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Battlegroup

FROM A DISTANCE IT IS ELEGANT. IT HAS BEEN DAYS


SINCE THE FIRST VOLLEYS HAVE BEEN FIRED.

CARCASSES OF GREAT SHIPS DRIFT,


AND THE DEAD HANG IN THE VOID.

KILL-CLOUDS GLITTER ACROSS THE NIGHT,


SPLIT BY THE FLARING LIGHT OF LINAC BEAMS
AND ROCKET TORCH DRIVES.

FROM A DISTANCE, IT IS ELEGANT;


UP CLOSE, IT IS HELL.

Section 0 // Introduction
[2]
LANCER: BATTLEGROUP
By Kai Tave and Miguel Lopez

Editing

Melody Watson

Layout

Minerva McJanda

Playtesting

Thanks to ASullyVoice, Ffzdf, Paranomaly, Raiu, Spindle, Swordrager, Voy, And Garciaz, Anna “Dr. Wizard”
Wittholz, Anon 92841, Ayla Picard, Christopher “Suki” Salmon, Declan Bigger, Drew "DANCER" Fox, Edan
“CYAN” Otto, Erin “eternalAffliction” Graves, Evan Tungate, Gavin “Entropy” Jones, Hannah “AceEmpress”
Collins, Joe “Misc” Halberstadt, John "Perijove" Behrendt, Johannhawk, Jonas “Prudentia” Menz, Joshua
“zhansonic” Zhanson, Kartik Singh, Lars “The Captain” van Eijk, Lunatic Blue, Midnight Binary, Olivia
"ValourDyke" McCollum, Quinn Tuberose, Sam Hornigold, and all the other commanders of the 7th Fleet whose
victories and defeats helped to make this game possible.

Cover

Nicolas Vallet

Illustration

Conner Dodd, Peyton Gee, Ronan Le Fur, Juan Gee Tan, Nicolas Vallet, Gwen Williamson

Safety tools

The X Card - John Stavropoulos

Script Change Toolbox - Beau Jágr Sheldon

Ttrpg Safety Toolkit - Kienna Shaw and Lauren Bryant-Monk

©2022 Massif Press

[3]
INTRODUCTION
Lancer: Battlegroup is a standalone rules system for mass
space combat in the Lancer setting, designed for digital or
tabletop play with no need for a grid or hex map. Blending
Lancer’s deep unit customization and emergent story with a
new frontier of tactical narrative action, Battlegroup casts the
players as pilots and officers in a fleet deployed to the front
line of a naval campaign. Their missions may vary, but their
goals remain the same: win, survive, and return home.

Battlegroup is both a standalone game and a large-scale


space combat module for Lancer. Whether you want to play
out a naval campaign or add new dimensions and scale to
your existing Lancer campaign, you can use Battlegroup to
expand your group’s library of storytelling options.

Battlegroup features:

• Detailed naval combat and narrative-tactical play that


doesn’t require a grid. Command a battlegroup using the
gyre, a relative positioning system that depicts the
movements of capital ships and attack wings across the
tremendous distances and myriad trajectories of space.
• Fleet and ship customization – from a ship’s hull through
to its systems, weapons and escorts, the way you build
your ships determines how you play.
• Everything you need to know about naval warfare in
Lancer’s universe. From boarding actions with mounted
chassis, to demisolar long-spool weapons shattering capital
ships with a single shot, and ontologic warfare conducted
by fleet legions in dimensions uncanny, Battlegroup
continues to expand the playable theaters of Lancer.
• Key information on the Dawnline Shore and the major
powers vying for control of the region, including campaign
beats, plot hooks, and more.

Section 0 // Introduction
[4]
TABLE OF CONTENTS
SECTION 0: SECTION 4:
INTRODUCTION 4 GAME MASTER’S GUIDE 138
Playing Battlegroup 6 Running Battlegroup 140
Narrative Play and Uptime Checks 10 Inevitability, Fatalism, and Hope 142
The Setting 12 Rules of War 148
The Field of Battle 149
Sitreps 152
SECTION 1: Campaign Play 158
CHARACTERS 16 Battlegroup and Lancer 163
Non-Player Character Battlegroups 164
Ship Archetypes 166
SECTION 2:
ALL VESSELS ENGAGED 30
Structure of a Battle 33 SECTION 5:
The Engagement 37 THE DAWNLINE INCIDENT 196
Combat Basics 38 Places, Everyone 198
The Winding Gyre 44 Port of Call: Dawnline Shore 200
Posture and Uptime Actions 48 Campaign Arcs 208
Reserves 52
Damage and Destruction 53
Keywords and Definitions 55 SECTION 6:
SETTING & WORLDBUILDING TOOLS 216
Notable Shipwrights 222
SECTION 3: Battlegroups 224
THE BATTLEGROUP 60 Comms Chatter 232
Building a Battlegroup 62
Hulls 66 Index 234
Capital Ship Summary 97
Weapons and Upgrades 98
Escorts and Wings 110
Advancement Commendations, Legacies,
and Reputations 121

[5]
PLAYING BATTLEGROUP
Fleet Commander Conrad Schuyler paced his private
deck on the Colossal Promise, his battleship and the BOOK STRUCTURE
flagship of the Armory’s 5th Dawnline Fleet. He wore This section, the Introduction, lays out the core rules
his battlesuit, helm held behind his back. Under of the game and gives a brief look at some key
thrust, he could walk without the aid of mag boots. elements of the setting.
The marble surface wouldn’t have accepted them
anyways. Alone, he paced the walk, a solitary figure The second section of this book, Characters (p. 16),
against the stark black of a starless void. talks you through creating a commander and
choosing a Background that will shape their story.
Outside, the enemy’s ships no doubt matched the
trajectory and burn of his battlegroup, their torpedo The third section, All Vessels Engaged (p. 30),
tubes open, their long guns fixed on where they presents the full, detailed rules for naval combat.
thought he was going to be. They were likely correct
– not much room to maneuver in this empty space The fourth section is The Battlegroup (p.60), in
above New Creighton – and besides, that was the which all options for choosing and outfitting ships
essence of naval combat: one could not hide when can be found.
one is the only thing in a void.
The fifth section is the Battlegroup Game Master’s
If Schuyler so desired, he could open a line to the Guide (p. 138), which offers advice for tweaking
Colossal Promise’s command deck and have the rules, creating non-player characters (NPCs), and
course of the enemy fleet cast to the panorama wall. running engagements.
He could stand before the Counters’ fleet in wireframe
miniature and hold it in his hand. Schuyler did not want The sixth section is The Dawnline Incident (p. 196),
that; he was not interested in paper boats. He wanted a an in-depth look at a key point of conflict occurring at
baron, and Invictus had quietly informed him that there the timeframe in which Battlegroup is set.
were none in the Counters’ fleet.
The seventh and final section, Setting &
Schuyler reached the end of his walk, turned, and Worldbuilding Tools (p. 216), contains information
paced back. The Preludes and their minor keys echoed on shipwrights, fleet organizations, naming
over his footfalls. He was nervous, to be sure – as any conventions, and comms formatting, which can be
sane person before an engagement – but confidence used to add more detail to your games.
and the piano tempered his nerves. This was not his
first duel. God willing and with proper planning, it would
not be his last. The closing notes of the final Prelude
boomed across the deck. Time, then.

“Invictus,” Schuyler’s voice echoed across the


otherwise empty space. He didn’t wait for a
response: he knew the legion listened to its
commander. “Ready my post in the CIC.” With that,
Schuyler pulled on his helm, securing it to his suit. All
indicators save for heart rate showed well within
nominal ranges. “Let us begin.”

Your character in Battlegroup is a commander – a


ranking naval officer tasked with leading a group of
ships and those who crew them into combat.
Command decisions, and their consequences, fall to
your commander, and the orders they give will
determine whether you achieve victory or suffer
defeat. But your commander is only one part of the
story. The ships they lead into battle – their
battlegroup – reflect their personality and command
style. A commander and their battlegroup are two
parts of the same whole.

Section 0 // Playing Battlegroup


[6]
PLAYING BATTLEGROUP
WHAT YOU NEED
This game uses two sorts of dice: twenty-sided dice
(d20) and six-sided dice (d6). You’ll roll these dice to
determine the outcome of uncertain situations, such
as firing weapons, engaging in electronic warfare, or
undertaking critical maneuvers. When the rules call
ATTACKS, CHECKS, AND
INTERDICTION
In Battlegroup, there are three main types of dice
rolls: attacks, checks, and interdiction.
0
for you to make a roll, they will also tell you how many Attacks are any offensive actions made against other
dice to roll. For example, 1d20 means you need to roll a ships or battlegroups, like firing weapons or directing
single d20, whereas 2d6 means you need to roll two d6s. a fleet legion to disrupt an opponent’s systems.
When you make an attack roll, you roll 1d20 and add
Sometimes the rules will call for you to roll 1d3. any relevant bonuses. For an attack to be successful
That’s just a shorthand way of saying you should roll it needs to equal or exceed the target’s Defense.
1d6 and halve the results (rounded up). When you’re Successful attacks are described as “hits” – so if the
called on to roll 1d3, a result of 1 or 2 on a d6 equals rules tell you that an effect happens “on hit”, that
1, 3 or 4 equals 2, and 5 or 6 equals 3. means it takes place when you make a successful
attack. For certain weapons, a result of 20+ is a
Battlegroup is best played with 3–6 players, but can critical hit, an especially effective blow that deals
be played with as little as two or as many as you feel double damage and sometimes triggers other effects.
comfortable with. Each player needs at least one
d20, a number of d6s, and some paper or a character The next type of roll is a check. Checks are handled the
sheet to write down information. Players may also same as attacks: you roll 1d20 and add bonuses, but
want tokens of some kind to keep track of various the target you’re attempting to equal or exceed isn’t
abilities and effects. based on an enemy’s Defense. The target number will
typically be stated in the description of the check itself.
Unlike Lancer, this game does not use a grid for
tactical combat. Instead, it uses a tool called the gyre Uptime checks are a specific type of check that only
(p. 44) to track the relative positions of fleets as they take place in the narrative moments between and
engage in combat. You don’t need square or hex before fleet battles. These checks are also made as
maps to play the game, nor do you need miniatures; part of various uptime actions (see p. 48). The target
however, you may wish to use a gyre map and tokens number, and the consequences of the check, are
or miniatures to make combat easier to visualize. usually defined by the action you’re performing.

Most of the players take on the role of commanders – INTERDICTION is a special type of roll that occurs only
these are the player characters, or PCs – but one during combat. Certain weapons and abilities can
player is the Game Master, or GM. The GM acts as a deal damage without attack rolls, and a battlegroup’s
narrative guide, facilitator, and the arbitrator of the Interdiction rating lets it defend against some of
game’s rules. They help create the story and narrative these attacks. When you make an interdiction roll,
your group will explore and portray all of the NPCs. you roll a target’s Interdiction and then subtract that
For more information on the GM role and a list of amount from the incoming damage. For more
rules, tips, and tools for GMs to use, refer to the information on INTERDICTION, see page 56.
Game Master’s Guide on p. 138.

MODIFYING ROLLS
THE GOLDEN RULES There are several ways rolls can be modified. The
There are two golden rules to remember when first of these is with a static modifier – a simple bonus
playing Battlegroup. that you add to the result of the roll. Static modifiers
are represented with a plus symbol followed by a
I: SPECIFIC RULES OVERRIDE GENERAL number: +1, +2, +3, and so on. If you’re rolling with
STATEMENTS AND RULES. +2, you just need to add 2 to whatever you rolled to
For example, certain attacks may not typically be determine the final result. For example, a particular
avoidable; however, some abilities or systems make it upgrade might add +2 to a battlegroup’s INTERDICTION.
possible to attempt to evade those attacks. Because
these latter abilities are specific rules, they supersede Rolls can also be modified by two kinds of bonus dice:
the general rules concerning those attacks. ACCURACY and DIFFICULTY. These modifiers represent
momentary advantages or disadvantages gained and
II: ALWAYS ROUND UP (TO THE NEAREST lost in rapid, chaotic moments of action.
WHOLE NUMBER).

Section 0 // Playing Battlegroup


[7]
Boarding actions, electronic warfare, and advanced
targeting systems are examples of things that might ENGAGEMENTS, NARRATIVE
apply them during combat. They work as follows:
PLAY, AND SCENES
• Each point of ACCURACY adds 1d6 to a d20 roll. Ongoing campaigns of Battlegroup are usually
• Each point of DIFFICULTY subtracts 1d6 from a d20 roll. divided into engagements, each of which is a single
• ACCURACY and DIFFICULTY cancel each other out on naval battle, separated by periods of narrative play.
a 1:1 basis.
Engagements have specific goals or parameters that
If you’re lucky enough to roll several of the same must be completed in order to succeed. this usually
bonus dice when attacking or making a check, involves destroying all enemy forces, but
whether ACCURACY or DIFFICULTY, you don’t add them engagements can incorporate other goals as well,
together to determine the result. Instead, find the such as extracting VIPs or defending crucial
highest number rolled and apply it to the final result. objectives. Each engagement also includes some
Because of this, no roll can ever receive more than –6 preparation time, in which you can discuss goals, set
or +6 from either ACCURACY or DIFFICULTY. stakes, and outfit the ships in your battlegroup as
you see fit.
For example:
If your character isn’t actively participating in combat
For an attack with 2 A�������, roll 2d6 and (or preparing for it), you’re in narrative play (also
choose the highest of the two dice, then add that referred to as uptime, see p. 10–11). Narrative play
number to your attack roll. If you roll 3 on one die encompasses the space between engagements, in
and 4 on the other, you add +4 to the roll, not +7. which moment-to-moment action matters less and
roleplaying matters much more. During this time, you
For an attack with 2 A������� and 1 D���������, can progress plots, projects, or personal stories,
you only add 1d6 to your attack roll as 1 D��������� moving the clock forward as much or as little as you
and 1 A������� cancel each other out. want. Days, months, and even years can pass in this
narrative time, depending on the pace of your game.
For an attack with 1 A������� and 1 D���������,
you don’t add anything to the roll – the dice cancel While engagements are a single battle from start to
each other out. finish, narrative play may be divided into scenes. A
scene is a period of continuous dialogue, action, or
activity that has a discrete starting and stopping
DEALING DAMAGE point. They’re called scenes because it’s helpful to
The durability and structural integrity of ships and think about them in cinematic terms: as long as the
other targets are represented by their HIT POINTS (HP). focus (or “camera”) is on the players and their action,
When a target reaches 0 HP, it is destroyed. a scene is happening. When the focus cuts away
from the current scene, or the current action naturally
When an attack (or other ability) hits a target, it reduces ends, that’s when the scene should end too.
that target’s HP by an amount equal to its damage.
Damage values are listed either as a flat number, a dice A single dramatic encounter or a dialogue between
roll, or a dice roll plus a modifier. In cases where an characters are both great examples of scenes, but a
attack deals damage to multiple targets at once – such scene can also be something like a montage. It’s
as a powerful area attack – you roll damage only once important to pay attention to the beginning and end
and apply the result to all affected targets. of scenes, as some narrative abilities might only be
usable once during a scene, the way some combat
Some special systems and effects call for values like abilities might only be usable once per combat.
damage to be halved. Halving does not stack, even
from multiple sources. If something causes an attack
to deal half damage, then halving its damage again
doesn’t make it deal quarter damage.

Section 0 // Playing Battlegroup


[8]
PLAYING BATTLEGROUP
WHAT BATTLEGROUP IS
Battlegroup is designed to evoke the experience of
fleet battles in the Lancer universe: the hum of long-
spool weapons charging up, the shifting of battle
lines inexorably leading to a deadly clash, pitched
boarding actions and wings of strike craft hurtling
A NOTE ON PLAYER SAFETY
Space combat in the Lancer galaxy is a tense and
deadly affair. Thousands of lives hang in the balance
of each engagement, and while life is never treated
as though it was cheap, it is nonetheless a fragile
thing next to the cataclysmic power unleashed by
0
through defense curtains to deliver their payloads. fleets as they clash among the stars. Commanders
Your decisions will influence these pivotal moments make difficult decisions in the heat of battle, ordering
and help turn the tide of battle; however, Battlegroup ships into danger knowing they may not survive and
isn’t necessarily “about” the individuals – heroic that such sacrifices are necessary in the pursuit of
though they may be – involved in the battles it victory. Errant volleys fired too close to inhabited
depicts. It is about large, collective actions and the worlds result in harrowing devastation and casualties
price of success. on a massive scale. Spacers are separated from their
homes not just by stellar distance, but by the ever-
The main way to play Battlegroup is to create and widening dilation of time that comes with relativistic
follow a single commander across successive travel and alienates them from the people and places
engagements; however, the game does not require they once knew.
that you strictly focus on one officer, pilot, or
crewmember. Over the course of a session or Battlegroup is a game about war, but this does not
campaign, you might develop a rotating cast of mean a GM should force their players to encounter
individuals whose exploits you follow throughout their scenarios or content that could be triggering or
careers, or you might create new characters each harmful. If any canon assumptions might cause you or
time you establish the stakes of a conflict, playing out your players to feel unsafe or distressed, they can be
one of the most important moments in their lives. discarded. Likewise, you may wish to use tools like the
Your table might use Battlegroup to play out battles X-Card (http://tinyurl.com/x-card-rpg), the Script
taking place across an entire sector of space like the Change Toolbox, (https://briebeau.com/thoughty/
Dawnline Shore, zooming in on different theaters, script-change/), and the RPG Safety Toolkit (http://
fronts, or even periods of time. bit.ly/ttrpgsafetytoolkit) to help facilitate this in play.

Nor is Battlegroup built around the assumption that


play will take the form of a single, ongoing campaign.
This book offers guidance for running campaigns –
including numerous plot hooks and additional
information about the contested region of space
known as the Dawnline Shore and Lancer’s setting in
general – but it can also be used for one-shot games,
ongoing narratives with rotating player groups, and
short-term arcs.

And of course, Battlegroup can also be used as a way


to add some extra tactical and narrative depth to a
Lancer tabletop campaign. The outcome of these
large-scale fleet battles are likely to create numerous
flashpoints ripe for a squad of mech pilots to engage
with, whether in space or on the surface of a planet,
and you’ll find a number of tools to help you create a
narrative that crosses back and forth between games.

Section 0 // Playing Battlegroup


[9]
NARRATIVE PLAY AND UPTIME CHECKS
Narrative play is distinct from naval combat and You may then determine which traits you want to
much less structured. In narrative play, rolls tend to apply to the roll, if any (adding Accuracy or Difficulty).
accomplish more, scenes cover various stretches of
time, and the outcome of individual rolls is more Roll 1d20 and add any relevant modifiers:
important. Unlike naval combat, narrative play
doesn’t have turns, and NPCs don’t get to act on • On a 9 or less, you fail to accomplish your goal
their own initiative; instead, their actions are decided and suffer the established consequences.
by the outcome of player rolls. • On a 10+, you accomplish your goal.

