
This marks the next war that the Empire experiences. The
end of the war in 2101 leaves the entire MLinish fleet in
ruins as they limp back to their own space, but the DEDF
is nearly wiped out. The Lytherians help the Empire
patrol their borders because of the tremendous loss of
ships and amount of repairs needed.
Earth watched the war but no government got involved.
They saw the strength of the invading forces and knew
that getting involved would insure their destruction.
Earths citizens still do not know about the colonies at this
point or the extent of space travel taking place.





Chapter 6: The Empire & Colonies
65
Time period 11:
Time period 11 marks a time of rebuilding for the Empire.
From the end of the war in 2102 to 2108 the Empire is
hard at work repairing the damage to the colonies and
rebuilding its fleet.

Time period 12:
Between the years of 2109 to 2170 the Empire makes
great advances in technology. Space Folding becomes a
reality for the DEDF and Earths trade routes are
reopened. Earths governments finally disclose all
information on the colonies and the true history of the
past century to their citizens.
These 61 years are actually a nice, tranquil time for the
colonies and Earth.
Time period 13:
In 2171 The MLinish reappear in Lytherian space. This
time no one is safe. They attack all the races they
encounter without mercy and their ships come in waves.
The colonies take the brunt of the attack and the future
seems uncertain. Even with new technologies the Empire
struggles to survive. Will humanity become extinct just
like the builders of the Comet?

















Chapter 6: The Empire & Colonies
66
Technology by time period:
Maximum
Slipstream: 1 2 3 4 5 6 7 8 9 10 11 12 13
Mark 3 3 4 5 5 5 8 8 9 9 9 12 13

Average Maximum
Shield: 1 2 3 4 5 6 7 8 9 10 11 12 13
Hit Points: 10 12 15 15 20 30 40 40 45 80 90 100 100

Colony stats by time period:*

Doma: 1 2 3 4 5 6 7 8 9 10 11 12 13
Pop. 50 60 75 79 85 89 102 105 108 115 110 135 143
Member no no no yes yes yes yes yes yes yes yes yes yes

Draconis: 1 2 3 4 5 6 7 8 9 10 11 12 13
Pop. 150 300 568 979 1007 1723 2524 2601 2510 2300 2500 3400 4030
Member no no yes yes yes yes yes yes yes yes yes yes yes

Gelidus
Infernus: 1 2 3 4 5 6 7 8 9 10 11 12 13
Pop. 43 50 55 70 72 85 88 102 105 106 110 165 203
Member no no yes yes yes yes yes yes yes yes yes yes yes

Khlebodarnoye:
1 2 3 4 5 6 7 8 9 10 11 12 13
Pop. 70 95 102 117 121 138 145 148 150 140 146 202 310
Member no no no yes yes yes yes yes yes yes yes yes yes

Latium: 1 2 3 4 5 6 7 8 9 10 11 12 13
Pop. 75 100 112 127 131 148 155 158 161 170 176 214 345
Member no no yes yes yes yes yes yes yes yes yes yes yes

Mimy
Zhanic: 1 2 3 4 5 6 7 8 9 10 11 12 13
Pop. 20 20 22 25 25 25 26 27 27 27 33 54 64
Member no no no no no no no no no no no no no





* Member is short for Empire Member.
Chapter 6: The Empire & Colonies
67
Non
Decarsus: 1 2 3 4 5 6 7 8 9 10 11 12 13
Pop. 60 82 105 122 124 134 151 53 62 80 96 102 156
Member no no yes yes yes yes yes yes yes yes yes yes yes

Nova
Domus: 1 2 3 4 5 6 7 8 9 10 11 12 13
Pop. 25 34 41 56 56 59 61 64 69 69 72 74 166
Member no no yes yes yes yes yes yes yes yes yes yes yes

Novoya
Mir: 1 2 3 4 5 6 7 8 9 10 11 12 13
Pop. 75 105 117 130 139 148 155 158 169 180 195 235 387
Member no no yes yes yes yes yes yes yes yes yes yes yes

Nozomi: 1 2 3 4 5 6 7 8 9 10 11 12 13
Pop. 65 90 108 121 129 141 150 158 163 175 179 236 338
Member no no yes yes yes yes yes yes yes yes yes yes yes

Svaboda: 1 2 3 4 5 6 7 8 9 10 11 12 13
Pop. 69 89 105 117 121 135 158 182 184 201 230 576 889
Member no no no no yes yes yes yes yes yes yes yes yes

Takara: 1 2 3 4 5 6 7 8 9 10 11 12 13
Pop. 29 38 45 61 64 69 74 77 77 77 102 146 206
Member no no yes yes yes yes yes yes yes yes yes yes yes

Uchu: 1 2 3 4 5 6 7 8 9 10 11 12 13
Pop. 75 107 117 129 139 147 155 159 167 183 198 225 458
Member no no no no no no no yes yes yes yes yes yes

Vega: 1 2 3 4 5 6 7 8 9 10 11 12 13
Pop. 29 39 51 78 41 46 55 61 74 77 104 154 227
Member no no no no no no no no yes yes yes yes yes

Viridis
Pulcher: 1 2 3 4 5 6 7 8 9 10 11 12 13
Pop. 65 92 110 122 135 140 148 156 164 169 176 226 318
Member no no yes yes yes yes yes yes yes yes yes yes yes


Member is short for Empire Member.
Chapter 6: The Empire & Colonies
68

Colony Descriptions:


(A small DEDF base located in shallow waters on a small out of the way planet)
This section contains in-depth descriptions of the 15
primary colonies that were formed after the Mass
Exodus. The summary for each colony includes its
rotational and daily time length, the type of astral
body the colonys located on, the original
nationality of the founders, and the colonys primary
export(s).
Everything important about each colony is included
in the description. This information ranges from the
average temperature in the colonys locale, evolved
life, dangers to humanity, the specifications on the
colony itself, and details about the colonys past and
history regarding the Empire and Earth.
Remember that only the founding colonies are in this
section. There may be other habitable astral bodies
inside of colony space or mining stations located
throughout. In fact, Takara builds a small station
thats capable of being towed anywhere (p.42). These
could be considered small colonies (or sub-colonies
depending on their ownership). Dont feel restricted
by the limit of choices within this section.


_Colony: Nationality: Astral Body: Page:_
Draconis American Planet 69
Doma Russian Moon 70
Gelidus Infernus American Planet 71
Khlebodarnoye Russian Planetoid 72
Latium American Planet 73
Mimy Zhanic Russian Planetoid 74
Non Decarsus American Planetoid 75
Nova Domus American Asteroid/Moon 76
Novoya Mir Russian Planet 77
Nozami Japanese Planet 78
Svaboda Russian Planet 79
Takara Japanese Planet 80
Uchu Japanese Planet 81
Vega Chinese Planet 82
Viridus Pulcher American Planet 83
Chapter 6: The Empire & Colonies
68

Draconis
(Latin for Dragon)

Astral Body: Planet
Atmosphere: Earth-like
Max Population: American
Primary Export: Average technological advances
Day: 26 hours
Year: 245 Earth days/226 Draconis days

Draconis is possibly the most Earth-like planet within
the colonies. The planets surface is 65% water
(compared to Earths 75%) and the land mass is
similar to the early plains of the continental United
States. Its mass and distance from its star is also
close to Earths.

Draconis city is not only a large colony but its also
the capital of the Draconis Empire (Hence the name)
and is where the Emperor(ess) and Empire Council
resides/convenes. It sits in a large valley, with a large
lake to one side, and a mountain range on another.
The valley on the other two sides is used for city
expansion and farmland. Next to the city is a large
spaceport.

The majority of the empire fleet is also stored here.
Up until time period 7 Draconis actually had the
largest planet-based spaceport known to mankind. It
contained a large anti-gravity plated runway to ease
Torpedo class battleships during landing (which
normally are incapable of landing altogether).
Eventually the cost of operating and maintaining such
a large port became too much and a large station was
built (The Bachelor, p.46). All fleet ships dock and
are repaired there now. This station also became the
Empires strategic base of operations. Since then the
planetary spaceport has been restricted to smaller
craft capable of un-assisted landings.




Life on the planet is comparable to the Mesozoic era
on Earth. Most creatures are similar to dinosaurs but
shy away from the main colony (The city, large
groups of humans, vehicles, and unfamiliar structures
appears to discourage them from entering).
Mammals do exist on the planet but they havent
evolved to anything larger than a dog. Water bound
organisms are similar to Earths and variations on
whales, turtles, and fish populate the oceans and
lakes.

Draconis has two moons, Drakus and Drifus and
both are similar to Earths in size and mass. Evidence
suggests that theyve protected the planet from at
least 3 extinction level events.