Something to note is that narrative play in Battlegroup A check is only a single roll, and once made the
is even more freeform and abstract than it is in Lancer. result stands, whether you succeeded at your goal or
This game focuses primarily on engagements between failed. For example, a check made to sneak into an
fleets, using the outcomes of those battles to shape officer’s quarters won’t consist of multiple checks to
an overarching narrative. Your game might not even see whether you can do so undetected, the goal and
need narrative play; you might decide to play its outcome are all handled by a single check.
Battlegroup as a purely tactical combat game, on its
own or as a module for Lancer. Should your games
call for narrative play, however, these rules should CONSEQUENCES
provide you with everything you need. Before a roll is made, the GM must outline the
consequences of failure. These are the only
In narrative play, uptime checks are used to consequences they can inflict. The severity of the
determine the outcome of complicated situations and consequences depends on the situation: the higher
actions. They are only required in tense narrative the implied difficulty, the more complex or dangerous
situations and when making a roll will move the story the scenario and the more costly failure is likely to be.
forward. It can be assumed that your commander will
generally always succeed in mundane tasks, When you roll 9 or less on an uptime check, you
especially if they relate to their background. You suffer the established consequences. Since NPCs
don’t need to make an uptime check to open a door, don’t act on their own in narrative play, these
cook a meal, or talk to a superior officer – unless complications and consequences are the main tools
there’s something complicating your attempt, or the the GM has for responding to player action.
outcome might further a situation in an interesting
way, build on a relationship, or answer a question. For example: if you’re attempting to maintain good
fleetwide cohesion and temporal sync through a series
Uptime checks can cover activities as broad or specific of complicated navigational maneuvers with fleet
as the narrative requires. For example, an uptime check legion support, it’s unlikely that failure will immediately
might cover a week’s worth of noncombat operations to cause the loss of ships. But if you’re maneuvering
leash and harvest fresh ice for water from a nearby comet. through a series of complex course changes while
You might also roll for individual moments of action – being pursued by an enemy or with damaged systems,
plotting a new jump at a terminal, negotiating with a the possibility of dramatic, costly failure is much higher.
specific supply officer while docked at a station, or similar.
Here are some examples of consequences or
complications that might apply to a roll:
MAKING UPTIME CHECKS
Let’s break down the process of making an uptime check: HARM: Damage, injury, or bodily harm. If you fail to
take control of the gun someone has pointed at you,
First, you’ll name your goal and describe your you’re probably going to get hurt.
approach to achieving it. This helps set the context
for the GM to decide what the likely outcomes and GETTING HURT
consequences of this check will be. Battlegroup characters don’t have HP, the trait
used in Lancer to represent the health and
The GM then decides the consequences of failure hardiness of characters. Because of this, the
(e.g., losing time, being arrested, getting shot, etc). If severity of potential harm is a narrative,
there are no consequences, which occurs when there contextual matter that should be established
are no real stakes to what it is you’re attempting, then before a roll is made; failure shouldn’t result in
you automatically succeed. instant death unless the circumstances clearly
call for such a possibility.

Section 0 // Narrative Play and Uptime Checks


[10]
NARRATIVE PLAY AND UPTIME CHECKS
0
TIME: The action takes longer than usual. In a calm TEAMWORK
environment, you can hack any console – and this If someone want to help another character carry out
one is no exception – but under fire and half-dressed, an action, there is still only one roll made. The
it’s going to take a lot longer. character making the uptime check gains +1
Accuracy (no matter how many people are helping),
RESOURCES: Something must be used up, lost, or but everyone helping suffers any complications or
temporarily exhausted. This could be something consequences of failure.
concrete like running out of ammunition, losing a
map, or your gun jamming, or it might be a social DIFFICULT, RISKY, AND HEROIC ROLLS
resource – reputation, political power, favor, and so Before you roll an uptime check, the GM can decide
on – that you need to spend in the process of that the action you’re attempting is Difficult or Risky (or
completing your objective. both). A Difficult roll is harder than usual, adding +1
Difficulty. A Risky roll is one that has clear and obvious
COLLATERAL: Someone or something other than complications, even on a success. When rolling a Risky
yourself or your intended target takes harm or injury, uptime check, the character always suffers the
or is put in danger. This could be an innocent consequences (or a lesser version of them) on any
bystander, an ally, your ship’s crew, or an result under 20. A Risky skill check still succeeds as
organization you belong to. usual on 10+, but the character suffers consequences
anyway. For example, if a commander is trying to sneak
POSITION: Your actions put you in a worse position: past a group of alert, heavily armed marines, the GM
right in the line of fire, clinging to the edge of a cliff, in might decide the roll is Risky. Even if the commander
the bad graces of the baron, or under a spotlight. manages to sneak past them, the marines may grow
suspicious and call for additional patrols, complicating
EFFECT: Your action is less effective than intended. If the commander’s exit strategy or placing them under a
you’re trying to kill someone, you merely injure them. strict time limit to act before they’re discovered.
If you’re trying to sneak away undetected, you make
a lot more noise than you hoped. If you’re fixing a If an action is so hard that success seems outlandish,
damaged reactor, it only stabilizes temporarily. the GM can make it Heroic. A Heroic roll is only
successful on a result of 20+, and the character making
the attempt also suffers consequences if the result is
ADVANCED NARRATIVE PLAY RULES less than 20. If the GM wants to push things even
The narrative play rules in Battlegroup are adapted from further, a Heroic roll can also be Difficult. Commanders
those found in Lancer, stripped down and streamlined that accomplish such tasks are the stuff of legend.
for ease of use. If your group wants an even deeper
narrative play experience, you can include additional The GM may always declare that an uptime check
rules like teamwork; Difficult, Risky, and Heroic rolls, can’t be made under the current circumstances. After
and pushing it, which are discussed below. all, no matter how accomplished your commander is
or what traits they have, they probably can’t punch
Some of Lancer’s other, more detailed rules aren’t through a starship hull with their bare hands.
included here, although they could potentially be
adapted for use in Battlegroup. These include TRYING AGAIN AND PUSHING IT
triggers, skill challenges, and downtime actions. An unsuccessful uptime check doesn’t necessarily
equate to outright failure, but it does mean that you
While the rules for both games share many have failed to accomplish your goal. If you do fail a
similarities, it is important to note that there are some check, you cannot attempt the same activity again
important differences as well. Because commanders until the narrative circumstances have changed (e.g.,
in Battlegroup don’t have license levels, for instance, time has passed; you have new gear, a different
they don’t gain scaling bonuses to their rolls over approach, or additional help; etc.) or you push it.
time. This means that the odds of success and failure
remain more constant, so a Risky roll may might be As long as an uptime check isn’t Risky, you can push
just as difficult for a character who’s been through it to make a second attempt to achieve the goal of a
numerous sessions of play as it is for one just failed check in the same circumstances; however, if
embarking on their first mission. The absence of you do this, the skill check immediately becomes
license levels also means that if you wanted to adapt Risky. If the situation is already Risky, you can’t push
something like triggers, you would need to decide on it further unless the GM allows it, in which case the
a different method of awarding new triggers. skill check becomes Heroic. A Heroic check can
never be pushed further.

Section 0 // Narrative Play and Uptime Checks


[11]
THE SETTING
Lancer: Battlegroup is set some 15,000 years in the subjective year spent in transit at .995 c, roughly ten years
future from the present day. In that time, humanity has pass in realtime (or for every day in transit, ten pass back
fallen and risen, seen the rule of multiple different home; for every hour, ten; and so on). Time dilation may
states and regimes, and has spread itself across much not be a part of your game, but it is a key assumption in
of the Orion Arm of the Milky Way. This is a utopia in Lancer’s setting. Anyone who enlists, follows tradition,
the making: the capital worlds of the galaxy are post- or volunteers for naval or logistical service knows this
scarcity and post-capital, but the peripheries do not cost before they sign, and does so anyway.
yet enjoy the same privilege. Union, the galactic
administration, is working to change that, though many
stand in their way. The world of Battlegroup is one SOCIETY AND CULTURE
where technology has advanced far beyond that of our This bifurcation of time has led to the rise of three major
modern day, but unevenly. This section summarizes galactic cultures: the Cosmopolitans, the Metropolitans,
the most important conceits of the setting to help and the Diasporans. Cosmopolitans are people who
orient players. More detail can be found in Lancer. have spent most of their lives in interstellar space,
whether in transit for a purpose or because of nomadic
cultural preferences and organization. Cosmopolitans
THE CURRENT DAY usually operate in tight-knit family groups or other small
The year is 5021u. This is the point in history when your communal organizations, working and living in single
characters enter the spotlight. The command decisions ships or cohesive groups of many. Though they may be
they make will determine not only whether the crews divorced from the “normal” flow of time that the rest of
they lead into battle live or die, but will shape the humanity operates in, they are together with each other
course of history through their victories and defeats. in their own time. Metropolitans are those who live
rooted in the Galactic Core. Though they may enjoy an
interstellar cruise once in a while or be deployed on an
TRAVEL AND TIME interstellar naval campaign, their lives are tied to their
Starships are – with rare exceptions – outfitted with a homeworlds. Being Core worlds, these places are post-
drive system called a nearlight drive, which allows them scarcity and post-capital, integrated into Union and
to rapidly accelerate close to the speed of light, but not actively participating in galactic politics under its
beyond. Starships cannot break the superluminal barrier umbrella (though likely with their own global
(i.e., they can’t go “faster than light”, or FTL) on their governments and internal politicking). Diasporans –
own, though FTL travel does exist. The only widely still the majority of humanity – live outside of the
known method of FTL travel involves moving through Galactic Core, populating worlds settled under the
blinkspace, a parallel space that is poorly understood, First and Second Committees of Union then
but manipulated and traversed by humanity all the abandoned to history. Union itself, now organized
same. Blinkspace travel is facilitated by a far-reaching under its Third Committee, works to peacefully
network of interconnected blink gates, which allow ships recontact and reintegrate the Diaspora once more.
to journey from gate to gate all but instantaneously. The
interstellar administration known as Union controls the
blink gate network. This control is a key pillar of Union’s COMMUNICATIONS
socioeconomic and military power, and one of the As ships can utilize the blink to travel faster than light,
guarantors of its galactic hegemony. Because of this, so too can information be transmitted through
Union works to expand the network through the creation blinkspace across the omninet. The omninet allows for
and installation of new blink gates, reuniting the stable lag-free communication ignorant of distance.
forgotten worlds of the populated galaxy once more. Although omninet access remains tied to necessary
broadcast infrastructure, it forms the backbone of
When they aren’t using the blink, ships must travel Union’s efforts to affect cultural, economic, and military
between the stars using their subluminal nearlight cohesion across the vastness of space. Ships traveling
drives. This is conventional travel, of a sort. Even close at nearlight speeds periodically need to slow to more
to the speed of light, humans traveling through space normal velocities to allow data transfers to sync with
are subjected to relativistic time dilation, which results in realtime, but the omninet also grants them the ability to
a divergence between their subjective time (time as they communicate near-instantly with other vessels and
personally experience it) and realtime (time as it passes worlds. Other conventional methods of communication
on Earth and is recorded by Union). Most nearlight exist – radio, light-based technologies, and so on, but
interstellar ships travel around .995 c, which translates to unlike the omninet they are subject to the normal
time ratio of around 1:10 – that is to say, for every constraints of physics as science understands them.

Section 0 // The Setting


[12]
THE SETTING
GRAVITY
Stable, constant artificial gravity remains elusive.
Gravitic technologies exist, but they are only capable
of manipulating or producing artificial gravity for short
durations. As a result, spaceships and stations must
rely on other methods to provide gravity for their
ARTIFICIAL INTELLIGENCE
AND NON-HUMAN PERSONS
Limited artificial intelligence exists in the form of
companion/concierge systems, or comp/cons, mass-
produced artificial intelligences. But as advanced as
0
inhabitants. Most spaceships utilize thrust gravity, comp/cons may be, they are not truly sentient. The
using steady acceleration to provide stable and same cannot be said of non-human persons, or NHPs,
consistent artificial gravity, while stations often use advanced AI-equivalent, noncorporeal entities that
spin gravity to achieve the same effect. When ships provide the foundation upon which the infrastructure
can’t maintain steady acceleration, their crews either of human power has been built. From civil
use magnetic boots or simply maneuver in zero- infrastructure management to warfare, NHPs operate
gravity, strategies that most ships are designed to at all levels of human organization. They are especially
accommodate. Despite these limitations, ships important on naval vessels, where they carry out a
equipped with powerful nearlight drives capable of variety of tasks from gunnery to navigation. Each
quickly accelerating to a significant fraction of capital ship in a battlegroup, as well as the larger
lightspeed do employ one vital gravitic technology: subline vessels, has its own individual NHP with a
kinetic compensators. K-comps, as these systems personality as unique and variable as any other person
are often called, generate bursts of artificial and similarly capable of independent, novel thought.
contragravity to offset the tremendous acceleration Existing at the cutting edge of paracausal science, the
forces applied to a ship’s crew by nearlight bolts, or blinkspace-derived nature of NHPs grant many of
the much more sudden and dangerous nearlight them even more incredible capabilities still.
ejections used to escape dangerous situations,
performed by these drives. Without k-comps, such Every ship with an NHP has an NHP core, a module
maneuvers would be lethal to all those aboard. containing the NHP’s digital containment system
(known as a casket) which allows them to interface
with human technological systems, alongside other
WAR AND CONFLICT hardcopy data banks. NHP cores are generally
Regrettably, war remains part of human history and inaccessible by design, with various access-limiting
events, from small-scale terrestrial conflicts within the features built in. On Union ships, they can be reached
confines of a single planet to massive battles between via a monitored access shaft large enough to admit a
naval powers ranging across the stars. The state of single person crawling up a ladder, but too small for
naval warfare is such that the development of newer anyone to extract the NHP’s casket; on Harrison
and more deadly weapons has swiftly outpaced Armory ships, multiple hardcopy keys must be turned
improvements in defensive technologies. simultaneously in the CIC to open the module’s
Contemporary naval doctrines exist with this doors; on Baronic ships, one must turn sideways and
differential in mind. Ballistic weapons using chemical shuffle through a narrow passageway; and so on.
and electromagnetic propellant systems, directed-
energy weapons, guided missiles, torpedoes, and Difficult as most NHP cores are to access, there are
drones are all in regular use, along with exotic options in an emergency. For example, when the
paracausal technologies that defy conventional order is given to abandon ship, the NHP casket can
science. Many larger ships mount long-cycle (also usually be jettisoned or removed and evacuated
called long-spool) weapons, tremendously powerful along with the rest of the crew. Such measures
main cannons that necessitate significant charging typically require authorization from the ship’s captain
times but cause unimaginable devastation when fired. or other senior officers.
These cannons can overwhelm even the most
effective active defenses, from projected energy Although most people in the galaxy see NHPs as no
shields through to electromagnetic screens and stasis more than next-generation AI systems, their true
barriers. Carriers also play an important role, launching origins and nature are rather more complicated (see
wings of fighters, bombers, and mounted chassis – Lancer, p. 381 for more information). NHPs must
mechs outfitted with external drives and hardpoints for periodically undergo a restoration process known as
use in naval combat – to make precision strikes cycling in order to prevent a gradual process of
against enemy vessels while boarding troops are sent increasing instability known as cascade.
to attack enemy ships from within.

Section 0 // The Setting


[13]
ROBOTICS AND DRONES FLEET LEGIONS AND LEGIONSPACE
Drones and robots are regularly used for a variety of While most ships in a fleet have their own NHPs,
industrial, logistical, and military tasks, though they do during the lead-up to engagements these NHPs
not completely supplant the need for humans to network together with each other to form a gestalt
remain in the loop. One of the most notable types of entity known as a fleet legion, granting them
drones to be encountered in a naval context are incredible power for the duration. The networking of
subalterns, a common sight across many worlds in NHP minds is not permanent; fleet legions typically
and around Union space. Unlike other drones, only exist before, during, and in the immediate
subalterns tend to be humanoform in design, which aftermath of battles. If a fleet they serve is deployed
allows them to interface with vehicles and tools on a long campaign, then it will tend to be the same
already adapted for human use. As a result, while they legion gestalt appearing each time a fleet calls upon
may not have the advanced capabilities of more them to assist in the battle.
specialized, single-purpose drone models, they are
extremely flexible platforms. Subalterns can be Fleet legions allow for near-instant communication
directed by either basic comp/con systems or NHPs, and coordination between their component minds
the latter of which sometimes use subalterns as and the comp/cons and organics aboard a fleet's
physical avatars for moving around realspace and many ships. These collective minds also have the
interacting with people directly. Subaltern designs vary ability to do battle against opposing legions within
tremendously in terms of aesthetic and functional legionspace. From a human perspective, legionspace
considerations. They range from near-human models is an ontological cosubjective environment in which
with synthetic skin, musculature, and faces that lift multiple individuals, humans and NHPs alike, can
them just out of the uncanny valley through to military confer among themselves in realtime within a virtual
models stripped of nonessential cosmetics in favor of space. Tactical discussions between individual ship
robust superstructures, armor plating, hardened captains and NHPs often take place in a legionspace
electronics, and aggressive postures. environment prior to combat to allow the quick and
efficient visualization and distribution of information,
Aboard many naval vessels, subalterns are regularly and the shape these environments take can vary
employed to supplement crew numbers in a multi- wildly from the conventional to the fantastic.
function capacity, assigned to handle a variety of
dangerous but critical tasks such as damage control, During combat, however, legionspace becomes a
emergency medical response, and hazardous battleground unto itself, a realm where opposing fleet
engineering duties. They require no oxygen, can legions clash with terrifying, esoteric thought-weapons
withstand physical trauma that would otherwise kill or and anticausal powers beyond comprehension. The
incapacitate a human, and can safely operate in battle between fleet legions occurs on a level that the
areas of a ship which have been exposed to hard human crew have little direct interaction with, though
vacuum or lethal radiation levels. Another area in some naval weapons and systems are designed to
which subalterns see frequent use is boarding augment a fleet legion’s capabilities. At all stages of a
actions. Boarding actions are some of the most naval engagement the battle between fleet legions
statistically deadly engagements personnel can goes unseen, but its consequences are felt in every
undertake, with casualties of at least 30% expected jammed signal, every counterfactual evasive pattern,
even by the winning side. Combat subalterns are and every perfectly timed shot.
often used to spearhead such actions in order to help
minimize these casualties, utilizing their strengths in
the tight, airless corridors of ships and stations both
offensively and defensively.

Despite these many benefits, subalterns remain


vulnerable to electronic warfare and have difficulty
responding to novel situations when not under direct
human/NHP control, leaving them firmly in a
supplementary rather than primary shipboard role.

Section 0 // The Setting


[14]
THE SETTING
0

Section 0 // The Setting


[15]
SECTION 1
CHARACTERS
Battling in the void of space requires coordination and As players, you will need to sit in this tension. From
discipline. Ships often fire at targets a great distance your vessel’s combat information center (CIC), you
away, visible only by the waste heat, radiation, command not only your own ship, but the other ships
outbound fire, and comms signatures they throw off – in your section – distributing orders to one or more
rarely do capital ships find themselves within organic capital ships in order to win the day, rather than the
visual range of one another. Hard cover and moment. You might not be the one pulling the trigger,
concealment are just as hard to find; naval combat is, but the effect is the same.
generally, won by those who land the first hit.
By the nature of the game’s setting and conceits,
These conditions require intense discipline. Aboard a characters in Battlegroup are likely to have less
capital ship, your foes are only glowing indicators on freedom in their mission portfolios than characters in
a terminal screen and the blow that strikes you down Lancer. The discipline to which these sailors, pilots,
may only be telegraphed by a handful of seconds – if and officers are subject is much more present, the
at all. Fighters and subline vessels, tangling with field of battle much more conventional, and their
each other in the killbox between mighty ships of the commanding officers more used to – and reliant on –
line, might flash within visual range of the enemy, but established doctrine. Your characters should interact
this merely requires discipline of a different sort: that with these realities, pushing against them or
of seeing the enemy and killing them quickly, before accepting them, rejecting or relishing this paradigm.
they have a chance to retaliate in kind. Most all characters will wrestle with dual truths: that
their strategies and defenses do not match the
The realities of boarding actions, bombing runs, weapons they wield and face, but in order to win and
battery fire – even legionspace engagements – often survive they must face and defeat the enemy.
instill in the people who engage in this warfare a
rigidity unfamiliar to ground soldiers. A sailor (or
“spacer”, “cosmonaut”, “astronaut”, “suit”, “crew”, WAR AMONG THE STARS
and so on) has an immediate relationship to death that If you’re coming to Battlegroup already a fan of
ground-pounders do not. The very environment they Lancer, you should know that the two games are
operate in, if they were ever to be exposed to it, would intended (mechanically and in terms of scope) to be
kill them; likewise, the vessels that they crew – even in very different windows into Lancer’s setting. Unlike
the course of normal maneuvering! – can easily turn Lancer, in which characters can range from members
them into paste if they aren’t careful. Even the of a formal military to mercenaries or other
otherwise “normal” procedures required for interstellar independent actors, the characters you make in
travel – stasis-holds for long burns between worlds Battlegroup are likely members of an established
and gates – might be ventures from which they won’t fighting force in regular order and supply. The
return. Death is close for the sailor and officer: structure that they are a part of – be it private or state
discipline, regular order, triple-checking systems, and – is assumed to be at least stable enough to manage
routine are what get them through each deployment. and support a fleet of ships, to direct them across the
Orion Arm, and to keep the cosmonauts and officers
Crashing against this regular-order impulse are the aboard healthy, motivated, and competent.
new weapons of naval warfare and the engagements
in which they are employed. After the Deimos Event Within this context – and despite the constraints on
introduced NHPs (non-human persons; uncanny their actions that come from active military service –
beings that fill the role once occupied by machine- your character is assumed to be an actor with some
mind AIs) to the galaxy and the First Interest War agency. Your character is likely a commissioned officer
rewrote the facts – if not yet the rules – of naval or person of equivalent rank, someone who
combat, states and empires have not fully caught up volunteered or chose this profession and who will
to the changing nature of combat. This is precisely begin their on-screen life motivated (despite their own
where Battlegroup sits: in the conflict between old fears or misgivings) to participate in the battles
strategies and new technologies; the struggle depicted here. They know that their work is dangerous
between established doctrine and tactical but see it as necessary. Whether they throw this
adaptability; and the clash between the experience of perspective aside or cling to it as their career
line officers, pilots, and crew against the demands of progresses will only be discovered through play.
rear-echelon brass.

Section 1 // Characters
[18]
CHARACTERS
1
Characters in Battlegroup are under threat in a way
that characters in Lancer are not: pilots in their mechs CREATING A COMMANDER
are fearsome, singular warriors, with many tools and There are two steps in creating your commander:
strategies to ensure they can survive extended, costly assigning traits and choosing a background. The
fights. By contrast, even the most decorated officer following section explains the process. It discusses
aboard a battleship can be killed in a single shot and a traits, provides examples of the backgrounds you
sudden death is never far away. While your group may might use to define your character, and points toward
decide to adopt a less lethal narrative approach – further questions you might want to consider when
perhaps by allowing important characters to make it to roleplaying these far-flung cosmonauts.
escape pods in time – the Kill Table on page 53
illustrates just how dangerous naval combat is. Be TRAITS
aware of this if you intend to import your Lancer Unlike in many RPGs, creating a commander in
characters into Battlegroup and be sure that the other Battlegroup doesn’t involve assigning stats or skills.
players are okay with this danger. Their personal strength or perceptiveness is of limited
importance given the scope and scale of the action
In addition to the knowledge of their sudden and evident taking place. Commanders are defined more by traits
mortality, your character must also deal with time. stemming from their background, personality,
Except for instantaneous transit through blinkspace, characteristics, flaws, and foibles. When you create a
space travel occurs at varying degrees of relativity, commander, choose three traits that define them – two
across shifting horizons, with multiple observers and positive traits and one negative trait that complicates,
local experiences of time. This results in an unfortunate disadvantages, or influences them in some way.
but unavoidable consequence of interstellar travel: time
dilation. From the perspective of those left behind, What sorts of traits might you choose to create your
someone traveling through space at a rate approaching commander? Maybe they’re a brilliant tactician with a
lightspeed begins to slip forward in time. keen eye, but who is arrogant to a fault. Or perhaps
they’re steadfast and courageous in their drive to
This means that someone traveling through space – protect humanity, but reckless in their actions, often
whether awake and on duty or held in stasis – will endangering their battlegroup as a result. Traits can
drop further and further out of sync with the “normal” be physical or mental qualities, particular aptitudes,
progression of time on their homeworld. Should they something they’re especially known for, and other
ever return, they will have only experienced a fraction similar aspects of that nature. Whoever your
of the time lived by everyone else back home. For character is, make sure they have something that
some on shorter deployments or those having to defines them. It doesn’t have to be something big or
travel shorter distances, the effect could be negligible grand, just something that humanizes them. Heroes
– a trip to the edge of local space might mean only a are more compelling if they’re human.
matter of minutes or hours – while a journey to
distant stars might result in a difference of decades. Example positive traits: bold, brilliant, calculating,
courageous, daring, disciplined, empathetic,
These are the realities facing characters in forceful, honorable, idealistic, inspiring, iron will,
Battlegroup: In combat, they face sudden death keen eye, levelheaded, scholarly, steadfast, thick-
aboard their ships. In peacetime and transit, they face skinned, unorthodox, unrelenting, well-traveled.
something amounting to a social or temporal death, as
the friends and family they leave behind may die of old Example negative traits: aloof, arrogant, blunt-
age by the time they return. These immutable facts spoken, callous, disciplinary record, demanding,
haunt travelers through the stars, either as tragedy, as frail, guilty conscience, hidebound, impatient,
a harsh truths, or as blessed relief. infamous, obsessive, overzealous, prideful,
reckless, ruthless, self-centered, stubborn, quick-
tempered, uncoordinated.

As a central character in the story, your commander


will have moments when their history, training, and
personality shine through. These moments are called
uptime checks. You’ll make uptime checks during
narrative play and when you’re attempting specific
uptime actions. When one or more of your
character’s positive traits are relevant to an uptime
check, you get +1 ACCURACY for each relevant trait
you call upon. Once a positive trait has been called

Section 1 // Characters
[19]
on in this fashion, mark it off. Traits that have been NAVAL FAMILY
marked off remain part of your commander, but can’t Born into tradition, you are the child of a family with
be used again until they’re regained. a long history of naval service. Your parents may
both have been or are currently in the same (or
You regain the use of all marked-off traits when one different!) naval force as yourself, as were their
of your commander’s negative traits comes into play. parents, and their parents, and so on down the line.
There are two ways this can happen: From when you were a child, you knew you would
one day pin the silver bars of an officer on your
• you make an uptime check that is influenced solely collar, and step to the stars...
by your negative trait, receiving +1 DIFFICULTY for
the roll; or This background can be taken along with any other
• the GM brings your negative trait into play in a way background.
that complicates matters for your character.

If the GM introduces a complication, work together to UNION NAVY


discuss and flesh out what form it might take. It should The workhorse departments of Union’s armed forces
always be something that drives the story forward even and logistics projection, the Union Naval Corps
as it makes things more difficult for you. Additionally, if manages the single largest school and training
the GM determines that sufficient time has passed, they program for sailors and officers in the galaxy. From
can declare that everyone regains their positive traits. its core campuses in Cradle to its most distant
satellite facilities in the Dawnline Shore, the Union
Traits are almost always used in narrative play and Naval Corps can turn even the most downwell
uptime. Unless otherwise specified, they never apply ground-pounder into a competent cosmonaut. You
in combat. Traits are usually fairly open-ended, are one shining example of this institution. A
allowing you to apply them in creative ways. That volunteer from a Core world or Diasporan world
said, the GM is responsible for arbitrating outlandish known to Union, you joined the navy and have
claims: be prepared to justify how your commander’s trained for years, reorienting from a woefully two-
aggressive personality helps them gather vital dimensional perspective to the z-ax view that
intelligence, for example. separates naval personnel from the soldiers they
transport. Your world may be where you were born,
Through the course of a character’s story, events but the stars are your home; under Union’s banner,
may occur that leave a lasting impression on them you head out to make the galaxy safe and whole.
and change who they are as a person. During the
narrative play between engagements, you may Graduates of the Union Naval Corps (UNC) include
choose one of your character’s traits and change it to regulars and auxiliaries, all of whom are well aware
another. This can’t be used to change one type of and generally in favor of Union’s mission. UNC
trait (positive or negative) to another, and changing a graduates typically go on to serve for five years
trait that was marked off doesn’t regain the use of it. (subjective time) before being given the option to
either rotate into a reserve unit local to their
homeworld or extend their service in their branch.
BACKGROUNDS All naval personnel, whether auxiliary or regular,
Below are example backgrounds you can take for your undertake a basic course of training at the most
character. Backgrounds are short summaries of who proximal UNC campus to them. Most train for a year
your character used to be and how they’ve come to or two depending on their specialization and need.
be where they are now. Backgrounds have no
mechanical effect, and are solely for contextualizing The UNC is a massive organization that draws its
your commander’s backstory. These backgrounds personnel from nearly every world known to Union, Core
aren’t the only possibilities in a universe as vast and and Diasporan both. Most cosmonauts and officers
diverse as that of Battlegroup, and you can always serve for a period of about ten years – five active and
create your own should you wish. By default, five on reserve – though many decide to join up for life.
characters have one background of their choice. As a pilot, cosmonaut, or officer in the UNC, you may
be a lifer or someone on a limited tour. In your time on
As a group, you may decide to choose an additional the ‘lists, you’ve met people from every type of world,
shared or similar background to represent a particular of every culture, and of every background.
common history in addition to choosing a personal
history for each of your commanders. For example,
all of your characters might be promising graduates
of a particular naval academy.

Section 1 // Characters
[20]
CHARACTERS
1
Union Navy Background Notes Roll 1d6
1 Your life was comfortable; the opposite of everything you heard about the Diaspora. Out there,
billions were doomed to live from birth under the boots of kings or damned to suffer at the altar of
the market. Life in the Diaspora left behind by the Second Committee was not meant for living.
Instead, it was structured to squeeze wealth from the many and funnel it to a powerful, greedy few.
Your whole life you believed that needed to change, and your heart ached for the people of the
Diaspora – your brothers and sisters but for time and distance. When you were of age, you talked
with your family and told them of your decision. They wept, some sad, all proud, and gave you their
blessing. You would join the navy, you would train as an officer and be posted to a ship, and then you
would say goodbye to your family and your loves, your home and your world, and head out to the
stars. The galaxy needed your action more than your sympathy. How long has it been (realtime) since
you left your Metropolitan world? Have you seen combat, watching your ideals crash into reality? Have you
killed, or just ordered others to fire? Do you ever want to return home, and if so, how long until you can?
Who did you leave behind?

2 Your education in the ways of life outside the Core was clarifying. Though you grew up in comfort,
you recognized early on that it was a comfort that not everyone in the galaxy enjoyed. After a tour in
the Liberators – following in the footsteps of your parents – you transferred to logistics, and from
there to orbital/interstellar support. Now on the CIC of your frigate, you have at your command some
of the hardest power Union can bring to bear: ownership of the stars, and a mandate to right the
most terrible wrongs. What was the clarifying experience that sent you to enlist in the Liberators? As a
ground-pounder, did you ever see combat before your transfer? Has your faith in Union’s mission ever been
shaken? What do you bring to naval combat that you learned on the ground?

3 Once an enlisted crew, you rose from the pack to become a commissioned officer in the Union Navy.
You’ve been on multiple interstellar cruises and seen combat once or twice. You know your ship from
stem to stern. Now, in command for the first time, you’ll have to learn not only your crew, but the other
ships under your command. How has it gone so far? Have you endeared yourself to the other ships as you
have your crew? Among the other captains, is there one with whom you are particularly close with? If things
get desperate, will you sacrifice other ships to preserve your own?

4 When Union liberated your world, you resolved to return a debt you felt you owed. For every friend
lost before the red banner flew above the capitol, for every child who toiled in misery, for every
comrade whose backs could never stand straight, you decided to take the black and enlist. Ending
centuries of injustice against your own people was only the start: the galaxy roiled with cruel tyrants
who immiserated their people for want of gold. Though it may never end, your struggle is that of the
oppressed everywhere. Union’s flag flies above your world now, but this is just the beginning. One
day, the galaxy will be free. How long has it been since you left your home, and do you ever receive
communications from your family there? Are there any others from your world in your unit? Have you
engaged the enemy yet, or are you just out of training? When will you return, or is your fight not a
deployment but a crusade?

5 Your name carries weight in the navy – much to your chagrin. Your ancestors were some of the last
holdouts of the Second Committee, naval personnel who defected or mutinied and steered their ships
to bolster Harrison Armory’s Cradle reclamation force. Interdicted and destroyed by the Karrakin fleets
in the First Interest War, they never did strike Cradle, though the role they played was enough to earn
your name a black mark. Now, you work to repair that reputation. How does this desire manifest in your
actions? Are you repentant or rash? Do you wear your name on your sleeve or do you suppress your identity?
How do others receive you, and has this history gotten in the way of your progress in the navy?

6 Joining the UNC was only ever meant to be a rung on the political ladder – a way to ingratiate
yourself to the system that could make you powerful. Union, you learned, spanned more than just
your world, but thousands of worlds. This was a kingdom larger than a single mind could
comprehend, but not so large that a single mind couldn’t covet it. And so you joined, you trained,
you pledged, you served. But then, over time, you found that your priorities had… changed. How?

Section 1 // Characters
[21]
KARRAKIN NAVAL ACADEMY
As a child or young adult, you gained admittance to the famed Karrakin Naval Academy, matriculating to one of
the campuses across the core of Baronic space, the Baronic Concern. The Karrakin Academy system was
founded in the wake of the Baronies’ terrible twin defeats at the hands of Union and Harrison Armory. Since then,
the Karrakins have gone on to adopt, hone, and expand upon the strategies that once left them defeated and
exposed. They have redefined the modern doctrines of space combat, producing some of the finest officers and
crew in the known galaxy – you included. Each world of the Concern has a campus of the Academy with its own
traditions, colors, and specific histories; the campus on Karrakis itself is generally considered the flagship school
and is often referred to specifically as the Royal Academy. Graduates of the KNA tend to be Baronic, with roughly
a sixty-forty split leaning ignoble (included in this ignoble category are students sent to the Academy on
diplomatic exchange with the Union Navy).

Now graduated and posted to your command, your words carry weight: regardless of which specific campus you
studied at, you’re from “The Academy. You are likely younger than the officers you serve with who didn’t attend.
The simple bronze globe-and-crown pinned to your lapel sets you apart, marking you as a graduate of the
Academy system for good or for ill. Graduates may further personalize their pins to indicate which campus they
graduated from, whether they graduated with distinction, and – one of the highest honors – if they won the Inter-
Academy Wargame, a ceremonial final test that pits the best officers from each campus against each other to
determine who is the greatest commander of that year’s graduating class.

Alongside your background note, answer the following: How did your school fare in the Wargame? Were you a
part of it, or did you watch from the observation decks?

Karrakin Background Notes Roll 1d6


1 The child of an ignoble family, your admittance to the KNA by lottery was celebrated by the whole village.
You were not the first in your village to win the lottery, but you were the first to win in many decades.
Overnight, you became the pride and the hope of your village. You left determined to make them proud –
have you done so? Did you ever return to your parents, your siblings and cousins? How high have you
climbed since you left your little village – or have you fallen?
2 The hard part wasn’t getting accepted to the KNA, since its noncom school takes any ignoble that can
pass a background check and marks the “enlist” box on the intake form. The hard part wasn’t even
proving yourself on your quals and being promoted to the far more exclusive and demanding officer
course. The hard part was getting off Sanjak with a clean ID. The hard part was passing on every shred of
information you could to your handlers without getting caught. What are you after, and how deep is your
cover willing to go? Now that you’ve graduated and been posted to a ship, what are you waiting for? What are
you seeking in your work to aid Free Sanjak, and how do you balance that mission with your cover story?
3 Always a hard worker, you were promoted from the enlisted course at your local KNA outpost to the main
campus on your homeworld. There, in mixed noble and ignoble company for the first time, you found the
experience difficult and exciting. When the walls of social class crack even a little bit, it’s like seeing light for
the first time after a life of darkness. Who are the friends you’ve made at the KNA, regardless of class or nationality?
Have you encountered them while deployed? Despite your rank in the navy, outside of it (and when dealing with
house companies) you are still seen as ignoble – how does this sit with you? How have you been changed by the
integrated force structure of the navy?
4 The heir to a baron, you shocked the family by eloping with an endowment to join the navy and be schooled in
the KNA. Your family may have disowned you, publicly shamed you in an attempt to get you to drop out and
come home, cut off your allowance, or sent assassins and hired mercenaries to come and forcibly take you back –
have they? How have you resisted the pull to head home, and why? What is it that draws you to the naval life?
5 A noble child far from your house’s throne, your dream to attend the KNA was never in doubt; the only
question was how high you would climb. Maybe you could have made it into the Academy based on your
own merits, but you’ll never know: your parents’ healthy donation to the local campus will always be a
chip on your shoulder. How do you carry that chip now that you’re deployed? Does it make you hesitant
when you should be decisive, or is it not a big deal at all – just the way that it works in the Concern? How
does being a noble in an integrated fighting force sit with you?
6 The flight to Karrakis was uneventful – most of it was spent in stasis anyways – and only added a year and
change to your temporal slip by the time it was done. A Metropolitan from a capital world of Union’s Galactic
Core, your time on Karrakis confirmed some things you feared and surprised you in many other ways. How
was it to train alongside both Baronic scions and Karrakin ignobles? Did you make friends, or were you a loner?
Do you choose to wear the Bronze, or have you hidden it (placed it in storage, or thrown it away)?

Section 1 // Characters
[22]
CHARACTERS
1
ORBITAL DEFENSE FORCE
Your world asked, and you answered: for years you have served in the orbital defense force of your state, arcing high
above the land you call home in small shuttles and modest subline ships, spending years aboard orbital cannons
and missile batteries. You have always known that the purpose of your work is to defend the world below from
threats above. Now, posted to an interstellar ship, you keep that feeling close – that place might be farther away, but
it is always there, just below your heart, your home to defend.

Veterans of orbital defense forces (ODF) run the gamut in training, experience, and competency; they can be
graduates of a premier naval college or locally trained cosmonauts.

Your character fought (or currently fights) in their homeworld’s (or home station’s) orbital defense force. They are
likely well versed in the operation of ships, as even officers in ODF units are called to square away their vessels
before, during, and after flights.

ODF Backgrounds Roll 1d6


1 During battle against orbital pirates (or during a training mishap) your ODF vessel was split open above
your world. Many of your comrades died either instantly or in the moments that followed as you were
scattered out across the high-orbit sky. You were rescued; what did you see of your world as you flew?
Why did you reenlist? Who did you lose during that engagement, and who saved you?
2 Your world’s ODF is quite active, though not against conventional targets: for the past decade, the planet
has been repeatedly bombarded by the potentially catastrophic remnants of a one-in-a-million-years comet
that passed far too close. Now, on-world scientists have confirmed that your homeworld will likely be under
threat of collision for a century at least. The ODF, once a sleepy post for high-flyers, has been forced to
shape up into ready and agile pilots and gunners: their task – yours, once – is to shoot down or deflect any
projectiles large enough to threaten your home with death. How long were you posted to “sky shield” duty?
Did you ever slip up and let a rock through? What took you from ODF Sky Shield to where you are now?
3 Your world received its first orbital defense vessels, training, and initial officer corps through its
interactions with Union. You were one of the first of your world to crew these ships, possibly among the first
people to have left your world and seen it from above; how did you get from your ODF to where you are now?
4 You loved to fly. You grew up working the pads at your world’s uplift station, doing every job that
needed doing. You hauled luggage from arriving travelers, loaded fuel cores onto outbound shuttles,
sprayed down antifreeze on dimpled booster tanks, even flew as a porter on orbital cruises. Joining the
ODF when you were of age was a no-brainer; how high did you want to fly? Did you join to leave your
world, or serve it? What of the family you left behind?
5 You remember the fear, and how heavy the dread sat in your belly as you burned for the firing line. You
were a gunner aboard one of your world’s few ODF capital ships – an old vessel but serviced well and
plenty spaceworthy – that saw action during the last years of the last war that gripped your world. You
fired your ship’s main gun, scoring a killing blow on the enemy’s flagship, effectively ending the war to
resist unification. How do people receive you back home? Are you a celebrated hero? Anonymous? Or
was your action unnecessary? Why did you choose to take to the stars once more?
6 Your world developed its own ODF, stringing up its own geosynchronous orbital platforms and
developing its own training system. Did it help when the invaders came?