Chapter 6: The Empire & Colonies
70

Doma
(Russian for Home)

Astral Body: Moon
Atmosphere: None
Max Population: Russian
Primary Export: Weapons Technology and Diamonds
Day: 8 hrs (Rotation time), 37 hrs
(Around planet)
Year: 120 Earth days/360 Doma days

Doma is a large biosphere located on a moon, which
orbits a volcanic and inhospitable planet. The moon
itself has no atmosphere of its own and about 60%
the gravity of Earth. The planet it orbits (Named:
Diamas) has a barely breathable, toxic atmosphere
where the average temperature is 150F on the surface.
There is no life on the planet besides a few microbes
that are completely incompatible with human life (low
temperature kills them quickly).

The Doma colony contains everything that a basic
colony needs and then some (homes, schools, shops,
factories, and even processing plants). It also has a
large spaceport outside which is used daily and a
weapons testing range a few miles further away. A
small portion of the colony exists below ground but
because the colonists have never really considered
themselves a military target they have never dug any
deeper.










This colonys primary export is diamonds; which are
used widely throughout the colonies in newer
technology. Diamas is extremely rich with diamonds
and the Doma colony has dung several mines
throughout the planet. Trips are made back and forth
every day (hence the large spaceport). All raw
diamonds are brought up from the planet and
processed within the colony itself.

Diamonds are also used in the colonys secondary
export of weapon technology. New cannons are
designed and tested monthly at Doma. Before time
period 4 any technologies developed were offered for
sale to the Empire or other colonies, but after Doma
joined the Empire their designs became open to all
Empire colonies automatically. Materials, however,
are still sold or traded for needed items. Even to the
Empire.
Chapter 6: The Empire & Colonies
71
Gelidus Infernus
(Latin for Freezing Hell)

Astral Body: Planet
Atmosphere: Breathable, Extremely cold
Max Population: American
Primary Export: Slipstream Technology, Life Support
Technology, and various Medicines
Day: 12 hours
Year: 725 Earth days/1450 Gelidus
Infernus days

Gelidus Infernus is the coldest planet found in the
known galaxy capable of supporting life up to date.
The temperatures can reach as high as 30 on the
equator during the day to the negative 400s at the
poles during their winter months. This can actually
cause the oxygen to freeze at the poles during those
times of the year. Although there are still certain
forms of life on the planet its most definitely the
deadliest, human-compatible planet in the Empire.

The Gelidus Infernus colony is a large domed city
located on the equator. Over the years the city has
expanded downward. The colonists decided that
using the planets crust as insulation instead of
building more domes was more economical. The
uppermost layer of the colony has become the
spaceport in the past few years. Since the colony had
dug down about 30 floors the majority of the city and
occupants were moved down there.














Life on this planet consists of a few plants and a vast
majority of microscopic organisms. These creatures
have adapted to the temperature by developing
methods of freezing and thawing on a daily basis.
The plants only grow in the warmer climates but
most microscopic organisms have evolved to go
dormant when exposed to a zero-oxygen atmosphere;
this allows them to survive everywhere on the planet.
Unfortunately some of these organisms have proven
to be very deadly to mammals.

Due to the harsh conditions on the planet (coupled
with the deadly micro-organisms) the Gelidus
Infernus colony has made great advances in the field
of medicine. Over time this has succeeded slipstream
and life support technology as their chief export.
Chapter 6: The Empire & Colonies
72
Khlebodarnoye
(Russian for Gifted with Grain)

Astral Body: Planetoid
Atmosphere: Earth-like
Max Population: Russian
Primary Export: Various Crops depending on season
Day: 17 hours
Year: 420 Earth days/26 Khlebodarnoye
days

Khlebodarnoye is a small, fertile planet that orbits a
Binary star system. This means that the planets days
are slightly longer in comparison to its nights. The
colony consists of a small spaceport (two runways
and a couple of hangers) surrounded by modern
homes, shops, and a couple schools. Beyond that
perimeter exists nothing but farmland and a few lakes.

The land on Khlebodarnoye is relatively level and
consists of open plains and forests, but the
gravitational pull of its 5 asteroid-sized moons and
binary stars coupled with the lack of mountains
results in the occasional period of harsh storms and
high winds. Normally the weather in the vicinity of
the colony is calm, but about once every two years the
moons align either away from or towards the
direction of the suns and the change in air pressure
results in massive storms. The colonists have become
accustomed to these storms and their buildings are
built to withstand them. The colonists have also tried
to time the growing of their crops (Khlebodarnoyes
chief export) to coincide with these storms.

Evolved life on Khlebodarnoye consists mainly of
insects, fish, and small amphibians; Most of which are
poisonous. Residents have learned what species to
stay away from and have developed treatments for
most poisons but some remain incurable.

Khlebodarnoye has been a member of the Empire
since time period 4. They supply any passing DEDF
ships with needed foodstuffs and also never hesitate
to offer medical assistance or shelter. Twice a year
they ship out large quantities of whatever crop theyve
grown.

Another minor bonus contribution that this colony
has made to the Empire (and farmers in general) is
the genetic engineering of various plants. Theyve
succeeded in modifying different species to withstand
high winds and low-nutrient soil. They willingly share
this technology in order to help other colonies,
planets, and species thrive.



















Chapter 6: The Empire & Colonies
73

Latium
(Latin for Wide Land)

Astral Body: Planet
Atmosphere: Earth-like
Max Population: American
Primary Export: Various crops, depending on season
(Seasons oppose Non Decarsus)
Day: 27 hours
Year: 310 Earth days/275 Latium days

Latium is a planet very similar to Earth in all respects.
Its 70% water and has temperature variances that
nearly match although due to its slower rotation its
weather is not as varied. Most tropical storms and
hurricanes dont make it very far inland before losing
strength or dissipating altogether.

The colony on the surface is divided between two
towns. Both are surrounded by hundreds of miles of
farmland and are near the equator. The towns are
located on opposing sides of the planet and a couple
of satellites keep them in constant communication.
Each town also has a small spaceport. These both
consist of a large field and runway surrounded by a
few hangers and maintenance bays. The buildings
and farms on Latium appear very similar to a small
town on Earth. The only difference is that areas of
high population within the second settlement have tall
walls surrounding them. This is due to one of the
planets natural species (mentioned below).

Latium has one moon and a small ring around the
planet that scientists believe is a second moon that
failed to form. The ring exists inside the moons orbit
and has little gravitational effect on the planet.
However it does seem to lessen the tides and calm the
weather near the equator.

Natural life of Latium is very similar to Earths as
well. Mammals have become the dominant species
and theyve evolved closely to those on Earth.
Theres nearly a comparable species on Latium for
each one found on Earth. Including humans!

The Latium colony had been settled on the planet for
over 4 years before they discovered a native tribe of
bipedal mammals similar to monkeys. These
creatures approached the second settlement appearing
to offer trade consisting of animal skins and food
items. Since then multiple tribes have been
discovered throughout that continent. Some of them
are passive, and some are aggressive. The opposing
settlement on the other continent has yet to uncover
any near it. The creatures have been named Latium
Indigena by the scientific community, which
translates to Wide Land Native. The Latium
colonists commonly refer to them as Native Latiums.
For more information please refer to Latium Indigena
in the Aliens chapter (p. 86).






Chapter 6: The Empire & Colonies
74
Mimy Zhanic
(Russian for Peaceful Knowledge)

Astral Body: Planetoid
Atmosphere: Earth-like, Mountainous
Max Population: Russian
Primary Export: Wine and Minor Food-Stuffs
exclusive to planet
Day: 10 hours
Year: 555 Earth days/1332 Mimy Zhanic
days

Mimy Zhanic is a very small mountainous planet in
orbit around a white dwarf star. Its a mostly barren
planet where life only survives in the Polar Regions.
That life consists of plants, insects, and small rodents
that pose little danger to humans. The surface of
Mimy Zhanic is only 25% water and because of the
mountainous geography and extreme heat near the
equator water is only located sporadically in the Polar
Regions. Also, because of the distance from its star
the days on the planet appear to be dusk at best.

The colonists on the planet settled a village in the
North Pole and currently concentrate most of their
efforts towards making wine and farming. Mimy
Zhanic is considered a place of meditation and
religion; violence isnt welcome there at all. Only a
small portion of the population is mechanically
inclined and the ships belonging to the colony are
nearly always on the verge of breaking down.














The residents of Mimy Zhanic began building temples
and places of worship right after settling. This
doesnt mean that they are a backwards people. Its
just that the reason for them originally leaving Earth
was for their freedom to worship their own religions
and to escape persecution. The laws that they
established are only focused on promoting peace
within their solar system. Even though there are
multiple religions within the colony nobody is
criticized and no hatred is ever shown. That was the
founders major priority above all else.

Mimy Zhanic refuses to join the Empire although
they trade with anybody. They promote peace to the
rest of the colonies, Earth, and all species they
encounter. Allying themselves with any faction that
would be willing to fight a war is strictly against their
doctrine.
Chapter 6: The Empire & Colonies
75
Non Decarsus
(Latin for No Charge/Tax)

Astral Body: Planetoid
Atmosphere: Earth-like
Max Population: American
Primary Export: Various crops, depending on season
Day: 21 hours
Year: 150 Earth days/171 Non Decarsus
days

Non Decarsus is a very small planet that is extremely
fertile. The colony that originally settled on the
planet hasnt changed much throughout its many
years and is basically farmland. Very few factories or
high tech facilities exist. In fact, there is no
spaceport, just a large open field reserved to landing
craft with a few large hangers off to the side. Most
vehicles on the planet double as farm equipment, and
serve more than one use.

This colony is by no means poor despite relying on
crops as their only export. Through trading the
colonies have come to depend on this planet. Most
of the equipment that Non Decarsus owns was built
elsewhere and traded for. Since the citizens have no
need for much else the colony has stored away a great
sum of wealth through the trade industry, although
you wouldnt know it at a glance.

The buildings within the colony dont appear
rundown, but they dont exactly appear new age
either. Due to a lack of major natural predators on
the surface plus very little rough weather the residents
havent bothered to build structures larger or stronger
than the average house. Even barns on the planet
mirror those on Earth. Livestock has also been
moved to the planet over time and hasnt interfered
with the natural ecosystem (horses, cows, pigs).








Natural life on Non Decarsus is fairly mundane. Very
few species on the surface have evolved larger than 3
feet tall and tend to be herbivores. Most resemble
large rats or groundhogs and choose to avoid human
settlements. Underground, however, there are much
larger creatures. Huge worms up to a mile in
length with bodies 40 in diameter have been
documented. Very rarely do these creature break
ground to the surface, but it does happen (near lakes
or during long periods of rain). Luckily these
creatures eat, digest, and fertilize the soil of the
planet. Its believed that they live solely off of
microscopic creatures living in the dirt.

The biggest danger these creatures pose to the human
population is the occasional sinkhole that their trails
can cause if they travel too close to the surface.
Luckily they move very slowly (about 3 feet per
minute) and are usually noticed by the slowly ground
heaving before it collapses.
Chapter 6: The Empire & Colonies
76

Nova Domus
(Latin for New Home)

Astral Body: Asteroid/Moon
Atmosphere: None
Max Population: American
Primary Export: Offensive/Defensive Technology
Day: 14 hours (Rotation around plant)
Year: 172 Earth days (around sun)/294
Nova Domus days

Nova Domus is a colony completely dependent on
itself in the vacuum of space. Its built into the side
of a large asteroid orbiting a gas giant. The original
founding ships were cannibalized to create the colony
in the beginning and over time facilities were
developed to mine the asteroid and create metals to
add on with. This asteroids gravity is so faint that the
colonies gravity plating completely offsets it. If the
colonies fusion reactor were ever to fail then the
occupants would float throughout the colony with a
slight pull towards the walls facing the inside on the
asteroid.

Nova Domus resembles a large space station more
than anything. It contains living quarters, a school, a
market and other things in the main body plus
research laboratories and factories in the upper layers.
Due to the nature of its chief export testing is usually
done away from the asteroid in deep space or in a
nearby asteroid belt.

This colony has no natural life and neither does the
gas giant below. In fact, the radiation emitted from
the planet kills within hours without adequate
protection. Usually a thick layer of lead is good
enough to block this radiation but electromagnetic
shields are used as well to protect the windows.
Should the shields ever fail then concealed, spring
loaded, interior lead shutters automatically slide into
place to protect the colonists.

The bulk of the colony is embedded within the
asteroid, but the surface portion always faces the gas
giant (named Malicious, due to its deadly radiation.
Its officially known as G87 by the scientific
community.). This means that the colony is always
exposed to deadly radiation, but that radiation
conceals it from most ships long-range sensors. This
predicament also means that the colony has
developed stronger, more efficient shields in order to
survive. They constantly revise this technology and
trade it within the colonies as their major export.
Offensive technologies are also developed, albeit not
at as quickly, nor as often.

Ships visiting Nova Domus dock within its shield
(which means that they can power down theirs
without concern. Plus the gravity of the asteroid is
completely offset by gravity plating lining the docking
area. Power conduits run through the docking
clamps and to the docked ships so that the colonies
huge reactors can power them while theyre docked.
The reason for this convenience is two-fold: The
colony doesnt lose much by supplying the docked
ships with power, but if power were to ever fail
(which it never has), then so would the docks gravity
plates (And the docked ships would slowly be pulled
into the colony. Even the best-case scenario would
result in multiple hull breaches.). This way if power
were to fail then the conduits would automatically
redirect the docked ships power to the gravity
plating. Then the docked ship would be supplying
power to the gravity plating pushing it away. The
power could fail but the ship would stay in place (As
long as their reactors were still operating), and the
colony would stay safe.

As the above example reasons, the colonists of Nova
Domus have conceived of multiple disaster scenarios
and attempt to put measures in place to prevent them.
This has proven Nova Domus to be one of the safest
colonies in existence. This was a major undertaking
considering it exists in such a deadly place.
Chapter 6: The Empire & Colonies
77

Novoya Mir
(Russian for New World)
Astral Body: Planet
Atmosphere: Earth-like
Max Population: Russian
Primary Export: Various crops depending on season
plus Sensor and Shield Technologies
Day: 28 hours
Year: 362 Earth days/310 Novoya Mir
days

Novoya Mir is a large city/spaceport surrounded by
farmland. The colony is unique because it started out
as a farm colony but began experimenting with shield
technology twenty years after its founding. When the
Empire was established the colonists felt that they
should contribute more than just crops. A large
office complex in the center of the city is where this
technology is developed and tested. After the
beginning of the Earth war a set of large shield
emitters were built into the top of this building to
project a shield over the city in case an event were to
ever occur similar to Vegas (page 82).



The planet of Novoya Mir is very much like Earth in
its size and topography. Its 60% water with varying
terrain and the continents are very seismically active.
As a result the buildings of the colony have been built
to withstand quakes up to a magnitude of 8 on the
Richter scale before sustaining any damage.

Evolved life on the planet is similar to Draconiss in
that most species are dinosaur-like in appearance and
development. The planets 2 moons have shielded it
from any large impacts that would result in
extinction level events. Very little on the planet has
proved harmful to humans, except for a few large
predatory and poisonous species.


Chapter 6: The Empire & Colonies
78
Nozami
(Japanese for Hope)

Astral Body: Planet
Atmosphere: Earth-like, Rougher storms
Max Population: Japanese
Primary Export: Corn, Beans, and various Spices
Day: 20 hours (only 2 hours of darkness)
Year: 328 Earth days/393 Nozami days

Nozami is a Japanese colony that functions as the
Bread Basket of the colonial market. What little
technology the colony has was bought or traded from
other colonies. When Nozami first settled it was
believed that they were free and on their own. No
longer having to worry about Earths governments.
Once it was realized that wasnt true they joined in
the founding of the Empire as a well needed resource.
Without this colonys contributions food could
possibly become scarce throughout the fleet.

This planet is very earth-like except for the amount of
water. Where Earths surface is 75% water Nozamis
is only 25%. Because of this the main colony is
located in a rainy region in the southern hemisphere
next to a large river. The rest of the planet is mainly a
large desert and weather can turn deadly quickly.
Without mountainous regions to stop storms the
winds can reach up to 90mph on average. Animals in
the desert areas have adapted to this by burrowing
through the sand.

Life on Nozami has evolved in both mammal and
dinosaur form. But because of the violent weather
most species are small (no larger than a horse). Life
on this planet has to have the ability to hide during
harsh storms. There are also very few nocturnal
species on Nozami because the nights are extremely
short. Most creatures on this planet are not harmful
to humans, but a few poisonous species do exist.

Nozamis system is a binary star system. This results
in the nights being extremely short because more of
the planet is exposed to light. The colonists cope
with this by installing steel shutters on all the
residential buildings to block all natural light.
However, this extra light has proven to have a
beneficial effect on Nozamis farming industry. As
long as the water to the fields is maintained crops
grow slightly faster than those on earth.

Nozami has 3 moons. One of which is similar to
Earths although the other two are large asteroids that
were captured by the planets gravity ages ago. One of
the asteroids orbits within the traditional moons orbit
and one orbits outside.



Chapter 6: The Empire & Colonies
79
Svaboda
(Russian for Freedom)

Astral Body: Planet
Atmosphere: Breathable, Desert
Max Population: Russian
Primary Export: Computer Technology and small
Ship Manufacturing
Day: 14 hours
Year: 456 Earth days/781 Svaboda days

Svaboda is a small desert planet that orbits a normal
sized star in the prime of its life. Theres just enough
water under the surface to maintain the occasional
oasis, some underground burrowing reptiles, and a
single, large city. This planet has 3 moons and a small
ring that exists between the two closest moons. Its
believed that the ring was a similar moon that was
destroyed by a large comet only a few centuries ago.
This is because portions much of the ring is still
falling to the surface along the equator on a monthly
basis.
The city is located near the southern pole of the
planet where the temperature averages 90-105 degrees
Fahrenheit during the day and 30-50 degrees at night.
Luckily the nights in the southern pole only last 3
hours because the planets seasonal tilt matches its
solar rotation. Its sun only appears to rise in the
northwest, partially circle the city, and then set in the
northeast.