Section 1 // Characters
[23]
PURVIEW INTERSTELLAR COLLEGE
Fresh faces from an equally fresh institution, the first cadet corps out of the Purview Interstellar College have much to
prove – you included. Despite a history of iconoclastic, daring naval exploits, the naval forces of Harrison Armory
never had a formal educational pipeline for naval officers: previously, enlisted crew and officers trained together, with
commissions granted through purchase or promotion. Now, the Purview Interstellar College has been established to
formally inaugurate the foundations of an Armory combat doctrine, to set Armory’s officer corps apart from what high
command sees to be rival schools in Union and the Baronies.

In line with many of the Armory’s other state-managed institutions, campuses of the Purview Interstellar College
(PIC) are startlingly cosmopolitan – for the Armory – with healthy representation from both Purview citizens and
students from the colonies. Like legion service, the Interstellar College is a popular choice for young people from the
colonies: graduation and service grants citizenship in the Armory. As the Armory’s frontier is contested and space is
far more unforgiving than atmospheric environments, the bar for admittance to the PIC is high; one cannot simply
purchase their spot – they mustfirst prove a certain level of aptitude.

The Armory’s formalized fleet doctrines are new compared to those of Union and the Baronies, and the frontier
is active: unlike some legion posts, commissions in the Armory’s naval branch are all but guaranteed to see
action. To prepare for this, cadets undergo a mix of campus-based learning on Ras Shamra and at least one
rotation to the front prior to graduation.

THE HONEST TRUTH


Whatever your past life, you were born again in space, graduating from IPS-N’s officer training school, the
Honest Truth.

The Honest Truth is a massive, multitoroid station that orbits Argo Navis once every three Cradle-standard years. A
cohort of IPS-N’s officers are said to be “born” after one revolution – the time it takes for most candidates to
complete their training. The Honest Truth began, like most IPS-N facilities, as a merchant-cosmonaut training school
meant to better acquaint and equip the corpro’s pilots with the necessary skills for navigating the stars and moving
three-dimensionally through space. With the advent of space piracy and IPS-N’s subsequent upscaling and
consolidation of the interstellar freight and transportation sectors, the Honest Truth was expanded into one of the
largest orbital stations in the galaxy in order to train and equip sufficient personnel.

Now, with a permanent population in the millions and students hailing from around the galaxy, the Honest Truth
is a buzzing hive of activity. Civilian students, naval cadets, and security trainees learn side by side the rigors of
null-atmosphere maintenance, zero-gee movement, high-gee movement, and z-ax combat – every piece of
knowledge necessary to crew, pilot, and command ships in space.

With everything from lectures on Cosmopolitan culture and atemporal existence through to courses in naval
history, a sling-grav racing league, and ensign postings with Northstar’s GALCOMM Corps, the Honest Truth
produces some of the finest all-round cosmonauts in the galaxy, whether civilian or military. Graduates from the
Honest Truth tend to be steadfast, dependable crewmembers and levelheaded officers, with little time for the
pageantry of the Karrakin Naval Academy or the nationalistic fervor of the PIC. Many go on to serve as pilots in
respected private security firms, in vital, long-haul freight companies, and aboard line ships in the Union Navy.
Most, though, decide to keep close to home, joining up with IPS-N’s Trunk Security or Northstar GALCOMM.

Section 1 // Characters
[24]
CHARACTERS
1
Purview Background Notes Roll 1d6
1 The wealth of the Purview was never free. Whether taken from her colonies or squeezed from her citizens,
the gold that built Ras Shamra has always, always been squeezed from blood. Yours, in this case. Born on
Ras Shamra or one of the Armory’s other core Purview worlds, you and your family have always been
behind. Behind either in the socials – the Armory’s social credit system – or in debt, life was never quite
comfortable in the heart of the empire. For someone in your position, studying at the PIC simply made
social and financial sense: socially, the prestige upgrades were appealing; financially… well, it’s hard to
argue with a debt-wipe when you’re in so deep. How deep are you in? How long will you have to serve to wipe
your debt? Who is threatened as collateral if you skip your service or fail to meet the Armory’s rigorous standards?
2 The Purview must be expanded, and it will take brave youths like yourself to expand it. Hailing from
deep in the Purview, you and your comrades are descended from some of the first settlers on Ras
Shamra – you bleed Armory aubergine and have never known life outside of the Purview. Trained in the
PIC, you are now posted to a ship – are you eager for combat? What do you know of Union and the
Baronies? How far have you traveled within the Purview? What do you hope to gain from naval service:
Adventure? Titles? Land? Glory?
3 Your commission assigned and your docket assured, you headed off to the PIC with the rest of your
friends. College was a grand time – the sport, the people, the air of the place – and your early years in the
navy were much the same. Your first command now awaits, and there is talk of war in the Dawnline. Your
chums make up the bulk of the officer corps in this fleet, and now you’re back together it feels like college
all over again. You’re invincible, assured, and headed for glory. But do you really believe this to be true?
Do you have bad blood with anyone from the old college gang? Is there someone among them for whom you care
deeply? You’ve been in the navy for a while now, but have you seen combat, or will this be your first taste?
4 The Armory liberated your world decades ago, building your towns and villages into glittering modern cities.
Your grandparents may have labored under a tyrant, and your parents in the fire of war, but you have grown
up in what feels like a golden age. As part of the first generation to enjoy the fruits of the Armory’s efforts,
your parents and grandparents pushed you to give back: serve in the navy, see the liberators’ homeworld,
and send your pay home – such is the road to prosperity, and if it means wearing their flag and learning their
language, then so be it. You will climb as high as you can, prove your peoples’ worth in the Purview, and
never again knuckle under the crown of a tyrant. How far have you traveled from your homeworld to the PIC?
What of the time-slip between your parents, friends, and family back home – how many years have you fallen behind?
Are there others from your world in your class or on your ship? What was the development level of your world? Did
you know of Union, or learn of it after enlisting? Do you plan to return home, or are you committed to the naval life?
5 After your home was attacked by the Barons and defended by the Armory, your world’s government
formally recognized the Armory as an ally and integrated their armed forces with those of their
defenders. Though you initially enlisted in your world’s ODF, you quickly found yourself seconded to
the Armory’s naval forces. Now, you fight for the Armory – how do you feel about this? Did you
volunteer to extend your service, or are you still compelled to finish your current tour before
decommissioning? Do you consider the Armory an ally or just another distant power? Did you lose anyone to
the Baronies, or has your family made it through unscathed?
6 Father made sure your accounts were squared and debts paid before you purchased your
commission: lieutenant, junior grade, with an easy route to senior status if you proved a quick study at
the PIC. With a suite rented in the famous Terminus House and your staff set up next door, your time at
college was rather invigorating. Networking, sports, tactics, and strategy – you exceeded in them all,
well aware that you would employ this practical knowledge in your eventual billet. Those who perform
admirably at the PIC are sure to rise not just in the navy’s ranks, but those of society. Are you excited
for combat? Did you remain aloof through college, or did you make any friends? Did Father really square your
debts before school? Which is more important to you – the Armory, or your rank within it?

Section 1 // Characters
[25]
Honest Truth Background Notes Roll 1d6
1 The Honest Truth is many things: A trade school. A talent pool for freighters and private security
companies. A certificate program for crew from orbital and interstellar private escort outfits. For you,
it was the way offworld. On your home, there was nothing but dead ends. You could toil in the
factories or in the offices (or go build a factory or an office), but none of that was for you. You wanted
the stars, and IPS-N offered them to you. The Honest Truth was the culmination of that promise and
more. Your education there earned you a posting – do you ever want to go home? The Honest Truth
collects all types – did you make friends or enemies with someone who you’ll face on the opposite side? Was
your time in the Honest Truth above board, or did you mix it up with the spacers on the metro decks? Do you
have debts left to repay, or debts to collect?
2 You were born on the Honest Truth – a spacer through and through. The downwell life has never
appealed to you, and from the time you learned to navigate null-gee you’ve dreamed about crossing
the stars. Space – all of its depth and breadth – holds far more wonder and promise than any one
world. A tour in the navy will get you the pay and certifications you need – do you plan to stay for long?
Will you return to the Honest Truth? Did anyone from your block or deck wind up going to the Truth’s flight
school? Before your enlistment, did you work private? When you finally muster out, where will you go?
3 Your downwell life was a rough one. Raised in the Diaspora, you scrapped and worked for what was yours.
At fifteen you enlisted in a private mercenary company that hired anyone and everyone who wanted a
ticket offworld – all you needed to know how to do was sign your name and state that you were of age. You
hit the stars soon after, slinging short-pattern guns as a marine in your PMC’s naval security ops. In time,
you led your section and started to look for more: the Honest Truth was more. You earned yourself an
officer commission, but what happened to your old PMC? In your “old” life, did you make any friends? Did you
lose any? Did any come with you to the Honest Truth? Does anything from your old life haunt you?

4 You were born on the Honest Truth – a spacer through and through, though your life was a
comfortable one compared to most who call the metrodecks home. Raised in one of the nicer spin-
grav sections, your parents were IPS-N officers, assigned to the Honest Truth from fair Carina herself.
They always told you of the gentle world – her archipelagos and warm, still seas; the white sand
beaches and the skiffs that pole between islands; their home back on that sapphire sphere – and since
you could fly and bound you’ve always wanted to go. Only, life and your calling have got in the way.
Have your parents passed on, or have they retired to Carina? Do you see a route to the world, or are you
afraid it will always be a dream? As the child of well-positioned executive officers, did you engage at all with
people from the metrodecks? Was your education private, or did your parents send you to one of the Honest
Truth’s metrodeck public education centers? IPS-N’s executive dynasty programs, while largely bloodless, are
deeply competitive – do you have any rivals?
5 From Argo Navis straight to Trunk Security, you were born in the Company and will die for the Company
– and you wouldn’t have it any other way. Union was built by IPS-N, and you mean to continue the
tradition. Were you posted to the Honest Truth or born there? Has your loyalty or belief in the Company ever
been tested? Do you have a grand design in mind, or are you happy to serve? As a Company Person through
and through, what is your view of Union and its project? Do you see yourself as part of it, or apart from it?
6 The Honest Truth taught you how to be more than just a cosmonaut on a long-haul freighter. In its
curved gravity halls and metrodecks you learned to walk, talk, and bound like a spacer. In its vac-
spheres and 1:1 simulation chambers, you learned to fly like you were born in the void. When your
charter company asked you back, you refused – your lot was not hauling ice and chunks of rawmat, but
to follow a new dream: flying under your own banner. Will your old company send people after you? What of
your old crew – any entanglements there? What dream do you hold most dear – stability, or exploration?

Section 1 // Characters
[26]
CHARACTERS
1
SENIOR PETREL COSMOPOLITAN SECURITY CLUSTER
You are a member of an aged, interstellar order with Time. This is what you’ve learned of naval
roots dating back to Union’s First Committee. Lauded service: it’s all time. Distance is useless unless
as selfless heroes or chastised as irresponsible glory- you measure it in the hours, days, weeks,
hunters, deputized by Union or hunted as enemies of months, years, decades – centuries , even –
the hegemony, the Albatross have played many roles in you’ll spend ferrying between ports of call. This
the long and storied history of their organization. You is terrifying to some. To you, it’s just life. You’re
step into your command during an age of mounting an officer in a Cosmopolitan security cluster, a
strife. The call for help will echo across the stars – time-aligned security force in charge of
hunted or cheered, you and your cohort will answer. defending other Cosmopolitans while in transit, a
friendly face who knows the language, culture,
In contrast to the other officer corps depicted here, and conventions of the era – the “cluster” - you
those of the Albatross operate under a far more informal serve.
system of command. Their ranks are limited – Senior
Wing, Honored Wing, Loyal Wing, Wing, Senior Petrel, Like those who come up through planetary
and Petrel – and particular distinctions in command and defense forces and the Albatross’ makteba
seniority beyond those of rank are determined by close- system, many Cosmopolitans undergo a
knit, contextual social obligations and community combination of formal and informal training in z-
agreement. Some Senior Wings may be younger than axis navigation and null-grav maneuvering.
the Wings or Petrels they command – a quirk made Indeed, most Cosmopolitan children are
possible through the complexities of time dilation and schooled from a young age in all aspects of
the Albatross’s preference for skill over age. In a culture interstellar life, from donning and doffing
and organization exposed to and familiar with the hardsuits, to starship maintenance, to nearlight
brutality of time, communal decision-making, shared calculations, and orbital dynamics. Theirs is a life
histories, and record keeping take precedence. One removed from the “normal” time of the rest of
aspect of this shared history is that of the Petrel, the the galaxy, lonely to some but rich in parallel
role in which all Albatross begin their service. histories, stories, and legends – Cosmopolitans
know the void of space, the worlds that dot the
Each Albatross makteba trains its Petrels differently, stars, and the families that trek across time.
following centuries of local doctrine coupled with shared
records from the Albatross’s long history of interstellar travel Though they may seem mysterious or
and all-theater combat. Petrels – cadets – train in tight-knit anachronistic to Diasporans and Metropolitans,
groups of no more than a dozen, organized under their Cosmopolitans occasionally decide to apply
senior Loyal Wing and a retinue of advisers. The Petrel’s their considerable skills and comfort with
course is set from the moment they don their cadet garb: a interstellar travel and spatial navigation to the
shorn head, simple clothing, and unadorned hardsuits mark navies and security forces of non-Cosmopolitan
one as a Petrel, a squire destined to be a Wing once their states and entities. As humans who live in
training is complete. These Petrels learn together how to “normal time” make a great sacrifice in stepping
crew Albatross assault carriers, light cruisers, light and out of sync with their families, so too do
heavy strike-ships, and other vessels. The bravest – though Cosmopolitan crew and officers – only in the
also the most likely to die in service – are schooled in the opposite direction. As they age in “normal” time,
maintenance and support of their Loyal Wing’s mechanized their families – should they ever encounter them
chassis, learning with the goal to one day pilot their own. again – never seem to have aged beyond the
time that they left them. This is a comfort to
Albatross Petrels tend to be young, ranging from early some, and a great tragedy to others.
teens to early twenties, though older Petrels are not
uncommon, as anyone joining the order must begin at Cosmopolitans often need to translate their
this rank. Petrel crew and officers do not have formal “realtime” age to their subjective age, but few
ranks like conventional stellar navies – instead, they who step from their families young have reasons
lean on deeply ingrained systems of cultural seniority other than tragedy. Most desynced
and camaraderie, in which command roles not occupied Cosmopolitans would place themselves in
by Loyal Wings are designated to the most qualified middle age – often old for their ranks, but with
Petrel for the job. As a general rule, only Petrels near the tremendously valuable experience and
end of their training – around their early twenties – ever competency.
serve on the line. These Senior Petrels command
subline ships, act as executive officers for Loyal or
Honored Wings in command of capital ships, or fly
spearships of their own in support of mounted Wings.

Section 1 // Characters
[27]
Petrel Background Notes Roll 1d6
1 You trained with your Loyal Wing until they were killed in combat. Nearly ready yourself, you took up
their command and successfully completed a desperate objective. This was proof enough for your
Honored Wings back home – they promoted you then, and you have served with distinction ever since.
Who was your Wing, and what does their family (and your fellow Petrels) think of you? Do you serve in the
shadow of your Wing, or on their shoulders? Who killed your Wing, and do you seek to avenge them?
2 After a terrible injury and many years of recovery, your Loyal Wing lent their skills to the Albatross’s
theater command. When offered the chance to learn under a more combat-focused Wing, you alone
among your fellow Petrels declined. Your education has been cerebral, focused on the logistics and
big-picture strategy of how an Albatross makteba actually works when deployed. When your Loyal
Wing passed, they passed their responsibilities on to you. What happened to the other Petrels you once
served with? What did you learn of the galaxy, watching it from a bird’s eye view? What secrets of the
Albatross do you know? What do you feel about Union, the Baronies, and the Armory after watching them
from afar? Have you negotiated with IPS-N, your nominal backers, and what do you think of them?

3 You fought many years as a Petrel, earning your rank as Wing through courage, loyalty, and sacrifice.
Now you have your own clutch of young Petrels to guide, and it is with pride and comradely love that
you seek to teach them to be strong, swift, and brave. Who are your Petrels? What are their hopes,
dreams, loves, and worries? How do you teach them, and how do your fellow Wings see you as a teacher?
Have you lost any of your Petrels in combat?
4 As a child you displayed a proclivity for three-dimensional navigation, besting children many years
your senior in spheregames. You were fast-tracked for a command position, learning advanced
techniques for space combat and Albatross naval doctrines alongside Petrels and Wings. Your
brilliance was never in question – only the heights to which you would rise. Did you live up to this
potential? Did you make any rivals along the way? You likely have a clutch of Petrels that you train – how does
that responsibility sit with you?
5 The Albatross rescued you from a stranded space ship left in a desperate state by pirates, privateers,
or a hostile navy. With your family dead, you were raised in the makteba as one of the Albatross. You
chose the route of the Petrel, serving under the tutelage and command of a Wing until it was your time
to step into that same rank. What of your family’s killers – will you track them down and get your revenge, or
has it been so long that you’ve forgotten (or otherwise moved on)? Is your Wing still alive, or have they
perished? Who were the other Petrels in your clutch, and how did you get along with them? Who became
your family among the Albatross? How did you heal, or have you never healed from that horrible day?

6 Once, you served Union as a Liberator. In Union’s stiff, formal structures, you found yourself lost; the
Department of Justice moved too slow for you, arrived too late. You still did your job, as it was in the
service of the Three Pillars, but you saw too many worlds ruined by the echoes of the Second
Committee and the tender approach of the Third. You quit. You wandered. You plummeted lower than
you thought possible, but down there you found the Albatross. Now you’re a Wing, and you have a
galaxy to save. How low did you go? Who do you know back at the DoJ, and are you on good terms or bad?
Who was your Wing when you were a Petrel, and why did they advocate (or not!) for you to be allowed in?
Does anyone push back on your desire to take the action to (who you define as) the bad guys?

Section 1 // Characters
[28]
CHARACTERS
1
Cosmopolitan Security Cluster Background Notes Roll 1d6
1 You were born at nearlight, aboard a goodship as it burned at the edge of realspace on its way to the
next world that would host it. You grew up among your family’s decks, learning the proper way to fly in
null-gee the way a child downwell would learn to walk. Your grace and lithe strength found you
placement as one of your goodship’s security officers, escorting traders and decklords when they
went downwell or docked up on a station. You’ve seen scraps and learned to pilot for yourself. What
drew you away from this comfortable, normal life? Does your home still fly the stars, or has a terrible fate
befallen it? Do you keep in contact with others from your goodship, or are you on your own? Your goodship
dealt in trade and travel – did you ever escort someone to a unique or dangerous location? Did you ever
encounter los Voladores, or other strange things in deep space?
2 You were taken by raiders, made Cosmopolitan by their abduction. Freed and returned home, you found your
life – your work, friends, family, even your home and familiar surroundings – gone, paved over and
transformed in the time you were gone. Relativity is cruel in this way: you expected to lose a year or so,
nothing more, and instead you lost decades. For a while you scraped out an existence on your homeworld,
but even with a small group of others who had been pulled from their time, it was lonely. You decided that
your life was up there, out among the stars – the you that was loved on this world died in space, and a new
“you” took their place. With so much lost, do you fight for others or for yourself? Do you search for the raiders or
entity that took you? Do you have any physical reminders of your home and family, or have you thrown those away (or
never had them to begin with)? Do you maintain the customs of the time that once was yours, or are you able to
adapt to the new temporality?
3 You have become Cosmopolitan by action, though you still hold your homeworld dear. You joined a
long-haul ship as crew, eager for a new start offworld, and found that time-slip was a small price to
pay to see the full scope of humanity. How long have you been flying? Why did you leave the homeworld of
which you have such fond memories? How did you come to work security, and how did you learn to fly? Did
you ever have your own ship, or is this your first posting?
4 Out from the edge of known space, you have made your way into the core and back. There is a galaxy
of wonders and terrors, and you want to see them all. Hailing from a long line of Cosmopolitans, you
don’t feel the same tension and unease as those who merely dip a toe in the time-slip. You’re a true
onanon, and your goodship time is your anchor; the onanon fellows and families you meet again and
again are your community. You may be few on the galactic scale, but as a group you’re almost eternal.
What drew you to the realtime struggle? Why fight when you had found a kind of timeless, wandering peace –
who or what threatened that, and when will you feel safe enough to stop fighting?
5 How many years has it been? You stopped paying attention to time outside of your own conical
reference some time ago. When people ask, you just tell them you’re onanon – a Cosmopolitan concept
that means outside of “normal” time, but not outside of time. Some might think you’re free. Others might
think you’re lost. You might agree with them, but either way you know this: you’re alive, and forward is
the only way to move. Who were you before you became a Cosmopolitan? What happened to the life and
world you left behind? Were you running from something? Was your time-slip an accident, or the consequence
of a necessary journey? What drives you to keep flying? Do you even remember your old home? Do you have a
desire to return there some day?