(Svabodas primary computer software development center)

Svabodas primary exports are computer technology
(both software and hardware) and small space vessels.
Outside of the city there are three large mines that tap
the metals needed a couple miles under the planets
surface for building ship hulls and bulkheads.
Throughout the planet there are also smaller mines
tapping other veins of ore that are perfect for building
space-fairing ships.
Ships are built in factories near the city limits and
launched from a spaceport slightly further away. The
spaceport was built on a large bulk of exposed granite
that was painstakingly carved into a slab over the
coarse of a decade. That slab of granite is actually the
largest ever discovered by man.
Svaboda is the Empires major computer software
supplier. They design and write all of the controlling
software for the fleets ships, satellite network, and
stations. Even before they officially joined the
Empire in time period 5 they were contracted to write
software for the DEDF.




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Takara
(Japanese for Treasure)

Astral Body: Planet
Atmosphere: Earth-like, Mountainous
Max Population: Japanese
Primary Export: A wide variety of ships
Day: 32 hours
Year: 315 Earth days/236 Takara days

Takara is one of the most important colonies to the
Draconis fleet in terms of Ship Support. Most of
the ships currently in use within the colonies were
designed and built on Takara. During time period 4
the colony also built a large station in orbit to aid in
building/refitting larger ships.

Takara is 95% ocean. What little landmass exists is
mountainous. The Takara colony is located within
one of these mountain ranges in the northern
hemisphere and has leveled out a lot of it for
runways, factories, and shipyards. The city is built
into the side of one of the peaks and offers a
tremendous view of both the shipyards and the
ocean. Cloud height varies to below the city or above
(depending on the humidity and temperature).

Very little life wanders the dry land on Takara. A few
aquatic creatures similar to salamanders and crabs
have evolved to breath oxygen and stalk each other
on the surface, but nothing there is dangerous to
humans. There is also very little plant life on dry
land. The aquatic plants under the surface produce
most of the oxygen for the planet.










In the oceans, however, life is more than abundant.
Takaras oceans are similar to Earths over 65 million
years ago. Many creatures dwarf Blue Whales on
Earth and predators are everywhere. Very few
expeditions have explored Takaras depths, but its
been noted that the number of species throughout
the different layers and on the surface possibly
exceeds Earths total number of species all together.

The actual city on Takara is relatively normal. It
contains everything that a normal city would need
(Schools, hospital, police dept) plus a large suburb
for residents. Most office complexes stand by the
factories near the shipyards. Thats where designers
and engineers create new ship designs and implement
newer technologies in older vessels. Very few
personal vehicles are allowed on Takara streets
because of the limited space so a public
transportation service is in place to move residents
around. Most bus stops have less than a 10-minute
waiting period before another bus comes by.

Takara has only one moon. Its size and mass is
similar to Earths and its tidal affect on Takaras
oceans is similar as well.
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Uchu
(Japanese for Space/Cosmos)

Astral Body: Planet
Atmosphere: Breathable, Extremely cold
Max Population: Japanese
Primary Export: Defense Technology
Day: 23 hours
Year: 299 Earth days/312 Uchu days

Uchu colony is located on an extremely cold, snow-
covered planet near the center of the colonies. Its 3
domed cities are located on the equator where the
temperature is 10 Fahrenheit on an average day.
The planets temperature can reach around the 100s
at the poles. The cities have no true names and are
referred to simply as habitat 1, 2, and 3. The
atmosphere is breathable to humans and is quite
Earth-like. Special plants that have evolved to
grow in the harsh cold produce oxygen and several
different mammals have also evolved to cope with the
temperatures (even in the polar regions).

Habitat 1 is an Industrial city with living quarters
where different types of defensive technologies
(shielding, armor) is built and tested. What little
pollution that this city produces is vented directly into
the planets atmosphere. Environmental impact is
considered well below minimum.

Habitat 2 is the corporate area of Uchu. This is the
city where most of colonies top scientists design the
technologies that are built in Habitat 1. This habitat
also holds the living quarters for the majority of the
colony.

Habitat 3 is the spaceport and shipyard for the
colony. There are a few living quarters here for the
mechanics and spaceport personnel but its mainly
used for ship docking and repair. All ships land on a
large ice field outside the city dome. This ice field is
regular maintained to keep it smooth and stable for
large, heavy ships.



Life doesnt flourish on Uchu but it does survive.
Only mammals have evolved on the surface and most
are extremely hairy, move quite slowly, and have
grown to tremendously large sizes, although some
small predators have evolved who can maintain short
bursts of up to 55 mph. Because of the inhospitable
environment only a handful of species have been
discovered.

Uchu has 5 moons. Two of which are similar to
Earths although three are large asteroids that were
captured by the planets gravity ages ago. Two of the
asteroids orbit within the traditional moons and one
orbits outside.


Chapter 6: The Empire & Colonies
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Vega

Astral Body: Planet
Atmosphere: Mars-like but barely breathable
Max Population: Chinese
Primary Export: Life Support and Defense
Technologies
Day: 36 hours
Year: 410 Earth days/273 Vega days

Vega is the only Chinese settlement in the colonies.
Its a small, barely breathable, mostly dead rock in
orbit around a red giant star. The colony settled into
a large crater in the northern hemisphere of the planet
and survived mostly inside structures until a large
oxygen recycler was developed. This machine pumps
fresh oxygen into the colony from outlets in the
crater wall. Although the winds on Vegas surface
can reach up to 150 mph the crater holds 99% of the
fresh air in.

The planet only has one satellite named Hope. Its
a small asteroid that has little to no gravitational
influence on the planet. Because of the lack of
protection from a real moon Vega is dotted with
craters and a long-range sensor system was placed on
the asteroid to detect and alert the colonists of
incoming objects.

Life is extremely sparse on Vega and so is water.
What does survive is algae and small burrowing
insects, nothing thats dangerous to humans. Its
believed that Vega was once a habitable world, but
slowly died as its star grew older. Geological digs have
turned up multiple fossils but nothing to suspect an
intelligent civilization once lived there.









In time period 4 the Earths Russian fleet attacked
Vega in an attempt to conquer it and acquire the land
for their country. It failed, thanks to the DEDF, but
the damage was tremendous. The remains of a
destroyed Russian battleship fell down to the planet
and crashed into the colony. It landed on the school
and the market district, completely destroying both.
Luckily the colonists were inside of a bunker within
the crater walls, but the shockwave from the impact
disabled the oxygen recycler (which took weeks to
repair) and toppled buildings within a mile of the
impact site.

Shortly after they were attacked some colonists left
and it took years for the settlement to fully recover.
From that period on the colony began devoting
themselves to developing not only life support
technology (which they always needed in which to
survive), but defense technology as well.
Chapter 6: The Empire & Colonies
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Viridus Pulcher
(Latin for Green Beauty)

Astral Body: Planet
Atmosphere: Earth-like
Max Population: American
Primary Export: Entertainment, Tourist Attraction
Day: 19 hours
Year: 396 Earth days/500 Viridus
Pulcher days

Viridis Pulcher is a small, grassy planet. Its surface is
only 50% water but thanks to the planets size water
shortage is rarely a problem. The temperature and
weather also stays calm due to a stable orbit and lack
of any mountainous regions. The only real effects on
weather is caused by the planets single moon and the
heat generated by its single yellow sun.

The Viridis Pulcher colony is located in the southern
hemisphere where the temperature stays a nice 80
degrees Fahrenheit all year long. Weather like this is
what helped the colony become a tourist attraction as
space travel became more common. The colony was
built on the shores of a large lake the size of North
Americas Lake Erie and the warm weather coupled
with beachside property attracted many visitors.
Soon the colony began exploiting the idea of tourism
and began building state-of-the-art hotels, amusement
parks, and a large spaceport.


(One of the many lakeside resorts)
Over time the majority of the colonys news media
networks and entertainment television channels
became based there as well. Although the colony
originally began as a farming colony, its development
into a tourist attraction meant that its previous export
(various crops) was to become devoted to supporting
the tourist trade.

Evolved life on Viridis Pulcher is fairly mundane.
Nothing exists on the planet larger than a house cat,
and very few species are dangerous. Most are
reptilian and no mammals of any kind exist on the
planet naturally. Plant life is similar to Earths, with
an insect population to support it as well. There are a
few poisonous insects, but vaccines have been
developed over the years to cure most bites.

The lakes and oceans of Viridis Pulcher support
smaller versions of most aquatic animals found on
Earth except for whales, dolphins, or other mammals.
The tourist trade has lead to underwater expeditions
to show off the variety of water life and reefs (Which
has led to multiple discoveries). Plans are even in the
works for an underwater hotel as well.

After time period 4 the television networks of Viridis
Pulcher gained permission to broadcast through the
colonys satellite network. This made the colony the
central hub for news and television programming.
Although there are local news channels on other
colonies, Viridis Pulcher is by far the largest.







Chapter 7: Known Alien Civilizations
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Chapter 7: Known Alien Civilizations:

This section contains a listing of some encountered
alien races in alphabetical order. Each race has a page
dedicated to their description, technology, and
outlook towards other species. Below is a rundown
of the methodology used to describe each race.

Race: The races true name (Any nicknames
for a race are put under its Description).
Atmospheric Requirements: The atmosphere that a
particular species requires is listed as Non-
Compatible or Compatible with humans. If
anything is special about the races requirements its
noted under the races Description.
Description: Here youll find a complete physical
description of the race, plus any special notes on
their mannerisms, nicknames, and interactions with
other races.
Empire Standing: This section goes in depth on the
interactions between the Empire and the species
and whether or not they have a cultural exchange
program in place. It also notes when the race was
first discovered.
Technology: This section contains a brief overview
of the races level of technology in relation to the
Empires. It also notes any special technological
advances of interest.
Ships: Here youll find any relevant data on the
alien races ships (abilities, purpose, size).

The description for each race isnt set in stone for
each individual member of that species, but its a
rough description for the race as a whole. Just
because a race is at war or assists another race doesnt
mean that an individual cant go against that (albeit
rarely).

Detailed specs on alien races (Pictures, Ship stats,
planetary maps) are not included in this book. Those
specifications and more races will be created at a later
date and offered for free on the New Empire site
(http://www.newempire.info) plus offered in book
form through the same publisher.

Race: Empire Standing: Atmosphere: Page #:
Invidians Neutral Non-Compatable 85
Latium Indigena Neutral Compatable 86
Lytherians Friendly Compatable 87
Nomads Unfriendly Compatable 88
Dogon Neutral Special 89
Grays Neutral Compatable 90
Blenetions Neutral Compatable 91
MLinish Unfriendly Non-Compatable 92























Chapter 7: Known Alien Civilizations
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Race: Invidians
Atmospheric Requirements: Incompatible
Description:
Invidians are a 4-foot tall, six-limbed race. Theyre
spider-like, but fleshy and are various shades of pink
and orange. Their heads are integrated into the front
of their bodies and they have four eyes (two on top
and two on the underside). Invidians dont have
noses but discern smell through their mouths.
Invidians move quickly on all 6 limbs, but they usually
use the first 2 as hands/arms while standing on the
other 4. The end of each limb has 3 digits (one
opposable). While theyre sitting they can use the
front four limbs to manipulate objects much faster
than normal humanoids.
The Invidian language is difficult to understand
through human ears due to the sounds produced so
computer translation is needed in ship-to-ship
communication.
Empire Standing:
Invidians were encountered in time period 6 and have
been in good standing with the Empire from the
beginning. The Empire doesnt have knowledge of
their home world, but encounter their ships
frequently only in certain parts of space. This gives
the Empire a hint as to where they reside.
Technology:
Invidians use a combination of organic and silicon
based technologies. Most of their handheld
technology is silicon based just like humans (albeit
slightly more advanced in each time period), but
theyve nearly perfected genetic manipulation and use
it to enhance their larger equipment (quicker data
transmission through nerves, larger encrypted
memory storage). They refuse to use genetic
manipulation on themselves though. They believe
that altering themselves would bring disgrace to their
race.
Ships:
Invidian ships are actually living beings genetically
grown around a central core (which contains a ships
computer, power core, and shield generator). Once
the ship is grown its equipped with the rest of a
shield and slipstream system. These ships heal just
like other organic beings and maneuver at sub-light
speeds using magnetic fields. Invidian ships can
actually metabolize certain minerals, which hasten the
healing process. They have a mouth in front for
ingesting small asteroids that contain these minerals
The ships computer controls all systems most of the
time but the organic ship has an IQ comparable to a
small child. It learns and converses with its computer
directly so if the computer ever fails the ship can
control everything but the slipstream system (That
actions too complicated to perform and the tachyon
generator is actually locked).
The main power core maintains the organic systems,
but the ship can live shortly without it (treat as
reserve power). There is a loophole in that the ship
can live indefinitely if a constant supply of edible
minerals is nearby.
Invidian ships have shields similar to human made
shields but their primary weapon is organic based.
They get within a mile of a target and fire a
lightening-type blast that generates directly from their
outer hull. Since this method of attack is generated
from the organic systems and not any particular
device it can only be disabled by killing/destroying
the ship.
Ship-to-ship communication is normally done
through the ships hardware but two or more Invidian
ships can communicate telepathically.




Chapter 7: Known Alien Civilizations
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Race: Latium Indigena
Atmospheric Requirements: Compatible
Description:
Latium Indigena are short (3 to 4 feet tall) upright
walking mammals resembling monkeys. Theyre
mostly covered in fur except for their faces, feet, and
palms. Theyre the natural intelligent species on
Latium and are the equivalent of the human race
millions or years ago when we first started walking
upright and designing tools. The only difference is
that they appear to be keeping their tails through the
evolution process. They use them to climb extremely
well.
They have been nicknamed Native Latiums by the
Latium settlement and that names spread. Its now
more commonly used than their scientific name.
Native Latiums use a crude language consisting of a
few discernable words, grunts, and hand movements.
Scientists have determined the meanings of most of
the words, although the dialect changes greatly from
tribe to tribe.
This species lives in tribes consisting of 20 to 30
members with one older female in charge. The tribes
temperament is usually determined by that leader and
varies from killing any outsiders, openly trading with
anyone they meet, and everything in between.


Empire Standing:
Native Latiums were first discovered shortly after the
Latium colony was settled. Their race appears to only
live on the continent with the 2
nd
colony and hasnt
developed ways to travel over the planets oceans to
other lands. They have no real concept of the
Draconis Empire, Earth, or other intelligent species
in general. They only know that humans (and
whatever races theyve encountered through us) are
different than them and come from lands located in
the sky above.
Technology:
Latium Indigena have very little technology. They
fashion crude weapons from sticks and rocks and
handle them with their tails just as well as their hands.
These creatures only make clothes for themselves
during the cooler months of the Latium year and that
only consists of animal skins.
This race can be trained to use basic technology (very
basic). A few colonists attempted to use some of
them as slaves in the past before it was outlawed.
Ships:
Native Latiums are way too primitive to build ships
or related technologies.






Chapter 7: Known Alien Civilizations
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Race: Lytherians
Atmospheric Requirements: Compatible
Description:
Lytherians are humanoid aliens that are animal-like in
appearance (with tails) but slightly taller. They vary
from cat to dog-like but can interbreed so many in
between races are common. Humans have
nicknamed them Lycans due to their resemblance
to were-creatures from Earth lore.
These aliens have a special ability that is a naturally
evolved defense. A portion of their back is furless
and slightly scaly. This patch of skin can generate a
bolt of electricity similar to an electric eel (but
proportional to the Lytherians size) nearly four times
a day. Normally this bolt cannot be aimed at any
particular target but the Lytherians have used their
technology to amplify its affects and direct its blast.
The Lytherian language is a combination of grunts,
growls, and whines. Many of the frequencies
produced are beyond human hearing so computer
translation is needed. Lytherians can understand the
human language but only those who are in common
contact with us bother to learn.
Empire Standing:
Lytherians are in good standing with the Empire and
were first encountered during the calm of time period
8. Theyre one of the few species that desire common
contact and open their borders to Empire ships.
This species technology is near the same level as the
Empires so there are no reservations to share. There
have been plenty of cooperative missions to reach
common goals. There are also many trade or
exchange programs in effect between cultures so
its not totally uncommon to see Lycans in Empire
territory and on Empire ships.
The Lytherians primary objective in space is
exploration and searching out intelligent life, so they
will not join a war unless their own race is at risk.
Technology:
These aliens are as intelligent as humans with
matching technology in each time period. The only
difference is the personal equipment developed to
manage their special ability. Lycans have developed
technology that is worn and tuned to each individual
user. This equipment covers the Lycans back and
amplifies their natural electrical abilities. It also
allows them to direct their blasts with their arms and
even to convert the electrical discharge to useable
power for other equipment.
Ships:
Lytherian ships are similar to human design and have
matching firepower and shield capability. The only
difference in basic Lytherian ship design from the
Empires is that their weapons tend to be more energy
based; this could be due to Lycans natural abilities. It
results in a weapon that does more damage to a ships
shields than its hull.