6 Death is out there, waiting for you. As long as you fly, you can run from it. Right? If you keep flying,
maybe you’ll find a time in which you can divorce the mind from its container. The question is this: how
far are you willing to go?

Section 1 // Characters
[29]
SECTION 2
ALL VESSELS
ENGAGED
STRUCTURE OF A BATTLE 33 POSTURE AND UPTIME ACTIONS 48
THE ENGAGEMENT 37 RESERVES 52
COMBAT BASICS 38 DAMAGE AND DESTRUCTION 53
THE WINDING GYRE 44 KEYWORDS AND DEFINITIONS 55
“Orientation. Orientation is going to kill you or save Battlegroup is all about the engagement. Pre-battle
your life, depending on how fast you understand it,” positioning, acceleration and deceleration, chasing
said Fleetmaster Lecuyer-Orion. He paced the down enemy fleets, navigation from one’s
lecture floor, addressing the assembled cadets. deployment zone to the battle line – all of that is
“Combat and navigation in a three-dimensional assumed to have already happened by the time the
environment is antithetical to our primate brain. We’re first dice are rolled. Battlegroup is about the
not fish; our natural impulse is to orient visually, to moments just before the unpredictability gap closes –
seek an immutable horizon and draw our orientation and the climax when it does.
from that. ‘Up’, ‘down’ – these are empirical things to
us, a species that evolved with its feet on the ground. There can be any number of reasons for two naval
In space, this primate desire to see the horizon will powers to engage in combat, a myriad of tactical and
get you killed.” strategic concerns or narrative events which have let to
this moment, but ultimately all engagements will come
Mayura Song took notes – she drew spheres, down to a deadly clash between fleets as commanders
shading them with cross-hatching. The Fleetmaster order their ships into battle against the enemy.
continued.
The enemy is out there, somewhere. Your
“As pilots and officers in command of ships, instruments place them around a hundred thousand
remember this – especially you born down a well. For kilometers distant – give or take a few hundred, as
you, there is no horizon. Do not attempt to orient by their sensor bafflers fight your own. Not yet visible on
static visual reference – ‘up’ and ‘down’ changes optics, but certainly within range. Radiation and
constantly. So, how do you orient? Which way is ‘up’, comms interceptors light up, and long-range suites
and which way is ‘down’?” Lecuyer-Orion crossed his highlight their ships in wireframe, their hulls stark,
arms and dropped his lecture voice. “Not a rhetorical unnatural crimson boxes against the starless black.
question, cadets, I’ll need an answer before we move
along.” The chase is done. The enemy is sighted. Battle is
engaged.
Song finished shading. It was an easy question –
Baronic decorum led the others to hesitation, which is
why the silence remained. She didn’t bother to raise KEY GAMEPLAY
her hand. “Fleetmaster,” Song’s voice cut the silence.
“You can orient by your gut. ‘Down’ is always paired to ASSUMPTIONS
thrust. ‘Down’ is always behind you.” Assume the following statements are true during
each engagement:
The Fleetmaster smiled. “Good. Correct, Cadet
Song, and well said. The rest of you, remember this: The field of battle is set and the enemy fleet will not
‘down’ is always behind. When you are in space, you continue to flee or maneuver away (at least to begin
only ever head one direction: up. Orient yourselves with). If you are defending, you either cannot outrun
accordingly.” the enemy ships or abandon your objective. Your
orders are clear: engage the enemy and defeat them.
The Fleetmaster continued, and Song started
sketching a new sphere. Any movement is – on balance – going to be blueshift
movement (or movement toward a target). As
players, you of course have the opportunity to
determine the best way to approach the enemy, but
overall, these movements will take you closer to the
enemy or the battle’s objective.

Movement is player-directed and relative to the


enemy: the gyre’s range bands (see p. 46) describe
not objective placement, but your battlegroup’s
relative position to the enemy.

Positioning along the X, Y, and Z axes of space is


important narratively, but the only movement that
impacts gameplay is when battlegroups move
between range bands.

Section 2 // All Vessels Engaged


[32]
STRUCTURE OF A BATTLE
STRUCTURE OF A BATTLE
“Good morning, commander,” the ship’s NHP greets
you. “I trust you slept well. Shipboard time is 0800
Cradle. I’ve taken the liberty of compiling a strategic
overview for your perusal, it’s waiting for you on your
STAGE ONE: BRIEFING
In the briefing, the GM tells the players anything and
everything that they need to know going into the
2
personal terminal. Estimated time to terminal contact is fight. This can include:
36 hours. Crew reactivation is at 43% and proceeding
on schedule, weapons systems are undergoing • enemy force strength, composition, and direction
precombat diagnostics, and I’ve had coffee sent to your • environments and obstacles
quarters. Do you need anything else?” • the presence or absence of allied forces
• any complications.
Before the actual fighting begins, one must plan.
Once they’re cycled up from stasis, commanders join The length and detail of the briefing may vary, but as
their fellow officers in legionspace or on the flight long as the parameters of the battle are clearly laid
deck to discuss their objectives in a battle that has out (for the players, not necessarily their characters!)
already begun. then it’s complete.

Going into combat, players will lead their own The GM’s overall responsibility in the briefing is to
personal battlegroups into the fray. Constructing a provide the players with some information they can
battlegroup, selecting the various ships, weapons, use when planning their fleet construction and
and upgrades which comprise it, is detailed on page strategies. The most important part of this is that you
62. This usually takes place prior to beginning a should never lie to the players. You don’t necessarily
game and embarking on a mission. have to tell them every single detail of the enemy
forces’ composition or environmental complications –
A battle is made up of five stages – briefing, forecast, holding some information close to your chest is fine
preparation, engagement, and aftermath. The first and even expected. If a player finds themselves
three stages, which happen before the fighting wanting more detailed information about upcoming
begins, are important for establishing the stakes and engagements, there are ways they can obtain it such
grounding the battle in a broader narrative context, as pre-battle uptime actions (p. 48). But the GM
as fleets rarely engage each other without a reason. shouldn’t, for example, inform the players to expect a
They are also important opportunities for the GM to heavy presence of carriers and strike craft, then
provide players with information and for players to include no carriers or strike craft whatsoever. The
prepare. It is highly recommended that you do not information provided to the players here, as detailed
skip any of these steps without consulting the rest of or vague as it might be, should always be truthful.
your group first.
Things to consider in terms of information that might
In some special circumstances – say, a surprise attack be useful include:
catches the players’ battlegroup off guard or some
esoteric weapon yanks them from cruising speed – • the number of enemy battlegroups they will be
you might skip the first three stages, jumping directly facing. Are their forces evenly matched, or are they
to Stage 4: Engagement. Even in a case like this, you’ll outnumbered?
likely want to do a little out-of-character run through • the presence or absence of a certain strategy or
the briefing, forecast, and preparation. This ensures armament, such as certain weapons, payloads, or
that everyone is on board with the situation as players wings
and can start to figure out how their characters will • whether the enemy forces are predisposed toward
respond to such a sudden engagement. combat within certain ranges, or are well-equipped
to defend against certain forms of attack
• whether the enemy fleet has any particularly
unusual units that stand out among the rest. Will
they be facing notable recurring antagonists,
experimental superweapons, or anomalous hull
configurations that have baffled their intelligence?

As part of the briefing, the GM must also inform the


players – or perhaps even work with them to define –
the success condition for the impending battle. Is

Section 2 // Structure of a Battle


[33]
their objective to utterly eliminate the enemy fleet? Or
is it to escort a VIP through a blockade? Is it to board EXAMPLE OBJECTIVES ROLL 1D20
and capture a certain number of ships or defend a 1-2 “[Enemy faction battlegroup] is inbound on a HIGH-
station from attack? To defeat a network of planetary CONFIDENCE intercept trajectory. Has not
defenses or to repel an invasion fleet? Some responded with CLEAR/OK to our hails and is
examples are presented below, and sitreps on page HOSTILE. Looks to be a stand up fight, just waiting
152-157 can be used in conjunction with these for your go.”
objectives to create more complex and detailed
engagements with various tactical objectives. 3-4 “[Allied faction ship] has issued a coalition-wide call
for assistance, and reports [enemy faction
At the end of the briefing, as long as the parameters battlegroup] bearing and blue on their coordinates.
of the mission have been clearly laid out and the win Our task is to intervene and rescue the allied ship.”
conditions of the engagement explained and agreed
upon, then you’ve established the plan before the 5-6 “FLEETCOM has pushed an immediate NL-STOP
action. Next, you’ll need to establish or agree upon order to your battlegroup: [enemy faction] in local
the stakes of the engagement in Stage 2: Forecast. bubble have diverted assets to bomb [allied ground
forces] from orbit. Reorient and proceed to break
the orbital forces.”

7-8 “Nearing SAFELAND; as predicted, [enemy faction]


BRIEFING EXAMPLES has dispatched a number of ships to attempt an
There are several possible approaches to the intercept. This was a fight you expected: now it’s
briefing. As the GM, you might simply tell the players time to square up.”
what modifiers and types of enemies you’re going to
put in play. Some groups appreciate a forthright 9-10 “VIP ship reports multiple hostile actors aboard
approach like this, but it’s also possible (and their vessel and requests aid; complicating things,
sometimes preferable) to convey this information in [enemy faction] ships have just realigned and
a more narrative fashion as well. The level of launched torpedoes, targeting your ships – It’s
information and detail provided is something to going to be a brawl over the VIP.”
discuss with your group. Some players prefer more
open information while others may enjoy a more 11- “You’ll be realigning to realspace within two light
narrative presentation that prompts them to piece 12 seconds of [Dawnline Shore world]; [enemy faction] has
together actionable intelligence from context clues. ships in orbit preparing to bombard. Remove them.”

RULES-FIRST 13- “BREAK BREAK BREAK CONTACTS <1ls


“We’re going to play the upcoming engagement 14 DISPERSE AND REALIGN – TOO MANY ON
using the Defensive Emplacements battle SCOPE – JUMP WHEN ABLE TO COBALT-ELM-
modifier. The enemy fleet commander’s flagship GREEN – ORIENT ON MY RADIAN AND PUNCH
is a Breakwater, a type of NPC carrier, with the THROUGH THIS LINE!”
Den Mother template. I’ve been wanting to try
this NPC for a while.” 15- “At 0900 hours our long-range monitoring stations
16 detected HOSTILE INTENT ACTORS on a HIGH-
NARRATIVE-FIRST CONFIDENCE intercept trajectory toward [friendly
“The Laguna shipyards represents a highly station]; multiple heavyweight contacts bearing
fortified target objective, as well as a vital link in dead on, multiple lightweight contact indicate low-
the enemy’s logistical capabilities. Recon choke k-clouds inbound. Fire interdiction and
pickets indicate that local-space anti-ship prepare to defend the station.”
defense batteries have been established on a
nearby moon, providing the shipyards with 17- “Reports of a [known enemy ship or group] have
effective support fire from all optimal approach 18 been confirmed by system-local monitoring
vectors. Avoidance isn’t an option here. You’ll stations. Proceed with caution and intent: [known
just have to weather the storm. In addition, an ship or group] is hostile, dangerous, and appears to
enemy supercarrier we’ve identified as the be moving with a specific objective in mind.”
Ardent Spirit has been tasked with providing
additional security for Laguna at this time. 19- “This will be a stand up fight: [enemy faction]’s fleet is
NAVCOMM anticipates heavy strike craft activity 20 traveling well within predicted trajectories along a known
in the AO and recommends adjusting secondary radian – engage and eliminate. Win the day, captain.”
armament loadouts accordingly.”

Section 2 // Structure of a Battle


[34]
STRUCTURE OF A BATTLE
2
If the framing of the engagement is such that the fleet
STAGE TWO: FORECAST is already en route to the target location, the GM may
The forecast is when you ask what happens if the decide that players can’t wholly change the hulls they
engagement goes well. What happens if it goes already have equipped. But the GM could just as
poorly? Before any action begins, be sure to take easily allow them to do so – perhaps this group is a
time to establish, as a group, clear consequences for division of a much larger fleet, with moving printers or
the positive, negative, or neutral outcomes of what is a nearby shipyard, or they might be able to
about to happen. What are the consequences if the rendezvous with elements from another fleet,
players fail to protect the VIP ship against the enemy allowing them to reorganize their battlegroup as they
fleet? What about if the players fail to board and see fit. Alternatively, you might opt to handle such
capture the target ship? If they can’t buy enough time changes using flashbacks, declaring them to be
for civilian ships to evacuate a world ahead of an actions taken at an earlier point and only now
enemy invasion fleet, what happens? revealed in the present.

In Battlegroup, the stakes of a single fight can be This stage is also when the players choose whether
appreciably significant – greater, even, than in to select a posture (see p. 48) or take uptime actions
Lancer. The players are up against the strength of (see p. 49-51). Postures let them determine the
states and corpros. They aren’t just a single squad of starting position of their fleet, while uptime actions
powerful mechs, but a battlegroup of ships that are unique actions that allow them to better prepare
could, if their weapons were turned toward terrible for the coming battle. The results of these actions
ends, destroy worlds. The consequences of failure can further influence the construction of their
may mount, or they may be isolated to the sector of battlegroups as well. Commanders might gather
space that they occupy, but in most cases they additional information about enemy forces or gain
should be known and agreed upon out of character bonuses for their ships.
before heading forward.

Once the players are informed on the engagement to STAGE FOUR: ENGAGEMENT
come, know what their objective is, and know what Once everyone has had a chance to prepare and is
could happen as a consequence of the battle (i.e., ready to begin the battle, it’s time for the
they know the strategic big picture), they can begin engagement. This is when the players will have their
to plan their tactical approach. battlegroups and strategies put to the test as they
make contact with enemy forces.

STAGE THREE: PREPARATION Engagement starts with the GM setting the scene
Captains confer and plan in legionspace, matching their and describing the situation as the commanders
ship’s tunings to those of their compatriots, sharing arrive at the initial staging area. Perhaps the enemy
information on hardcopy munitions, printing schedules fleet has been engaged in battle with other forces
and specifics data from their group comps. Pilots on flight prior to their arrival and the wreckage of destroyed
decks bid farewell to friends with promises of drinks and ships is slowly drifting across local space, endlessly
downtime after the fight – if they make it back – and broadcasting automatic emergency beacons on
hurry to their ships for preflight checks. repeat. The battle may take place in a unique region,
perhaps blanketed by nebulas or in the heart of an
During the preparation stage, players may, if they like, asteroid belt. Comms officers may begin picking up
make modifications to the battlegroup they’ve panicked distress calls from refugee vessels fleeing
constructed – swapping weapons, systems, and ahead of approaching forces. Whatever the situation,
ordnance – and making any relevant decisions about now is the time to man action stations and prepare
“narrative” considerations (e.g., ordering onboard for combat.
marines to certain modules of their ship, describing
the general orientation or formation of their fleet,
The details and step-by-step processes of
describing where their commander is and what
engagement are outlined in their own section
they’re doing, and so on). Players can continue
on p. 37.
adjusting their battlegroup composition throughout
this stage, up until everyone has finished preparing
and the engagement is ready to begin.

Section 2 // Structure of a Battle


[35]
STAGE FIVE: AFTERMATH
When the final ships have fled, surrendered, or been
destroyed, the battle is over. Now comes the
unenviable task all commanders must face:
assessing losses and tallying the fallen. Naval
combat is a destructive and deadly affair, and even
the winning side often emerges bloodied.

After each combat engagement, commanders have


earned a chance to rest, repair, and refit their ships
as needed. Even a single battle between fleets is a
monumental affair, and players should not be
expected to enter battle more than once without a
chance for repairs; pitting a heavily damaged fleet
against a fully stocked enemy force is likely to result
in the complete annihilation of the players’ ships.

Narratively, the time spent between engagements


can range from weeks to even months spent
undergoing repairs at a shipyard, restocking
munitions, and taking on replacement crew. Printers
– advanced matter processor/fabricator systems –
make the task of repairing and refitting even massive
capital ship hulls much easier than it might otherwise
be, but these systems can only expedite the process
so much. The logistics of ship repair is, thankfully,
something which the players can leave to others to
handle while their own characters reflect on recent
events, enjoy much needed R&R, pursue personal
goals, and prepare for their next assignment.

Although not essential, it can be helpful for players


(and their characters) to discuss the recent
engagement and think about what worked and what
didn’t. If there were any notable moments that were
fun, interesting, or exciting, this is a good time to
bring them up. Not only is this feedback useful for the
GM but its also a great way to encourage your fellow
players. If you’re going to take this step, remember to
be respectful – every session has the potential to be
someone’s first, or their first experience with a
situation, encounter, or decision. Battlegroup is a
collaborative game, not a competitive one.

Section 0 // Structure of a Battle


[36]
STRUCTURE OF A BATTLE
THE ENGAGEMENT
The engagement itself begins after all briefings and
preparations have been completed. Engagements
take place over several rounds of play, each of which
is split into a Logistics Phase, an Impact Phase, an
ORDER OF EVENTS
Players decide the order in which they act, with a
player acting first during every phase. After this
2
Action Phase, and a Boarding Phase. player has acted, the GM chooses a hostile NPC
battlegroup to act, after which players and hostile
Combat in Battlegroup gives a bird’s-eye view of battlegroups continue to alternate until everyone has
battles between fleets of powerful warships. Where acted. At this point, the next phase begins.
Lancer captures the immediacy and chaos of fast-
paced combat between elite mech pilots, Battlegroup PHASE 0: PRE-ENGAGEMENT
seeks to capture the sense of planning and Before the engagement begins, players must
inevitability that defines engagements between determine their battlegroup’s starting positions.
capital ships. Decisions are often made well in They can do this by either choosing a posture or
advance. Some weapons take multiple rounds to using uptime actions.
reach full charge or to hit their targets, building to a
destructive climax in which both sides may ultimately If the players aren’t performing uptime actions
wind up battered and bloodied. Long-spool lances for this engagement, they simply choose a
and torpedoes crash into the flanks of opposed position and posture for their battlegroup as the
frigates, kill-clouds blow through wings of fighters, fleet heads toward combat (see p. 48).
boarding actions slowly crawl up the spinal corridors
of carriers and battleships, and so on. If the players are performing uptime actions, they
can either use the Set a Posture uptime action
to choose a position or they can use Plot a
PHASES Course to perform another action and then roll

1
LOGISTICS PHASE: During this phase, players and to find out where their battlegroup drops out of
the GM count down the timers on powerful, nearlight (see p. 51).
ponderous CHARGE weapons and PAYLOAD
attacks; restock and resupply depleted systems; and
activate some special abilities.
CHARGE weapons and PAYLOADS are some of the ROUND SUMMARY
most devastating weapons used in naval 1: LOGISTICS PHASE
combat, and their use frequently decides battles
all by themselves. 2: IMPACT PHASE

2
IMPACT PHASE: During this phase, any Charge
3: ACTION PHASE
weapons and Payload attacks that have
finished counting down can finally be fired.
4: BOARDING PHASE

3
ACTION PHASE: This is where individual
battlegroups maneuver, trade blows, launch
fighters and order subline ships to perform
attack runs, and so on.