Chapter 7: Known Alien Civilizations
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Race: Nomads
Atmospheric Requirements: Compatible
Description:
The Empire doesnt have much information on
Nomads because of their apparent violent nature.
What the Empire doesnt know is that Nomads are
actually called Concota and they are very similar to
humans in appearance (with minuet differences in
bone structure and skin texture).
Nomads believe that they are the only race of any
spiritual value in this universe. Theyre constantly
wandering and searching for their version of
heaven (Although no Nomad knows exactly what
that is).
Nomads appear to randomly travel space at sub-light
speeds with no apparent destination. In actuality they
choose a destination by the significant supplies
obtainable there. Their physiology is incapable of
withstanding faster-than-light travel so theyve learned
to be patient and take advantage of opportunities as
they present themselves to survive a lifetime in space.
Theyll attack any ship on sight for the raw materials
alone (plus any cargo). Because of their religious
beliefs they dont hesitate to kill anyone not of their
race.
Although Nomads attack other races on sight theyre
very friendly with others of their own species. On the
extremely rare occasion that one or two ships come in
contact they see it as a time for celebration. The
ships dock for nearly a month and the crew
intermingles as though they were one family.
Nomads will land on unoccupied planets with
materials that they require for short periods (days),
but they go through great lengths to avoid populated
planets.
It is also unknown where this race originated. They
exist throughout space and have been encountered all
over.
Empire Standing:
Nomads were first encountered in time period 4 and
they attacked on sight. Their motives have never
been clear to the Empire because they dont appear to
actively seek out battles. They just attack when an
opportunity is presented to them. What the Empire
does not know is that they attack and destroy other
ships in order to salvage supplies.
Technology:
Most of this races technology is much more advanced
than anything the Empire has created in each time
period. If this race were physically capable of
slipstream travel theyd easily top the list of most
dangerous cultures. Not much else is known about
Nomads except that their weapons and shields well
outmatch anything that the Empire or Earth has
created.
Ships:
Nomad ships are extremely formidable and slightly
larger than Torpedo class II battle cruisers. They
serve as homes for the species and are designed to
protect them from unworthy creatures at all costs. As
mentioned before they are incapable of faster-than-
light travel because of the side effects to the
occupants.
These ships have shield technology similar to
everything the Empire has plus thick armor plating
over the hull. The amount of energy that Nomad
ships produce dwarf anything else discovered so far in
the galaxy. This energy results in stronger shields and
powers energy based cannons that are more
destructive than high yield torpedoes. If a Nomad
ship disables another ships ability to enter slipstream
its destruction is nearly assured.



Chapter 7: Known Alien Civilizations
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Race: The Nommo
Atmospheric Requirements: Aquatic and Compatible
Description:
The Nommo are an aquatic species that resemble
overweight humans in fish costumes. They have
short arms with the same mobility as a normal human
but all of their appendages resemble fins more than
hands or feet. The Nommo can live on dry land for a
limited amount of time but usually have to return to
an aquatic environment within a day or grow weak.
They just lack the ability to process oxygen as well as
land dwelling species.
The Nommo have visited Earth in the distant past
but show little interest in either it or the colonies
now. The few encounters that the Empire has had
have revealed that they have an interest in visiting
young, pre-industrial civilizations and avoiding
anybody more advanced than that. The reason for
this is unclear. They make themselves known to the
species, provide information of where they come
from, spend some time there, and then just leave.
Exactly where their home world is located is a
mystery. Its only known that they originated from a
planet near the Sirius star system. Theyre
encountered rarely but just about anywhere because
theyre constantly exploring.
Empire Standing:
The Nommo strive to remain completely neutral in
the galaxy. Theyve communicated with the Empire
when hailed from ship to ship but will not get
involved with humanity or other space fairing races in
any way.
Technology:
The Nommos technology is hypothetically more
advanced than anything else the Empires ever
witnessed. Little is known about their technology in
general but sensor readings from their ships indicate a
tremendous power source.
The Nommo were encountered in space slightly after
the formation of the Empire during time period 3.
Before that they had visited the African continent on
Earth shortly after 500 AD.
Ships:
The Nommos ships also use a method of propulsion
similar to a slipstream drive but much faster. Their
ships have been seen on sensors traveling at speeds
equivalent to mark 20 (in all time periods).
Through distant sensor readings Nommo ships have
been seen closer to astrological phenomenon capable
of obliterating other ships. This is a clue as to their
strength.








Chapter 7: Known Alien Civilizations
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Race: Grays
Atmospheric Requirements: Compatible
Description:
Grays have a true name but its unpronounceable in
any human tongue. Theyre the traditional humanoid
aliens that Earth natives have described for the past
century. Theyre short and thin with slightly
oversized heads and eyes. What strength their bodies
lack is made up for with their telepathic and
telekinetic abilities.
Grays can telepathically communicate with any
creature up to 15 feet away. They can also lift twice
their body weight within 2 feet and the ability only
drops in strength incrementally to its distance limit of
10 feet.
Empire Standing:
The Grays dont have a great standing with the
Empire. Shortly after the great exodus colony ships
encountered Grays in open space. Once it was
realized that they had been abducting humans from
Earth and experimenting on them for years a fear
developed that they may start doing the same within
the colonies. So now the Empire keeps close tabs on
any Gray ships wishing to enter its space.
Earth now has open relations with Grays even though
they know of their activities on Earth. This is another
reason the Empire doesnt trust either them nor
Earth. Earth governments have used the excuse of
trading technologies to allow the Grays to experiment
on their citizens.
Technology:
Gray ships are slightly more advanced than the
Empires in all time periods until 8. At that point the
Empire starts to make significant technological
advances over them.
Most of their technology is similar to humans but
center around their telekinetic abilities. Some tools
are even designed with no exterior controls or
handles and the Grays simply control them mentally.
Ships:
Gray ships are similar to Earth design except for the
lack of a traditional sub light engine. They use an
internal gravity drive which does not effect the
space immediately around a ship. Most of their
smaller craft also lack windows or defining features,
and any weapons are concealed until needed.
These ships are also made of a special metal and are
capable of bending and flexing without losing their
permanent shape. A small piece can even be
crumpled up by hand and will slowly unfold back to
its original shape when set down. They have shared
this particular technology with Earth but its difficult
to use with traditional engine propulsion (the ship
would bend and flex).





Chapter 7: Known Alien Civilizations
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Race: Blenetion
Atmospheric Requirements: Compatible
Description:
Blenetions are a race similar to humans in terms of
being bipedal. They have one head with similar
features (two eyes, two ears, one mouth, and two
nostrils located next to the ears), they have two arms
and two legs with the same amount of joints, but
unlike humans their knees are reverse jointed.
They also have 3 digits instead of 5 (one thumb and
two fingers, the feet reflect this as well).
This race communicates within the same vocal
frequency as humans so their language can be taught
and some of them have learned to speech English and
Russian. Computers can translate their native
language easily.
The location of the Blenetion home world is
unknown to most other species, but they were first
encountered south of Empire space (20 light-years
past Novoya Mir) and thats where their ships are
usually encountered. They will not reveal their
homes location to anybody but trusted friends and
allies, even under severe torture.
Empire Standing:
Blenetions have no true standing with the Empire.
They were first encountered in 2090 (Time period 8)
during a research mission. They communicate with
other ships and may even intermingle with the crew if
time allows, but they make no effort to reach out and
be friends with other races. They arent
xenophobic, theyre just overly cautious. It takes a lot
before a Blenetion will trust another race. Even the
governments within their own race are extremely
secretive around each other.
This race is similar to our own in that they have more
than one government. The race as a whole has
refused to ally with any one species in general but on
occasion they have traded and negotiated with other
races (including our own).
Technology:
Most of the technology that the Blenetions have
developed compare on some level with the Empires.
For almost everything we have they have something
slightly more advanced (guns, microwaves, shuttles,
life support The list goes on).
Blentions are the only species to develop anything
close to transporter devices before time period 12.
They use a variation of space folding to create a
portal from one point in space to another. This point
in space in relative (so if one point is moving then so
is the other; in the same direction and speed) and the
range is unlimited. As long as they know the location
theyre targeting is a safe place to exit they can
teleport there. All the object has to do is move
through the fold in space.
Ships:
Blenetion ships are much more advanced than
anything the Empire can develop up until time period
12. Up until that time period their max slipstream
speed is 2 marks higher than the Empires max. Their
shields are stronger as well (at least twice as strong)
but their weapons nearly match humans.
Most ships that the Empire has seen are around the
size of a Torpedo class battleship. They appear to be
built for exploration with battle and defense being an
afterthought although some Blenetions have made
mention of tremendous battleships of immense
strength that guard their home world.









A Blenetion Space-Fold Generator
Chapter 7: Known Alien Civilizations
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Race: MLinish
Atmospheric Requirements: Incompatible
Description: *
The MLinish is an advanced race of beings that
attempt to exterminate most life in the area of the
colonies on a few different occasions. They admit to
being the ones who wiped out the alien race that built
the Comet (p.47) and intend to do the same with any
race that comes into contact with the ship or any
technology belonging to it. The reason for this hatred
or vengeance is unknown and never determined.
Nobody really knows what this race looks like. Their
language isnt even deciphered for some time after
their first appearance (Review the Empire Timeline &
Records chapter for details on the MLinishs
interaction with the Empire and surrounding races,
p.64). The sounds used to produce the MLinish
language is similar to the vocalizations that the
Invidians use but the translation is completely
different. It is, in fact, a totally different language.
The MLinish actually resemble the Invidians,
although their appearance is more menacing and
spider-like. Their limbs are thinner because theyre
accustomed to less gravity and they actually have well-
defined heads (unlike the Invidians). They also have
finger-like appendages on the tips of their legs/arms.
By using more than one set of arms they can handle
and manipulate objects very quickly. And another
difference is that they have 8 appendages instead of
the 6 that Invidians have.
However, the MLinish breathe the same atmosphere
as the Invidian race.
Empire Standing:
This race started a war immediately upon entered
colony space in time period 8. They also attacked the
Lytherians on site and destroyed one of their
colonies. Up until time period 13 there has never
been any attempt on their side at peace (with any
other race).



Technology:
MLinish technology is similar to the Invidians in
many aspects expect for their ships (see below).
Their equipment is designed to be easier to use by
their race (since they have multiple limbs) and
everything is more powerful than what the Empire
has to offer.
Their knowledge of genetic manipulation is also
extremely advanced. They have enhanced themselves
to be stronger, faster, and smarter plus most of their
equipment is designed to work with organic
components to do the same.
Most of the MLinishs hand-held weapons are long-
range energy/blast weapons. Theyre based on the
same organic technology that allows the Invidians
ships to fire energy blasts.
Ships:
MLinish ships appear completely black-metallic from
the outside but are actually organic ships covered in
exterior armor and weaponry. Being similar to
Invidian organic ships they are capable of firing their
own electric blasts but the armor theyre covered in
prevents them. If the armor is ever blown away and
the ship underneath is exposed then the ability to use
this method of attack is possible.
These ships are also gown around a power core but
no computer is needed to control the systems. A
small computer core is installed after the ship is fully
grown to hold navigational info and records but the
MLinish have exceeded far enough in genetic
manipulation that theyve designed ships smart
enough to control every system on board (including
the slipstream drive).
The weapons and defenses of these ships are similar
to the Empires in types (torpedoes, cannons) but
much more advanced. This race has had much more
time to create technology.
The main power core maintains the organic systems,
but the ship can live shortly without it (treat as
reserve power). There is a loophole in that the ship
can live indefinitely if a constant supply of edible
minerals is nearby. The armor can be opened in
the front by the ship in order to eat.




* GMs Note! The MLinish are actually off-shoots of the Invidian race. Although no one except the
MLinish know this (Not even the Invidians). Millennia ago their sect decided against the taboo of genetically
advancing themselves and left the Invidian home world to establish themselves elsewhere and improve on what
they believed their god had failed in.
Chapter 8: Astronomical Phenomenon
93
Chapter 8: Astronomical Phenomenon:

Since most campaigns will extend out into space a list of
common (known) astronomical phenomenon that
characters may encounter is provided below:

Asteroids Asteroids are just rocks in space. They vary in
composition from hard compacted matter to minerals as
loose as sand just being held together by what little gravity
their mass is able to provide. Sometimes another bodys
gravity alone is able to break apart a soft asteroid. Like a
comet an asteroid does exert gravity of its own but it
varies dramatically according to its mass. Asteroids within
a solar system usually are confined to a ring that orbits the
central star or dominate astral body. They can be knocked
out of that orbit by gravitational forces or other objects.

Black Holes Black holes (also known as Dark Stars) are
the result of a supernova. This is when a star has burned
off too much of its fuel and its gravitational mass
overcomes it. The star then becomes so dense and its
gravity so strong that not even light can escape it.
Scientists can only theorize what happens inside the event
horizon (the point in which light cannot escape) of a black
hole. Some believe that it actually pokes a hole in this
reality and others believe that all matter inside is burned
off in the form of radiation and that the black hole will
eventually fade

Clouds Clouds in space are actually large collections of
gases and matter. These are in the slow process of
collapsing under the tiny amount of gravity they exert to
become solid objects or gas planets.
Usually when a cloud is spinning it will form a solar system.
The lighter gases (I.e.: Hydrogen) will migrate to the center
of the rotating cloud and if the mass is enough a star will
form. Then planets will slowly begin to form using the
loose matter and gases remaining in the spinning cloud.

Comets Comets are basically large balls of icy rock that
orbit far outside of solar systems. Theyre the remnants of
the cloud that those systems originally formed from. They
orbit far enough out so that the solar systems sun cannot
melt them but theyre still captured by the suns gravity.
Occasionally the gravity of a passing object will deflect
them out of their normal orbit and send them either into or
out of the system.

(A comet image with the main body of the comet enhanced)

A comet only forms a tail when the heat of a star causes
the ice to melt and eject itself in the form of vapor from
the main body. This also breaks up the rocky portions of
the comet so its tail can become a very turbulent place.
A comet does have a gravitational field of its own but it
usually doesnt compare to that of a planet. Its gravity is
only equal to its total mass.

Dark Matter This is a hypothetical matter that scientists
have envisioned as the explanation for why certain large
astronomical phenomenon have formed the way they have.
Dark matter is used to explain why the Milky Way has
more gravitational force than its visible stars should allow.
Dark matter is described as a very thin, lightly spread
matter throughout space that doesnt reflect light. This
means that light doesnt pass through it, but against the
blackness of space its basically invisible. Some science
fiction shows also theorize large clumps of dark matter that
form asteroids or whole planets. This dark matter would
have slightly different properties than normal matter.

Moons Any natural satellite that orbits a planet can be
referred to as a moon. Moons can vary as much as planets
in that some may not have an atmosphere of any sort while
some may be capable of supporting life. A planet could
have any number of moons in orbit around it as long as
their orbits dont intersect (that could be disastrous).








Chapter 8: Astronomical Phenomenon
94
Planet Types The definition of a planet is constantly in
flux within the scientific community. Currently it can be
summed up as any free body in space with a mass below
the point that fusion can take place (Above this point and
its either a star or Brown Dwarf). Recently the definition
was broadened to exclude Pluto (which became classified
as a Dwarf Planet).
There are two major types of planets: Gas and Normal.
Gas planets (commonly referred to as gas giants) have a
solid core but are mostly composed of liquid compounds
with a gaseous exterior. The gases can vary greatly.
Normal planets are completely solid and may or may not
have an atmosphere. A normal planets atmosphere can
also vary greatly.















Star Types The different types of stars are enough to fill
up about three pages of this book so below is a list of the
basic types:

-Protostar a star in its first stages of creation. This is
when the mass of the original object becomes enough for
fusion to begin and the proper fuels are present.
-Yellow Star This is the same as Earths sun. Yellow
stars are the stable, mid-life period of the most stars.
-Red Giant Towards the end of a stars life its mass will
become less than its outward force. During this time it will
grow in size and become dimmer (shifting towards the red
side of the spectrum). Depending on the fuel to mass ratio
the star will then take one of two paths.
-White Dwarf When a red giant does not have the mass
to supernova and collapse into a black hole it will instead
blow off the majority of its hydrogen and shrink down to
fraction of its size and slowly cool. White dwarves are
extremely dense and maintain a strong gravitational field.
-Black Dwarf This is what a white dwarf slowly develops
into once it has cooled past the point that its light is no
longer visible to the human eye.
-Pulsar (Neutron Star) When a spinning red giant with a
strong magnetic field collapses it can create a pulsar. This
is just a quickly spinning white dwarf that can complete up
to 600 rotations per second. Due to the strong magnetic
field and quick rotation most of the stars radiation is
squeezed out the poles. This makes pulsars dangerous to
approach for normal ships.