4
BOARDING PHASE: Boarding actions are resolved
in this final phase. Marines, combat subalterns,
and mechs fight their way through cramped
corridors, disrupting and disabling enemy ships in the
hopes of turning the tide of battle in their favor.

After the Boarding Phase, the round ends, and the


next round begins with the LOGISTICS PHASE.

Section 2 // Structure of a Battle


[37]
COMBAT BASICS
battlegroups on one side have acted, the remaining
SHIPS battlegroups take their turns in an order decided by
Naval combat isn’t about characters so much as it’s either the GM or the players, as relevant.
about ships, of which there are several types:
When everyone has taken a turn, the Action Phase
• CAPITAL SHIPS: Large, powerful vessels that typically ends and the next phase begins.
comprise the central core of a battlegroup.
• ESCORTS: Smaller ships performing specific support Some systems, weapons, and abilities can be used
duties. once per round, turn, or battle. In their rules, this is
• WINGS: Strike craft, including fighters, bombers, written as “1/round”, “1/turn”, and so on.
and mounted chassis.
If there’s any uncertainty about when certain actions or
Some attacks, abilities, and effects can only be used effects take place or resolve, effects caused by other
against certain ship types, as noted in their descriptions. characters always the first thing to resolve during a
character’s turn. For example, a character starts their
Ships can be either hostile or allied depending on turn in a zone created by another character that
their attitude toward you (rather than your attitude to causes them to take damage – this resolves before
them). Your battlegroup and your own ships never any other effects take place. Otherwise, characters
count as allied to themselves. can always choose the resolution order of actions or
effects that they take on their turn (for example if they
have two effects that trigger at the start of their turn,
TURNS they can choose which resolve first). If there’s any
During the Action Phase, battlegroups take turns additional clarity needed, the GM adjudicates.
performing maneuvers, attacks, and so on. Each
Some effects, abilities, and systems trigger in
battlegroup takes one turn unless otherwise
phases other than the Action Phase. For
specified. The phase ends when every battlegroup
example, CHARGE and PAYLOAD attacks are resolved
capable of taking a turn has taken a turn.
in the Impact Phase. Likewise, some special
In the rules, “turn” always refers to turns taken by systems allow players and NPCs to trigger effects
battlegroups in the Action Phase and “next turn” or attack enemies in the Logistics, Impact, and
always refers to the relevant battlegroup’s turn in Boarding Phases. In these instances, the order in
the next Action Phase. For example, an effect which actions and effects take place is decided in
that lasts until the beginning of a battlegroup’s the same fashion as in the Action Phase: a player
next turn will last until that battlegroup takes a acts first, followed by an NPC, then another
turn in the next Action Phase. player, another NPC, and so on. As always, the
players choose the order in which they act and the
GM resolves any disagreements.
Turns represent activity, not the passing of a specific
amount of time. Action at the naval scale can vary
greatly in terms of how much time passes. The DETAIL OF A ROUND
precise maneuvers performed at the outer edge of a The following section provides a detailed, step-by-step
battle might take days, while action within the deadly look at each phase of play during a round of combat.
confines of point-blank rage might be resolved within
hours or minutes.
LOGISTICS PHASE
Players always get to act first. When the Action During the Logistics Phase:
Phase begins, the players agree on a player (or an
allied NPC battlegroup) to take the first turn. If the • all CHARGE weapons remove 1 Charge Counter
players can’t agree on someone, the GM chooses. • all active PAYLOAD attacks remove 1 Flight Counter
• all RELOADING weapons and systems that have
Next, the GM chooses a hostile battlegroup to act, previously been used remove 1 Refresh Counter
followed by a player (or allied NPC) nominated by the • all exhausted ESCORTS and WINGS are readied for use
player who acted previously. This is followed by • once all of these other steps have been performed,
another hostile battlegroup of the GM’s choice, then any other systems, maneuvers, or other abilities
another player, and so on, alternating between hostile that are used or triggered during the Logistics
and allied battlegroup until everyone has acted. If all Phase may now be done.

Section 2 // Combat Basics


[38]
COMBAT BASICS
2
Some effects and abilities may specify that they must SURRENDER
be used at a particular time during the Logistics Similarly, commanders can choose to surrender at
Phase. For example, some abilities are used at the any time. As with the decision to retreat, this decision
start of the Logistics Phase, and are therefore done must take place before the Logistics Phase begins.
before anything else such as removing counters. When a commander surrenders, their ship is
boarded, their crew captured, and the remainder of
This phase is a great opportunity to make sure everyone the ships in their battlegroup either scuttled or
is on the same page – it offers plenty of narrative “free salvaged at the end of the combat (assuming their
time” for players to communicate in character, describe side loses, disengages, or some combination
their commanders’ movements inside their ships, and therein). Surrender effectively removes that
zoom in on other nontactical character moments. Players battlegroup for the remainder of the fight,
can also ask questions of the GM and other players here. immediately powering down any and all weapons
If you want, these questions and their answers can be and systems, including any active PAYLOAD attacks
explained in the narrative as commanders consulting under their control, and any effects their ships or
with their NHPs and other officers in the fleet legion. upgrades were providing immediately cease.

Note that the three major types of counters handled More information on how the battle progresses over
during this step – Charge, Flight, and Refresh – all time can be found in on p. 45-47.
count down to 0. This is to make it easier for
everyone to see at a glance which of these significant
weapons and systems are close to being ready to IMPACT PHASE
use. If a CHARGE weapon has 2 Charge Counters During the Impact Phase:
remaining, then that tells you exactly how many
rounds remain before it can fire. • Charge weapons that have reached 0 Charging
Counters may fire now, resetting their counters, or
If there's ever a question of what order various effects hold their attack for later. Attackers roll to hit but do
and abilities happen in during this phase, such as not yet roll damage. Decide the order of this similar
multiple effects which occur at the start of it, resolve to how you would decide turn order (i.e., a player
them like you would during any other phase by letting with a readied weapon may elect to fire or hold, then
a player resolve their effects first, followed by an NPC, an NPC with a readied weapon, and so on).
and alternating until all effects are resolved. • Payload attacks that have reached 0 Flight
Counters automatically hit
RETREAT • damage is rolled for any successful CHARGE or
At the beginning of the fifth round of play (before the PAYLOAD attacks and the incoming damage from
Logistics Phase), every player needs to decide whether the two types of attacks are separately assigned to
their battlegroup will continue the engagement. By this the relevant ships and/or battlegroups
point, their ships’ nearlight drives have cooled down and
charged back up, their crews are well prepared and if it is possible to interdict any incoming Payload or
ready to take the necessary actions, and the likely Area damage, Interdiction is rolled for the relevant
tactical outcomes of the engagement should be clear. battlegroups and the results subtracted from that
Each commander must choose whether to jump away damage. During this phase, Interdiction is only rolled
from the fight or to stay engaged. once against all incoming attacks, which means that
coordinating the timing of multiple salvos so they
If a commander makes the call to jump, their arrive simultaneously is a powerful strategy for
battlegroup retreats from the combat, punching out ensuring damage gets through.
via nearlight ejection. If they do so:

• any PAYLOAD attacks still heading toward them are


left behind by the speed of their acceleration, self-
destructing harmlessly
• any PAYLOAD attacks launched by the retreating
battlegroup also self-destruct in the absence of
coordinating telemetry – commanders can’t simply
order a mass torpedo salvo and then flee from
battle while their weapons do all the work
• all of their accompanying vessels, such as ESCORTS
and WINGS, are also removed from play, retreating
alongside them, surrendering, or being destroyed.

Section 2 // Combat Basics


[39]
ACTION PHASE
During the Action Phase: All player battlegroups have access to the same set
of basic maneuvers:
• active battlegroups take turns to perform maneuvers
and tactics, alternating between allied and hostile ALL AHEAD FULL
battlegroups. On their turn, players can perform Maneuver
either one maneuver and one tactic or two tactics. Your battlegroup may advance forward by one
• any attacks are resolved immediately range band, and you may fire one PRIMARY weapon
• effects or conditions that occur or are cleared at before or after moving.
the end of the turn happen when a player or NPC
concludes all actions they wish to perform
• boarded ships may now attempt to repel boarding OPEN FIRE
units by rolling against their Tenacity. Maneuver
Your battlegroup remains in its current range band,
All players have access to a standard set of devoting all extra power to its weapons: you may
maneuvers and tactics, and can gain new ones from attack with one SUPERHEAVY weapon or up to two
various upgrades, abilities, and effects. different PRIMARY weapons.

MANEUVERS
Attacks performed as a part of a maneuver occur RAMMING SPEED
immediately. The following rules apply: Maneuver
You may only use this maneuver at Close Range or
• Single-target attacks are made against the target Point-Blank, and only if your battlegroup is able to
ship’s DEFENSE, and deal their listed damage on hit. move. Advance your battlegroup to Point-Blank,
• AREA-TARGEt attacks require no roll to hit. then choose one of your CAPITAL SHIPS and a hostile
• PAYLOAD attacks, whether single- or area-target, CAPITAL SHIP: both ships take 2d6 damage that
begin their flight toward their designated targets, cannot be prevented in any way.
with their progress tracked during the IMPACT PHASE.
• Some abilities simply deal damage to a target Ramming is not considered a standard combat
directly and do not count as attacks. doctrine by any major naval power and capital ships
are never designed with such actions in mind, but
desperate times may call for desperate measures.

RETROGRADE BURN
Maneuver
Choose one:
• Your battlegroup falls back one range band.
• Until the end of your next turn, you may ignore the
next hostile effect that would force it to move.

Either way, your battlegroup becomes BOLSTERED


until the end your next turn, gaining +1d6
Interdiction and granting +2 DEFENSE to each ship
in the battlegroup.

Section 2 // Combat Basics


[40]
COMBAT BASICS
2
TACTICS
All player battlegroups have access to the same
basic tactics:

CAREFUL SHOT EMERGENCY MANEUVERS


Tactic Tactic, Limited 1
By adjusting weapon power outputs or ordering Advance or fall back one range band.
your gunnery crews to carefully place their fire you
can launch an attack intended to disable an enemy This tactic is Limited 1, which means each player
ship without annihilating it outright. Until the end of can only use it once per engagement. It represents
your next turn, your battlegroup’s attacks, including the battlegroup undertaking taxing or daring
damage dealt by AUXILIARY weapons, cannot reduce maneuvers to reposition itself at a crucial moment,
hostile ships below 0 HP and cannot critically hit. and so it should only be used when it is of the
SUPERHEAVY, CHARGE, and PAYLOAD weapons ignore utmost importance to do so.
this effect, as they are too powerful; even a glancing
blow from a long-spool weapon is enough to cause
catastrophic damage. DEFENSIVE SCREEN
Tactic
When you reduce a ship to 0 HP using this tactic, Smaller ships are often tasked with providing a
you may choose to disable it instead of destroying defensive screen for larger vessels, supporting and
it; it is dead in the water, unable to flee or attack. protecting them while they coordinate fighter-tier
activities or bring devastating weapons to bear. This
The main purpose of the Careful Shot tactic is to tactic can only be used by a battlegroup that contains
avoid the more destructive results on the Kill Table at least one active FRIGATE; CARRIERS and BATTLESHIPS
(p. 53), should a commander wish to capture an are too ponderous to provide effective screening.
enemy ship more or less intact for in-character
reasons. Be aware, however, that even “careful” Choose a FRIGATE under your command and assign it
shots with naval weapons are still massively to screen for another CAPITAL SHIP in your battlegroup
destructive. Although ships targeted by this tactic or for an allied CAPITAL SHIP within the same range
may not be destroyed, there may still be narrative band. Until the start of your next turn, all attacks and
effects: the attack may have struck critical abilities targeting the screened ship have a 50
components, caused a breach in the starboard fusion percent chance of being intercepted. Roll a die or flip
chamber, or exposed compartments to hard vacuum. a coin to determine this. Abilities or attacks that are
intercepted must either be aborted (wasting the
action) or target the screening FRIGATE instead. If the
LOCK FIRING SOLUTION attacker cannot target the screening FRIGATE for some
Tactic reason, it may then choose another valid target, not
You focus legion processing power on lining up a including the screened ship. Once assigned to
perfect shot or tracking an especially wily target, protect a ship, a FRIGATE cannot be ordered to screen
sharing the revised telemetry data with the rest of for another vessel until the start of your next turn.
the fleet. Nominate a hostile CAPITAL SHIP or ESCORT;
that ship gains a special status called LOCK ON. Any FRIGATES cannot be assigned to a defensive screen if
battlegroup making a single-target attack against a they’ve also attacked on the same turn, and
ship with LOCK ON may choose to gain +1 ACCURACY FRIGATES on protective duty cannot use weapons
on its attack roll and then clear the LOCK ON status except for AUXILIARY weapons as they must
after the attack resolves (hit or miss). This is called concentrate on intercepting incoming threats. If the
“consuming LOCK ON”. screening FRIGATE is destroyed, all effects it was
providing to screened ships immediately end. Only
LOCK ON lasts until it is consumed or until the end of a single FRIGATE can screen for another ship at a
the next Impact Phase, at which point ships are time, and FRIGATES cannot screen for other Frigates
assumed to have maneuvered enough to render the that are also screening.
targeting data obsolete. LOCK ON does not stack; a
ship either has LOCK ON or it doesn’t.

Section 2 // Combat Basics


[41]
BOARDING PHASE ISSUING COMMANDS
Once every battlegroup has taken a turn in the Action During the Boarding Phase, players that have
Phase, the round ends with the Boarding Phase. initiated boarding actions issue commands to those
Boarding actions are grim, bloody affairs. Section by units. If multiple boarding rolls occur during this step,
section, corridor by corridor, through every redlight- resolve their order as you would for anything else: a
dim compartment, marines, chassis, and subalterns player rolls first, then an NPC, and so on.
fight to wrestle control of a ship from its crew.
Casualties are assured, and combatants receive no Choose a command and roll 1d20 against the
quarter. To commit to a boarding action is to commit boarded ship’s internal defenses of 8:
to an all-or-nothing engagement in some of the most
brutal, claustrophobic conditions possible, where • On 7 or less, the boarders fail to make progress.
stray fire can tear a ship in half, oxygen is scarce, and • On 8+, the boarders successfully carry out your
inertia itself can become a weapon. command.

Battlegroups that include an ESCORT or WING (or some COMMANDS


other upgrade or ability) with BOARDING gain the Unless otherwise specified, all player-controlled
following additional tactic: boarding units can attempt the following commands:

• Sabotage Fire Control: The boarded ship’s


DEPLOY BOARDERS battlegroup makes all single-target attack rolls with
Tactic +2 DIFFICULTY until the end of their next turn.
Assign an ESCORT or WING with BOARDING to board a • Sever Comms: The boarded ship’s battlegroup
hostile CAPITAL SHIP within range. Once assigned to cannot use Tactics until the end of their next turn.
board a ship, a boarding unit can no longer be used • Assault CIC: The boarded ship’s battlegroup
for any other purposes until that boarding action cannot move player battlegroups with actions or
ends. It cannot be damaged, targeted by attacks or abilities until the end of their next turn.
effects, or repair HP unless specifically noted.
The ship’s defenders will fight back every step of the
Certain weapons or systems also grant the ability to way, but a successful roll here gives your units a
initiate boarding actions separate from this tactic. foothold for a few precious moments. As long as a
boarding unit remains on the enemy ship, they can
During the Boarding Phase: automatically attempt a new command each
Boarding Phase, rolling as normal.
• all BOARDING units or systems that were launched
in the Action Phase arrive at their targets REPELLING AND RECALLING
• boarders are given commands and roll to see if A ship that has been boarded has two options for
they successfully carry them out attempting to repel active boarders:
• commanders may recall boarders, disengaging
them from the ship they’re on and freeing them up Internal Defenses: At the end of its battlegroup’s
for use during later rounds. turn, the player of a boarded ship automatically rolls
1d20 to represent its internal defenses (e.g.,
Unless otherwise specified, all boarders arrive at their automated systems, subalterns, crew, marines, etc.)
destination and become active during the Boarding fighting back. It rolls against against the boarding
Phase. The boarders automatically reach the enemy unit’s Tenacity, listed in its description. If the boarded
ship and make contact, without the need for a roll. ship succeeds, then it ejects the boarders, inflicts
While it’s true that such actions are extremely casualties sufficient to force them to fall back, or
dangerous from the moment they launch, the most otherwise drives them off back to their own ship. This
interesting and exciting part isn’t the approach, it’s does not destroy the boarding unit (unless specified),
the boarding action itself. With this in mind, while you but it does free it up to be used again in later turns.
may wish to describe the losses taken as breaching
pods and landers hurtle across an airless no-man’s- Purges: If a battlegroup wants to be thorough, it can
land to reach their objective, it’s assumed that institute a deck-by-deck purge and repel all boarders
sufficient boarders survive to make contact with the from its ships as a maneuver during the Action
enemy and contest the ship. Phase. As before, this doesn’t automatically destroy
the boarding units, but it does buy the besieged
ships some breathing room.

Section 2 // Combat Basics


[42]
COMBAT BASICS
TURN ORDER
2
Commanders can also choose to manually recall
boarders during the Boarding Phase, disengaging
them from the ship they’re on without a roll and freeing
them up for later use during the following rounds. QUICK REFERENCE
Battlegroups that wish to surrender or retreat (if
If a boarding unit’s own ship is destroyed, the unit able) must do so at the start of the round, before
remains aboard the target vessel and continues to be the Logistics Phase.
active, but is destroyed when successfully repelled. If
the ship they are boarding is destroyed, they are 1. LOGISTICS PHASE
automatically ejected and recalled. Remove counters from CHARGE weapons,
PAYLOAD weapons, and expended RELOADING
MULTIPLE BOARDERS weapons and upgrades.
A ship can be boarded by multiple units, though the
effects of any given command do not stack unless Exhausted ESCORTS and WINGS are readied for use.
specified otherwise. For example, you can’t attempt
Sabotage Fire Control multiple times on one ship to Resolve any upgrades, abilities, or effects that
give additional Difficulty penalties. take place during the Logistics Phase.

When attempting to repel boarders at the end of its Make sure everyone is on the same page and
turn, the player of a boarded ship rolls once per unit ready to move on.
boarding it, but using a maneuver to purge all decks
repels all boarders at once. 2. IMPACT PHASE
CHARGE weapons that have reached 0 Charge
NPC BOARDERS Counters may either fire, rolling to hit, or hold
NPCs can also attempt boarding actions against their attacks.
player Capital Ships. Those boarding actions have
unique effects, but otherwise work identically to PAYLOAD weapons that have reached 0 Flight
player boarding actions. Likewise, players repel NPC Counters automatically hit.
boarders the same way – either by each boarded
vessel succeeding on a roll against the boarding Roll damage for any CHARGE and PAYLOAD
party’s Tenacity at the end of its turn or by its weapons that have hit.
battlegroup committing to a maneuver to clear all
boarders from all Capital Ships in the battlegroup. Battlegroups may roll Interdiction and reduce
the result from relevant attacks.
Boarding actions also represent an ideal place to
take a break from Battlegroup and play out a mission 3. ACTION PHASE
in Lancer if your group wants to get into the action Battlegroups take turns using Maneuvers and
with their own mechs and pilots. If that is the case, Tactics, alternating between player and NPC
you may, of course, disregard the rules for boarding battlegroups.
actions and simply play them out using Lancer’s
rules. The rest of the naval battle may be placed on Non-CHARGE, non-PAYLOAD attacks made
hold, or continue in the background, be played out in during this step resolve immediately.
alternating turns or at natural breaks in the boarding
action, or similar. Commanders roll to repel boarders from each
boarded ship at the end of their turn.
After the Boarding Phase has been resolved, the
round concludes and play moves on to the next 4. BOARDING PHASE
round with the start of the Logistics Phase. Boarding actions launched during previous
phases arrive at their destinations.