Tables: Skill Listing
95
Skill Listing:

Ambush (Wis)
Anthropology (Int)
Archery (Spd)
Armor (Str)
Armor B/R (Int)
Art (Int):
-Painting
-Sketching
-Modeling
-Photography
-Computer Design
Astronomy (Int)
Athletics:
-Running (Spd)
-Jumping (Spd)
-Body Building (Str)
-Acrobatics (Spd)
-Swimming (Str)
-Skiing (Str)
-Zero Gravity (Spd)
Archaeology (Int)
Battle Tactics (Wis)
Blacksmith (Int)
Botany (Int)
Carpentry (Wis)
Chemistry (Int)
Climbing (Str):
-Free Hand
-Repelling
Combat:
-Armed (Pistol) (Spd)
-Armed (Rifle) (Spd)
-Armed (Heavy) (Str)
-Gunnery (Int)
-Melee (Str)
-Melee, Ranged (Spd)
-Throwing Projectiles (Spd)
-Unarmed, Boxing (Str)
-Unarmed, Martial Arts (Spd)
-Unarmed, Wrestling (Str)
Communications Technology (Int):
-Radio
-Laser
-Morse Code
Computer (Int):
-Programming and Use
-Gaming
Computer B/R (Int)
Cooking (Int)
Criminal Sciences (Wis)
Cryptology (Wis):
-Program (Computers)
-Classic (Pencil & Paper)
Cyber Technology B/R (Int)
Dancing (Spd)
Demolitions (Int)
Electronics (Int)
Electronics B/R (Int)
Energy (Int):
-Hydro
-Nuclear
-Solar
-Steam
-Wind
Engineer (Int):
-Mechanical
-Construction, Underground
-Construction, Building
-Slipstream Technology
-Shield Technology
-Ship Weapon Technology
Escape Artist (Wis)
Etiquette (Wis)
Fashion Sense (Wis)
First aid (Int)
Fishing (Wis)
Forensics (Int)
Forgery (Wis)
Horseman Ship/Riding (Wis)
Hunting/Tracking (Wis)
Identity Plants and Fruits (Int)
Interrogation (Wis):
-Forceful/Intimidate/Torture
-Passive
Languages (Int)
Law (Int)
Leadership (Wis)
Legend/Folklore/Mythology (Int)
Literacy (Int)
Locksmith (Wis):
-Keyed
-Combination
-Electronic
-Pick Locks
Magic (Wis)
Surgery (Int)
Military Knowledge (Int)
Music (Wis)
Navigation (Wis):
-Land
-Air
-Water
-Space
Negotiation (Wis)
Parachuting (Spd)
Pickpockets (Wis)
Planetology (Int)
Psychology (Int):
-Hypnosis
-Determination
Remote piloting (Spd)
Robot B/R (Int):
-Walking
-Hover
-Treaded
Sewing (Wis)
Singing (Wis)
Stealth:
-Visual (Spd)
-Prowl (Spd)
Tables: Skill Listing
96
-Concealment (Spd)
-Electronic (Int)
-Disguise (Wis)
-Impersonation/Mimicry (Wis)
Surveillance (Int)
Surveillance, Counter (Int)
SCUBA Diving (Str)
Terrorism:
-Religious (Wis)
-Corporate (Int)
-Political (Int)
T.V. / Video B/R (Int)
Tools:
-Standard (Spd)
-Heavy (Str)
Vehicle/Pilot:



























-Aircraft, Glider (Str)
-Aircraft, Prop Single (Int)
-Aircraft, Prop Multi (Int)
-Aircraft, Jet Single (Int)
-Aircraft, Jet Multi (Int)
-Hovercraft (Int)
-Balloon (Wis)
-Blimp (Int)
-Boat, Sail (Wis)
-Boat, Motor (Int)
-Car/Truck (Int)
-Commercial (Int)
-Motorcycle (Int)
-Robot (Int)
-Rotor/Copter (Int)
-Spacecraft, Large (Int)



























-Spacecraft, Small (Int)
-Submersible (Int)
-Treaded (Int)
-Ultra-light (Int)
Vehicle B/R (Int)
Ventriloquism (Wis)
Weapons B/R (Int):
-Melee (By Weapon)
-Firearms, Pistols and Rifles
-Firearms, Energy Type
-Firearms, Heavy
-Throwing Projectiles
Wilderness Survival (Int)
Zoology (Int)
Tables: Items & Equipment
97
Items & Equipment:

Alarm System (Special prices)
Amplifier:
-Audio ($100)
-Signal ($75)
Answering Machine ($20)
Audio Recorder ($18)
Audio Tape - ($2)
Bag:
-Backpack - ($40)
-Backpack, Leather ($80)
-Saddle ($100)
-Purse ($20)
Barrel ($120)
Basket ($4)
Battery ($1 per volt)
Bell ($1)
Belt, Large Pouch ($8)
Belt, Small Pouch ($4)
Bicycle ($80)
Binoculars, Mag. X2 ($20)
Binoculars, Mag. X3 ($40)
Binoculars, Mag. X4 ($60)
Binoculars, Night Vision ($100
plus Mag.)
Binoculars, Thermo - ($150 plus
Mag.)
Blanket ($5)
Bolt Cutter ($8)
Bomb Detector - ($80)
Book ($5)
Boom Box ($50)
Bottle:
-Glass ($7)
-Jug ($1)
Briefcase ($20, $100 for
biometrics version)
Broadband Receiver ($200)
Bucket ($1)
Calculator ($5)
Camera:
-Film ($20)
-Digital ($140)
Candle ($1)
Canteen ($3)
Canvas - ($4 by Square Feet)
Cell Phone ($50, $10/month)
CD's (2 for $1)
CD player ($20)
CD ROM Drive ($40)
Chain ($10 for 10)
Chalk ($1)
Chemistry Set ($10 simple, $50
complex)
Cigarettes ($10)
Climbing Claws ($5)
Climbing Spikes ($5)
Clock ($2)
Compass - ($1)
Computer, Desktop ($200)
Computer, Laptop - ($400)
Computer, Mainframe - ($1,500)
Cooking Utensils ($5)
Cooler ($7)
Copy Machine ($100)
Crowbar ($8)
Drill ($40)
Electro-Adhesive Pad ($30)
Electronic Organizer/Palm Pilot
($100)
Exercise Machine ($150)
Fax Machine ($50)
Field Strength Meter ($20)
Film, Camera ($5)
First Aid Kit ($40)
Fish Finder ($80)
Fish Line ($1)
Fishing Pole and Tackle ($10)
Flashlight ($4)
Flashlight Holder ($4)
Flask ($5)
Floppy Disk (2 for $1)
Frequency Equalizer - ($10)
Furniture (Special prices)
Geiger counter ($10)
Goggles, Night Vision - ($50)
Goggles, Thermo-graphic - ($80)
Goggles, Ultrasound ($120)
Grappling Hook ($8)
Grooming Kit ($5)
Hammer:
-Standard - ($3)
-Sledge - ($15)
Handcuffs ($8)
Hard Drive ($65)
Hourglass - ($1)
Jewelry (Price Varies)
Jimmy ($5)
Ladder ($25)
Lamp:
-Electric - ($10)
-Lamp, Fuel - ($10)
Lenses:
-Glasses - ($40)
-Monocular - ($20)
-Sun Glasses - ($15)
-Magnifying Glass ($2)
Lie Detector ($85)
Light Bulbs ($1)
Lighter - ($1)
Lock:
-Key - ($10)
-Key Pad - ($30)
-Key Card - ($50)
-Biometric - ($70)
Lock File ($5)
Lock-pick Release Gun ($60)
Lock-pick Kit - ($15)
Luggage - ($40)
Machete ($15)
Manacles ($14)
Microphone:
-Standard - ($4)
Tables: Items & Equipment
98
-Long Range - ($20)
-Tie Tack/Mini - ($30)
Microscope - ($50)
Modem ($50)
Mirror ($5 - Small, $20 - Large)
Motion Detector:
-Visual - ($50)
-Vibration - ($80)
Musical Instrument ($100)
Net ($20)
Oil, Pint - ($5)
Pad Lock - ($5)
Paper ($10)
Parachute ($200)
Pen - ($1)
Pencil - ($1)
Perfume - ($25)
Pick, Miner's - ($10)
Portable Grill ($40)
Portable Lab ($200)
Printer ($90)
Propane ($10 Small, $40 Large)
Radar Detector ($35)
Radio:
-Commercial with Wireless Mic
($20)
-CB - ($35)
-Ham ($80)
Raft, Rubber - ($80)
Rations ($10)
Repelling Gear ($40)
Rope ($30)
Sack ($2)
Scale ($8)
Scanner ($80)
Skates:
-Roller Skates ($30)
-In-Line Skates ($40)
Scuba Gear ($200)
Seismic Detector ($40)
Sewing Kit ($15)
Sewing Machine ($45)
Signal receiver ($80)
Ski Equipment ($150)
Sleeping Bag ($30)
Snorkeling Set ($10)
Soap ($1)
Solar Cells ($3 per volt)
Speaker:
-Standard ($5)
-Sub Woofer ($10)
-Mini ($3)
Telephone ($8)
Telephone Scrambler, Portable
($10)
Tent ($80 3 man, $200 - 8 man).
Transmitter, Mini ($300)
Tinder Box ($4)
Tripod Mount ($10)
Tool Kit ($35)
Torch ($45)
Toothbrush ($3)
Toothpaste ($5)
Typewriter ($20)
Umbrella ($8)
Utility Belt ($15)
VCR/DVR ($80)
Video, Editor ($220)
Video, Surround S. System ($150)
Video Camera/Camcorder ($300)
Videotape ($2)
Wallet ($5)
Walkie Talkie:
-Handset ($45)
-Headset ($100)
Watch ($5)
Whistle ($2)
White Noise Generator ($110)
Wire Cutters ($5)

Other: The Milky Way (Map)
99
The Milky Way:



Territory Map:
Other: Character Sheet
100

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