Boarders are given commands, rolling to


determine if they succeed or not.

Section 2 // Combat Basics


[43]
THE WINDING GYRE
Battery Three on the FKS Sanspeur was locked down Space combat is both chaotic and tightly controlled.
for combat. As of ship-morning, the battlegroup was At the outset, battlegroups begin spooling up long-
engaged; now, the enemy was in scope range, and cycle weapons and launching low-confidence volleys
Battery Three’s shift was about to begin. of missiles and torpedoes meant to probe enemy
defensive capabilities. fleet legions similarly jab at
Dim red safelights illuminated the soft corners and one another across the vastness of space, using
padded walls of the battery, blunting the grain and grit blinkspace channels, ontologic weapons, and
of every surface. Under thrust, Battery Three had esoteric defenses in battles far removed from human
gravity; combat speed pushed the weight of Lance perception. However great the distances involved at
Gunner Fisher’s hardsuit onto himself. Even with the first, the engaged fleets will gradually begin to wind
structural and internal aids, Fisher had to force air in their way toward each other as they seek out more
and out of his lungs in order to stay conscious, tensing advantageous positions and look to bring more
his legs and gut to keep the blood in his head. weapons to bear.

“How long till we engage?” Gunner Parson’s voice Shorter distances open up new avenues of attack as
hissed in Fisher’s ear, deformed by the intense gees. carriers launch squadrons of fighters, bombers, and
mounted chassis on combat sorties and main
Fisher could only move his eyes – enough to see the batteries open fire with greater confidence and
subtext chatter flying across the Sanspeur’s open accuracy. Wolfpacks of subline ships prowl the flanks
channels. “Thirty minutes. You ready?” looking for targets of opportunity, and boarding
landers are sent on perilous journeys across a deadly
Parson hissed an affirmative around the gees. no man’s land to strike at the enemy from the inside.

“Good, load Starkill belts – CO wants us on fly- Inevitably, like a wire drawn tighter and tighter,
swatting duty,” Fisher said. something has to give.

“A-firm.” There was a muffled clunking through the


bulkhead as Parson called up his ammunition racks. THE GYRE
Unlike many tactical combat games, Battlegroup
Fisher did the same. “How many belts you got before doesn’t use a grid map to note the position of units.
we hit printer feed?” The nature of naval combat in three dimensions is too
complex to track in such a manner without requiring a
“Twelve.” significant amount of work, and so combat is tracked
along an abstract representation of space called the
Fisher grimaced. “Let’s hope it’s a short fight.” He gyre. The gyre visualizes the battle space in two
settled into his control seat, and counted down the dimensions, as a series of six concentric range bands.
clock. Thirty minutes before engage, and the helm still
had this boat burning hard for the assumed horizon. Of course, combat doesn’t actually take place on a 2D
plane. Commanders are constantly exploiting every
Parson hissed again. “Hey, Fish–” axis of movement as they plan their engagement
angles, plot counterfactual evasive maneuvers, and
“Yeah?” line up salvos on enemy ships, but at Battlegroup’s
scale, these movements are too “minor” to worry
“I hit more Purv flies than you, you’re buying my about tracking in detail. They can simply be assumed
coffee for the rest of the week. Deal?” to be occurring throughout the course of a battle.

Fisher would’ve laughed, but for the gees. Instead, All player battlegroups, unless otherwise noted, start
he chirped a-firm, and keyed his cannons into play in a range bands determined by their pre-
precycle warmup. engagement posture or uptime actions, typically
somewhere between Extreme Range and Scope
Thirty minutes to go. Range. More details on selecting a starting range
can be found on page 51.

Section 2 // The Winding Gyre


[44]
THE WINDING GYRE
Extreme Range

Long Range
2
Scope Range

Collapsing Range

Close Range

Point Blank Range

Range bands are only used to note the position of


player battlegroups. NPC positions are not tracked THE TIPPING POINT
on the gyre; their spatial relationship to the players’ The tipping point occurs at the beginning of the fifth
battlegroups is measured entirely by the position of the round of play. Before the Logistics Phase begins,
players and the range of their weapons. Each battlegroups must decide whether to retreat or stay
battlegroup moves as a single cohesive unit, but engaged. By this time, they have sufficient nearlight
individual battlegroups can move independently of one power available to make ejection a possibility. From then
another. One commander may prefer to operate from on, at the start of every successive round they’ll make
long range while another will want to close the distance the same determination – retreat or remain engaged.
and engage enemies in closer quarters. Every range
band save for Scope Range – the effective “midpoint” Over the course of these subsequent rounds, the
of the gyre – confers bonuses and conditions that gyre begins to collapse with the following effects:
reflect the changing proximities of the engaged forces.
Round 6: All ships at Extreme Range move to Long
Unless a commander calls for their battlegroup to Range. It is no longer possible to fall back to
disengage and flee, all movement is done in service Extreme Range.
of engaging the enemy in combat. Players may get to
decide the tactics they will use in the battle to come, Round 7: All ships further than Collapsing Range
but there will be a fight – movement in Battlegroup move to Collapsing Range. It is no longer possible
takes this as a core assumption. to fall back further than this range.

As the engagement continues, engaged ships slowly Round 8+: All ships move to Point-Blank Range.
begin to draw nearer to each other, circling around From here on, battlegroups can no longer retreat:
the gyre and working to close the unpredictability they can only survive, surrender, win, or die.
gap in a way that gives them the most advantageous
position from which to fire their most devastating
weapons. As a result, engaged fleets push up against
a point of no return as the battle draws on. Seasoned
veterans and experienced commanders refer to this
as the tipping point.

Section 2 // The Winding Gyre


[45]
Battlegroups at Point-Blank range beginning on RANGE BANDS
Round 6 and beyond cannot choose to retreat; they The gyre’s range bands and their effects are outlined
are far too close to the enemy, and the preparations below. Movement between range bands is
for a nearlight ejection would conflict with the main accomplished via the use of certain maneuvers,
objective of staying alive. If a battlegroup at Point- tactics, abilities, weapons, and systems.
Blank range wishes to retreat from combat at this
point, they first need to fall back to a more distant
range band while they still have time to do so before BAND 5: EXTREME RANGE
the gyre collapses completely. At Extreme Range, the primary engagement between
fleets takes the form of long-flight payloads and
Remember also that commanders can decide to optimistic shots from main cannons. At this range,
surrender at the start of any round. Surrender is a ships and their commanders must work in
difficult decision, but should a battle be going poorly conjunction with the fleet legion to track and predict
it can be a necessary one to prevent the loss of more target locations, flinging shots and directing missiles
lives. Surrendering is most likely to occur prior to the toward trajectory-derived locations one or more
tipping point, before a battlegroup is ready to eject, Cradle-standard days away.
but even after that point a commander may opt to
surrender rather than risk further casualties from a At Extreme Range:
nearlight ejection. • all weapons can be used, but:
• attacks with CHARGE weapons gain +1 ACCURACY
• all other single-target attacks receive +1 DIFFICULTY
• PAYLOAD attacks are fired with 5 Flight Counters
• AREA-TARGET attacks from and against battlegroups in
this range band deal half damage before interdiction.

Section 2 // The Winding Gyre


[46]
2
BAND 4: LONG RANGE BAND 1: CLOSE RANGE
At Long Range, ships continue to engage with large- At Close Range, the distance between fleets is
caliber, high-wattage weapons, tracking targets with reduced to no more than an hour of travel time for
marginally more confidence than they did at Extreme payloads. Light-based weapons hit their targets near-
Range. Here, commanders can use long-range sensor instantly and there is little room for captains to avoid
and modeling suites to see their enemies for the first impacts from kinetic or particle-based energy
time, allowing them to identify with high confidence weapons. Flight decks are roiling, busy platforms, with
the capabilities and equipment they may face as the strike craft landing, loading, and deploying constantly.
gyre tightens and the unpredictability gap closes. With The enemy can be seen without the aid of scopes –
anywhere from hours to a Cradle-standard day star-bright drive signatures and PDC screens visible
between fleets, subline crews and fighter pilots begin to the naked eye – as can subline vessels and wings.
their preflight checks, briefings, and assembly.
At Close Range:
At Long Range: • single-target attacks (excluding CHARGE weapons)
• all weapons can be used, but: gain +1 Accuracy
• attacks with CHARGE weapons gain +1 ACCURACY • PAYLOAD attacks are fired with 1 Flight Counter
• all other single-target attacks receive +1 DIFFICULTY • AREA-TARGET attacks made from and against
• PAYLOAD attacks are fired with 4 Flight Counters. battlegroups in this range band deals +2 damage.

BAND 3: SCOPE RANGE BAND 0: POINT-BLANK


The middle-confidence range for engagements At Point-Blank, capital ships find themselves in a rare
between fleets, Scope Range is where the effectiveness and deadly engagement. Few commanders push
of long-spool weapons begins to fall off compared to their captains and vessels to this point, as casualties
faster cycling, quicker tracking weapons batteries. Not – even among the victors – are sure to be terrible. At
only are many weapons systems and legionspace this range, capital ships are in danger of colliding
defenses are calibrated for scope distance, but enemy with each other, subline vessels and squadrons slip
forces are also identifiable and their trajectories are well under PDC screens to attack without fear of reprisal,
within nominal predictive cones. Travel time between and boarders engage in bloody corridor-to-corridor
fleets is half a Cradle-standard day at most; subline brawls. Here, there is little chance to miss, as one
vessels and longer-range strike craft wings launch for could nearly fire without targeting assistance and still
their first sorties; and marines hurry to their posts, score a devastating hit.
making preparations for the grim deployments to come.
At Point-Blank:
At Scope Range: • single-target attacks (excluding CHARGE weapons)
• PAYLOAD attacks are fired with 3 Flight Counters. gain +1 ACCURACY
• There are no additional modifiers. Attack rolls for • AREA-TARGET attacks made from and against
CHARGE weapons are performed without advantage; battlegroups in this range band deal +4 damage
the benefits of closer range are counterbalanced • PAYLOAD attacks hit instantly, but also deal half
by the increased difficulty in tracking targets. damage to the attacker (or to their battlegroup in
the case of area-target attacks) that cannot be
reduced in any way
BAND 2: COLLAPSING RANGE • attacks made from and against this range cannot
As battlegroups drive toward the heart of the enemy be interdicted.
fleet, Collapsing Range is when the pressure of an
engagement begins to turn up. The time between
firing and impact reduces to mere hours. Friendly and
enemy subline vessels and fighter or bomber wings
begin their attack runs on their counterparts or, if they
have broken through, on enemy capital ships. Area
denial weapons – typically kinetic-kill-clouds –
become more difficult to avoid, and primary weapons
batteries have their pick of targets. Flak and point-
defense cannon screens are visible using optical
scopes, as are the enemy vessels they shroud.

At Collapsing Range:
• PAYLOAD attacks are fired with 2 Flight Counters.

Section 2 // The Winding Gyre


[47]
POSTURE AND UPTIME ACTIONS
Prior to an engagement, commanders have an AGGRESSIVE POSTURE
opportunity to navigate within the strategic bounds of the Posture
battle and make decisions that will influence their fleet’s “Engineering, narrow our shielding and dump all
starting position and capabilities before the first shots excess power to our drives! Gunnery, skip-cycle
have even been fired. During the preparation stage (see your batteries! Legion, find a way through
p. 35), the players can choose to either set a posture or that flak screen – we’re ending this now!”
perform uptime actions. This should be a group decision,
as it is binding on all players. Either everyone sets a You command your ships to adopt an aggressive
posture, or everyone performs uptime actions. posture. With wings and escorts screaming ahead
at maximum speed and your batteries hammering
Setting a posture is a quicker and simpler form of pre- away, your battlegroup punches straight for the core
engagement preparation that requires no additional of the enemy fleet, seeking to strike a death blow in
rolling and allows the players to jump straight into defiance of accepted doctrine and old strategies.
combat. In some cases, GMs might also restrict Your ships deploy at Scope Range. During the first
preparation to setting a posture in order to represent round of combat you may only use one maneuver or
the constraints of a more time-critical mission. Uptime one tactic.
actions are more complex, allowing players to choose
which aspect of their battlegroup’s preparations they
wish to focus on. They also provide additional narrative UPTIME ACTIONS
opportunities for exploration of activity aboard one or Before any planned battle, most fleet doctrines
more ships as commanders take on supplies, consult recommend that personnel be decanted from stasis
with officers and crew, and draw up battle plans. to begin training, maintenance, and pre-theater
operations (navigation, weapons checks, screening
POSTURE maneuvers, NHP interaction, and so on). This post-
When opting to set postures instead of performing stasis time is generally called “uptime” and is what
uptime actions, each player chooses a posture for most cosmonauts refer to when they talk about time
their battlegroup during preparation. This determines debts, “subjective time”, and so on.
the starting deployment of the ships under their
command. There are three postures available: When using this pre-engagement preparation option,
players select specific uptime actions prior to a battle.
CONSERVATIVE POSTURE These actions allow them to acquire specific strategic
Posture and tactical benefits before combat begins. For example,
“CIC to helm: drop our burn by 20% and push they may want to drill their gunnery crews and calibrate
corresponding velocities to all escorts. their weapons to ensure optimal performance, or they
Reroute power to forward shielding, and keep might use their time gathering additional intelligence
our wings spread – we’re going in slow.” on enemy forces to better plan their next moves.

Your ships spread out and adopt a more defensive, When using uptime actions, all player battlegroups
cautious posture for this battle, tempering their begin play at Extreme Range with no specific bonuses
speed and directing the saved power to forward or effects. If a commander wants to begin play at a
shielding, additional systemic redundancies, and different range band or with additional bonuses, they
boosted processing power for your legion. Your need select an appropriate uptime action.
ships deploy at Extreme Range. You may use one
additional tactic during the first round of combat. Uptime provides an opportunity to focus on the
personal and interpersonal – zoomed-in scenes that
NOMINAL POSTURE show what your character and their close circle are
Posture doing. The framing of uptime actions should be
“Helm, steady on. By the books and as the admiral informed by narrative context: if the players’
orders for this one – we engage as planned.” commanders are docked at a station or shipyard then
they may have different opportunities to pursue their
The tactical situation matches the strategic goals than if they begin preparations already in transit
parameters as outlined in your briefing; you order to a staging area aboard their flagship. Whatever the
your ships to their nominal trajectories and prepare framing, however, the overall outcome of the actions
to engage. Your ships deploy at Long Range. they take will ultimately remain the same.

Section 2 // Posture and Uptime Actions


[48]
POSTURE AND UPTIME ACTIONS
2
Each commander can attempt one uptime action of CONSULT GUNNERY AND ENGINEERING
their choice prior to an engagement. To take an Ships of the line are useless if they can’t hit their
uptime action, a player chooses the action from the targets. Officers, ship NHPs, and crewmembers
list below and rolls 1d20, the result of which may be cycled up pre-engagement often stress-test their
modified by a character’s traits and other sources of systems, perform routine maintenance, and so on, to
ACCURACY and DIFFICULTY. The final result determines ensure they are ready for the fight to come.
the action’s effect, although any given result
represents countless options for narrative outcomes: When consulting gunnery and engineering, you might
practice at your station or in a virtual environment,
• A result of 9 or less has a limited effect, though negotiate with your battlegroup’s head fabrication
most uptime actions still give commanders officer for ordnance priority in print orders, check in
something when they roll poorly. on engineering to see the progress they’ve made on
• A result of 10–19 provides a greater benefit or in-flight upgrades and maintenance, consult with
selection of outcomes. your ship’s NHP on their latest enemy counterfactual
• A result of 20+ is an exceptional success that predictions, brief gunnery crews with the most up-to-
provides powerful benefits. date NAVINT, and so on.

Importantly, these rolls aren’t like regular uptime checks; Describe your actions, and roll:
they can’t be Risky or Heroic, you can’t use teamwork
on them, and you can’t push them to try again. On a 9 or less, your current capacity remains largely
unchanged despite your best efforts. This might
There are diminishing returns to repeatedly choosing the mean that your gun teams or engineers, while
same action over multiple engagements; there’s only so competent, don’t improve their skills; that you fail to
hard you can push your crew in a given direction before secure additional or specialized ordnance; or that you
they fail to return exceptional improvements, and part of make no special breakthrough in the analysis of your
effective command is understanding these limits. enemy’s defensive patterning. You begin the
Whenever a commander attempts the same uptime upcoming battle with a banked ACCURACY die. You
action two or more battles in a row, they treat results may spend this banked die to add +1 ACCURACY to
of 10–19 as if they were 9 or less instead. one of your single-target attack rolls during play.

Note that some uptime actions grant players On 10–19, your gunnery or engineering teams show
powerful benefits such as the ability to equip measurable improvement in their performance. Once
upgrades at a reduced cost. That being the case, during the upcoming battle, you may reroll one of your
players should always have the opportunity to adjust attack or damage rolls but must keep the second result.
and finalize their battlegroup construction after
uptime actions have resolved to take advantage of On 20+, efforts meet with significant success. This
this. Battlegroup construction is detailed on page 62. might mean your gunnery teams show dramatic
improvement, engineering makes a significant
breakthrough, you make a key discovery about the
ACTIONS enemy fleet’s defenses, you are able to route long-
SET A POSTURE flight torpedoes via an unconventional flight path, or
Textbook naval engagement doctrine involves similar. During the upcoming battle, you may choose
approaching battle from a conservative position, granting one of the following benefits:
ample time to optimize counterfactuals, analyze enemy
forces, and respond to unforeseen developments. Some • Reroll any one attack or damage roll you make
commanders, however, prefer a more aggressive during play but must keep the second result.
approach, seeking to overwhelm the enemy before • During the first Logistics Phase, remove an
they can coordinate their forces in response. additional 1 Charge Counter from a CHARGE
weapon in your battlegroup.
Unlike other uptime actions, setting a posture does • Add or remove 1 Flight Counter from any one
not require a roll – you may simply choose the effect PAYLOAD attack you make.
you want. This uptime action allows you to set a
posture (see previous page). Since this action does
not require a roll, you can choose it in subsequent
battles without penalty.

More ambitious commanders may wish to choose their


starting position while also benefiting from other uptime
actions. This requires them to Plot a Course instead.

Section 2 // Posture and Uptime Actions


[49]
CONSULT NAVIGATION AND INTELLIGENCE CONSULT SENIOR OFFICERS
Gunnery is only the business end of navigation and Maintenance of a ship is about more than mechanics.
intelligence: if you don’t know where your target is, or A commander must engage with their direct
what it is, your chances of scoring a mission-critical subordinates – their officers – to provide counsel,
kill are, essentially, zero. command, and direction.

When consulting navigation and intelligence, you When consulting senior officers, you might catch up
might maintain relative speed and distance from the on the status of the ship and crew with the officers
other ships in your battlegroup, assign patrol orbits to who were on watch while you were under, gossip
defend against known-unknown attack vectors, about or discuss officers who have not yet been
review NHP updates on thrust control and ETAs cycled out of stasis, get the latest reports from the
relative to local stations and worlds, initiate long- various departments and modules of your ship, get
range surveillance on known and predicted enemy the latest rumors about other captains and officers in
movements, run specific deep scans on sighted the battlegroup (who to look out for, who to trust,
enemy vessels, and so on. etc.), brag or compare ship compositions and flight
tactics, bet on kill numbers, or similar.
Describe your actions, and roll:
Describe your actions, and roll:
On 9 or less, NAVINT is a mess and it takes far
longer than normal to sort signal from noise. You fail On 9 or less, your consultations with senior staff are
to glean much more useful intel, though your efforts less productive than you’d hoped. While nothing
may still identify some tactical advantages that you seems particularly out of order, no one has any
can exploit. You gain both of the following benefits: special insights to share regarding the upcoming
engagement. You begin the upcoming battle with
You begin the upcoming battle with a banked your choice of a banked ACCURACY or a banked
DIFFICULTY die. You may spend this banked die to add DIFFICULTY die. You may spend this banked die to add
+1 DIFFICULTY to any single-target attack roll made +1 ACCURACY to one of your single-target attack rolls
against you during play. or +1 DIFFICULTY to a single-target attack roll made
against you, as relevant.
You may ask the GM one question about the
upcoming battle. This question may be about the On 10–19, astute tactical analysis or canny leveraging
enemy’s fleet’s composition or the combat area (e.g., of available resources helps you and your officers to
whether the enemy forces include a specific type of formulate an effective plan of attack. You may choose
FLAGSHIP, the number of CHARGE weapons they have, one option from the RESERVES table (p. 52) to bring
whether there are any notable environmental hazards with you into the upcoming engagement.
that weren’t noted during the briefing, etc.), or it may
have a more narrative focus (e.g., morale among the On 20+, a flash of insight or a sudden windfall gives
enemy forces, the stakes for the enemy forces or you just what you need to exploit a critical weakness
their interests in the outcome of the battle, the in the enemy’s defenses or capitalize on an
personality and tactical deportment of a notable unexpected advantage. You may both choose an
enemy commander, etc). The GM must answer option from the RESERVES table to bring with you into
truthfully to the best of their abilities. the upcoming engagement and grant one of your allies
a banked ACCURACY die or a banked DIFFICULTY die.
On a 10–19, all systems are nominal and the report
you requested arrives on your desk promptly. You
gain both a banked DIFFICULTY die and you may ask
the GM three questions about the upcoming battle,
which they must answer truthfully as outlined above.

On a 20+, you make key, critical discoveries


regarding the enemy fleet’s composition, heading,
and posture. In addition to asking three questions
about the upcoming battle, you may also choose one
option from the RESERVES table (p. 52) to bring with
you into the upcoming engagement.

Section 2 // Posture and Uptime Actions


[50]
POSTURE AND UPTIME ACTIONS
2
PLOT A COURSE POWER AT A COST
Some commanders feel daring enough – though some might Some aspects of your commission’s portfolio are
say reckless enough – to try and engage the enemy from a best left unsaid. Anything to win an advantage,
completely unexpected vantage, tasking the helm with plotting right? This uptime action covers activities that are
a course to drop out of nearlight in the perfect position to strike off-book or otherwise outside of regulations, both
while they themselves make preparations elsewhere. mundane and esoteric. Anything not covered by
the previous uptime actions can fall into this
This uptime action is for players that wish to both set their category. Context permitting, your GM might also
position at the start of an engagement and attempt other allow you to use this in addition to another uptime
actions as well. Selecting it allows you to use one other action, though this decision will doubtlessly
uptime action of your choice at the same time. This carries influence the cost you have to pay as well.
some risks, though – it divides the crew’s attention and
may result in dangerous navigational errors. Additionally, When seeking power at a cost, you might have a
this action cannot be repeated in consecutive private audience with your ship’s NHP to ask
engagements; too many daredevil maneuvers in a row may questions about the strange dreams you had while
leave your superiors questioning your tactical judgment. you were under; spacewalk alone on the hull of
your ship, free of disturbances as you plan your
When your battlegroup make its entrance, roll: next move; triple-check the provisions and
functionality of the CIC’s lifeboat, as you’ve got a
On 9 or less, disaster! You realign directly into the enemy bad feeling about this one; slip into the gestalt and
line, your battlegroup colliding with an enemy element. As spend time in legionspace, enjoying an
warning klaxons howl and automated systems struggle to approximation of “home”; participate in a high-
balance damage control protocols with life support stakes game of chance with other commanders,
mandates, you take stock of the situation. This fight is going putting everything on the line; or similar.
to be a mess. Your battlegroup and an enemy battlegroup of
your choice collide, both suffering an immediate, unavoidable Name what you want or what you’re attempting
2d6 damage. You may distribute this damage among your to do. You’ll get it before the engagement
Capital Ships as you wish; the GM, likewise, distributes the begins, but depending on the nature of the ask,
damage taken by the NPC battlegroup as they see fit among the GM may choose one or two consequences:
its CAPITAL SHIPS and ESCORTS. Next, roll 1d3 to determine
exactly where you begin play: • It’s going to have repercussions for future
engagements.
• On 1, you begin at Long Range. • It’s going to affect your chances at promotion.
• On 2, you begin at Scope Range. • You’ll have to give something up or leave
• On 3, you begin at Collapsing Range. something behind.
• You’re going to piss off someone or
Whatever the result, during the first round of combat, something important and powerful.
choose one: you act after everyone else has acted, or you • Obtaining it will disrupt other plans.
act first during the round but the only action you can take • Enemy forces won’t remain idle during this time.
on your turn is Retrograde Burn. • Whatever you receive will be of lesser quality,
falling apart, or malfunctioning.
On 10–19, the bolt was well-plotted, but failed to account
for some critical variable. Roll 1d3 to determine exactly
where you begin play:

• On 1, you begin at Extreme Range.


• On 2, you begin at Long Range.
• On 3, you begin at Scope Range.

Use the same starting position modifiers as Set a Posture


for the first round of combat.

On 20+, navigation just won themselves a round in the


ship’s mess – your battlegroup realigns exactly where it
was meant to: you may choose to begin at Extreme
Range, Long Range, or Scope Range, using the same
starting position modifiers as Set a Posture for the first
round of combat.

Section 2 // Posture and Uptime Actions


[51]
RESERVES
Seasoned commanders take every advantage they can Uptime actions are one way for commanders to
get going into battle, and one form these advantages secure reserves for themselves. GMs may also
can take are reserves. These bonuses take the form of decide to award them directly as part of an ongoing
additional supplies, gear, support, advanced intel, and campaign. Reserves can be used for the duration of
old-fashioned grit and luck – anything that might make the next engagement only, after which they are lost
a difference in the fight ahead. whether expended or not.

RESERVES ROLL 1D10


1 WHITEWASH Expanded stores of specialized whitewash utility nanites are held as a countermeasure
DECON against nanotech warfare, helping to mitigate casualties without the need to employ
more destructive methods of decontamination. 1/engagement, during the Logistics
Phase, you may automatically clear all Greywash from one of your ships.
2 CRACK PILOTS They’re some of the best in the service – all they need now are orders. You may either add a
WING slot to one of your ships or reduce the cost of any equipped WING upgrade by 2.
3 SECONDED On loan from another fleet, or perhaps the last surviving ship of an otherwise wiped-out
VESSEL battlegroup, the crew of this vessel is nonetheless eager to return to the fight.
You may either add an ESCORT slot to one of your ships or reduce the cost of any
equipped ESCORT upgrade by 2.
4 VETERAN The best thing to do with a ship full of marines is point them toward the enemy. You may
MARINES equip a Marine Lander (p. 111) to one of your ships without using an upgrade slot. 1/
engagement, when this unit fails a boarding roll, you may instead declare that roll a
success, then destroy this unit.
5 TERRAIN Knowing where and when to fight is just as important as knowing how to fight. You may
ADVANTAGE either choose an appropriate effect from those listed under The Field of Battle (p.
149–151) to be present in the upcoming battle or replace a previously established effect
with a new one of your choice. Your choice should be appropriate to the engagement as
outlined during the briefing. For example, if the engagement is taking place in deep
space, it might not be appropriate to choose an effect that represents proximity to a
populated world. Discuss your choice with the GM to reach a satisfactory agreement.
6 UNCOMMON Sometimes the difference between a good commander and an exceptional commander
FORTUNE is a bit of the right luck at the right time. You begin the upcoming battle with a banked
ACCURACY die and a banked DIFFICULTY die. You may spend these banked dice to add +1
ACCURACY to one of your single-target attack rolls or +1 DIFFICULTY to a single-target
attack roll made against you, as relevant.
7 FIRE SHIP A decommissioned hull can still find new life, if only for a brief, brilliant moment. You may
equip a THROUGHLINE SKIP DRONE (p. 102) to your battlegroup at no cost.
8 CHAPERONE Launched far in advance of initial contact, these munitions provide additional fire support
PAYLOAD during major engagements. At the start of the battle, just before the first Logistics
Phase, you may launch a DARKSTAR MULTIPLE-WARHEAD TORPEDO (p. 102) at a hostile
battlegroup of your choice. It starts with 5 Flight Counters regardless of where your
battlegroup begins play, and it counts as belonging to your battlegroup for the purpose
of effects and abilities.
9 LEGIONSPACE The fleet legion has taken a particular interest in your ships for reasons known only to
PRIORITY HOST themselves and/or high command. You may choose a single hostile battlegroup at the
start of the engagement: during the first round, you may act first during each phase and
that battlegroup must act last. If multiple hostile battlegroups suffer from this disruption
effect at once, or if some other effect or ability sets a battlegroup at a specific turn, they
choose a viable turn order as needed among themselves. Player battlegroups have
priority over NPC battlegroups in turn order.
10 ENHANCED A little extra power to defense systems can spell the difference between victory or defeat.
SHIELDING 1/engagement, you may reroll any number of Interdiction dice, choosing the best result.

Section 2 // Reserves
[52]
DAMAGE AND DESTRUCTION
DAMAGE AND DESTRUCTION
No matter how much damage a ship takes, it remains
operational as long as stays above 0 HP – with even
just 1 HP remaining, the officers, crew, and automated
systems can keep the ship in the fight. At 0 HP,
A note about player safety: while Battlegroup
assumes that peoples’ lives are fragile in the context
of space combat, we never want players to be placed
in situations that they find unsafe. To that extent,
2
however, a ship is considered destroyed; any lower, clear it with your players whether or not they are
and you begin to see more and more catastrophic comfortable with the (very high) chance that their
levels of destruction. A destroyed ship is no longer a character could die in a session. If they are, play on
valid target for attacks and abilities. Use the Kill Table as written. If not, make sure to leave some wiggle
below to determine the degree to which a ship has room for characters to live.
been removed from the fight, and how many – if any –
members of the crew manage to escape.

KILL TABLE
REMAINING HP OUTCOME DETAILS
0 to -4 MISSION KILL The ship is “mission-killed”: its drive section is holed, life support systems
and reservoirs ruptured, navcomm and weapons systems rendered
ineffective, or it drifts uncontrolled through space. Whatever the specifics, a
ship in this condition is unable to continue the fight in an effective manner.
Fortunately for those aboard, the crew and passengers of a mission-killed
ship have time to escape via conventional systems (e.g., escape pods and
lifeboats) if they so choose, although they can grab only those personal
effects, supplies, critical hardcopy intelligence, and so on, that they can carry.

-5 to -9 SUNDERING HIT The ship suffers a sudden and catastrophic blow, shattering its hull and causing
irreconcilable damage to its superstructure. The damage at the point of impact
likely causes a section of the ship to shear off, boiling all proximal modules to
slag in a catastrophic rupture. Crew are killed outright or, worse, spaced. Some
of the lucky ones manage to escape on lifeboats, but they are few.

-10 to -14 TOTAL The ship is immediately destroyed by the attack. The brief, catastrophic
DESTRUCTION explosion (or series of explosions) as critical systems rupture immediately kills
nearly everyone on board. Survivors of the blast are limited to the single digits
– of these, few live longer than a handful of moments after the initial
explosion. The ship is not salvageable, having been reduced both by the
weapon impact and drive rupture to a glittering plume of slag and debris.

-15 or less ANNIHILATION The ship is immediately destroyed as its nearlight drive, magazines, or long-
spool capacitors suffer a direct, penetrating hit. The resultant explosion is so
massive that it blanks nearby ships’ sensors for a moment, and little remains
save for an expanding cloud of plasma. All hands are lost; no one can survive
an explosion like that.

Section 2 // Damage and Destruction


[53]
NEARLIGHT EJECTION
Ships can also suffer catastrophic effects as a result of When a player performs a nearlight ejection, you may
sudden emergency nearlight maneuvers away from an roll on the following table to determine the
unfavorable battle, a process referred to as nearlight consequences, if any. These consequences are
ejection. Much like ejection from the cockpit of a mech entirely optional and largely narrative in effect; they
or fighter, nearlight ejection from combat isn’t without have no additional bearing on the state of an
its risks. Without the luxury of ample time to prepare engagement or a player’s battlegroup, as ejection is
for such brutal acceleration, both damage to the ship already an undesirable outcome. You might roll on
and danger to the crew are to be expected. That said, this table once for each Capital Ship remaining in
much like when ejecting from a cockpit, such dangers your battlegroup, or simply roll once and apply the
are often still preferable to the alternative. results broadly to all ships.

NEARLIGHT EJECTION TABLE ROLL 1D6

1 CREW During ejection, the ship’s kinetic compensators fail to properly engage across all
CASUALTIES decks, resulting in numerous casualties. Roll 1d20: the result is the percentage of the
ship’s crew that are killed as a result of the ejection, crushed to death by unprotected
exposure to sudden, massive acceleration.

2 INTERNAL Whether due to existing battle damage or critical overloads caused by sudden nearlight
EXPLOSION acceleration, an internal explosion occurs aboard the ship immediately after it realigns
to realspace. The ship suffers 1d6 damage immediately and without mitigation. This
damage cannot reduce a ship below 0 HP, but may still prompt the remaining crew to
evacuate in order to avoid further danger.

3 MISALIGNED Due to a navigational error or hardware malfunction, when your ship finally retranslates
JUMP back to nominal velocity you discover that your ejection has placed you far off course.
This could also place you dangerously close to stellar bodies, a gravity well, or other
hazardous conditions.

4 DEAD IN THE The jump was successful – on target, with no injuries – but massive power surges have
WATER pushed the ship’s reactors into an automatic shutdown sequence. The ship is now
operating on emergency power to essential systems only. It will take several days or
more for the reactors to fully cycle down and then be brought back online – the larger
the vessel, the longer it takes. Until then, you’re adrift in space.

5-6 JUMP Despite the desperate circumstances, your ejection from battle is handled without error.
SUCCESSFUL, You retranslate on course, and while the ship and her crew may suffer minor systems
ALL CLEAR damage and treatable injuries in the aftermath, this is nonetheless a textbook example
of a successful jump.

Section 2 // Damage and Destruction


[54]
KEYWORDS AND DEFINITIONS
KEYWORDS AND DEFINITIONS
GAME TERMS
ALLY/ALLIED: Some effects and abilities refer to allied
battlegroups and ships. Your own battlegroup’s
CRITICAL HIT: A result of 20+ on an attack roll using
weapons with the CRITICAL tag causes a critical hit,
2
ships do not count as allied for these purposes; if doubling all damage from that attack.
something can affect your own ships, it will say so.
FLEET: A fleet is an organized force of trade or military
ATTACK: An attack in Battlegroup can take several spaceships, composed of a mix of ships of the line,
different forms: it refers to any action or effect – subline vessels, fighters, bombers, and mounted
most often a maneuver like Open Fire – that calls mechanized chassis. In Battlegroup, it refers to the
for an attack roll with a weapon against a target's collective forces of the player group and the
DEFENSE value, or that launches a PAYLOAD attack of assembled NPC forces. Fleets typically give a single
some sort. If something prohibits you from making capital ship the honor of being the fleet’s flagship,
attacks, then you cannot perform these actions. usually the one led by the most senior officer
Weapons, upgrades, and abilities that do damage present, though other structures are acceptable and
automatically, such as strike craft and certain found across various naval powers.
AUXILIARY weapons do not count as attacks.
FLAGSHIP: Each player has one FLAGSHIP that
BATTLEGROUP(S): A battlegroup is the group of ships represents the center of their battlegroup’s
commanded by a player or an NPC. command structure. This is generally the ship
carrying their commander. Each NPC battlegroup
BOLSTERED: Battlegroups that are BOLSTERED have is also formed around a FLAGSHIP.
taken additional measures to avoid or mitigate
incoming damage, such as shunting additional HIT POINTS (HP): HP represents the health, cohesion,
power toward their defensive systems or rerouting and morale of a battlegroup and the structural
power to thrusters, shields, electronic integrity of individual ships and their pilots. When a
countermeasures, and point defenses. When a ship’s HP is reduced to 0 by damage or other
battlegroup is BOLSTERED, it gains +1d6 interdiction effects, that ship is destroyed (see p. 53).
and all ships in the battlegroup gain +2 DEFENSE
until the end of its next turn. A battlegroup can only Some systems or abilities cause ships to take
benefit from one instance of BOLSTERED at a time; it damage as a cost or allow them to take it in place
doesn’t gain additional benefits. of another target. Unless otherwise specified, when
such an effect reduces a ship to 0 HP, it is
CAPITAL SHIP: CAPITAL SHIPS are some of the largest destroyed after carrying out its command or effect.
vessels in modern naval fleets, and are the central If a particular upgrade doesn’t have a HP value then
ships of any battlegroup. Players have access to it can’t take damage and can’t be used for effects
three types of CAPITAL SHIPS: FRIGATES, CARRIERS, such as these. Likewise, an upgrade that doesn't
and BATTLESHIPS. NPC FLAGSHIPS are also CAPITAL have HP can't benefit from effects that restore it.
SHIPS and form the core of NPC battlegroups.
Some weapons, upgrades, and abilities can only HOSTILE: Some effects and abilities refer to hostile
target or affect CAPITAL SHIPS. battlegroups and ships. Hostile targets are always
designated as such from the perspective of the
COUNTERS: The status of various gameplay elements user; for players, NPC battlegroups and ships are
are tracked with counters, including the readiness hostile, and for NPCs player battlegroups and
of powerful weapons and the time until a self- ships are hostile.
propelled strike reaches the enemy. You can use
actual tokens or a d6 for this purpose, or just mark
them on a piece of paper. Among other types of
counters, CHARGE weapons use Charge Counters,
PAYLOAD weapons use Flight Counters, and
RELOADING abilities use Refresh Counters. Some
weapons and effects also apply Greywash
Counters, which deal persistent damage over time.

Section 2 // Keywords and Definitions


[55]
INTERDICTION: A battlegroup’s INTERDICTION score MANEUVER: Maneuvers are a type of action that
represents its ability to shoot down or neutralize players and NPCs can perform during the Action
incoming attacks using a range of electronic, kinetic- Phase. They are typically actions that involve a full
projectile, or directed-energy countermeasures. battlegroup, such as attacks or movements, or
INTERDICTION is an abstract value that comprises require a significant investment of time and
numerous defensive systems all working in concert. attention. Each player can make one maneuver
It can just as easily represent point-defense guns as during their turn.
it can a fleet legion’s anti-incursion protocols. A
battlegroup’s INTERDICTION is the sum of all dice and MOVEMENT: A movement is when a battlegroup
bonuses within it, including those from individual changes its position on the gyre, either advancing
ships, weapons, upgrades, and abilities. Ships don’t forward (toward Point-Blank) or moving back
have INTERDICTION – battlegroups do. (toward Extreme Range). Some upgrades and
abilities enable or force battlegroups to move or
A battlegroup’s INTERDICTION reduces damage from prevent them from moving.
incoming PAYLOAD attacks and damage from area-
target attacks. This is primarily useful during the TACTIC: Alongside maneuvers, tactics are the other type
Impact Phase, during which it is rolled once each of action can be taken by players and NPCs in the
round to defend against all relevant incoming Action Phase. Tactics tend to be less demanding of
damage; however, INTERDICTION can also be rolled time and resources, involving more specialized
during the Action Phase when battlegroups are hit systems and abilities intended to enhance a fleet’s
by certain attacks and abilities (e.g., those that deal performance. Each player can use one tactic and
area-target damage or that specifically state the one maneuver during their turn, or they can forego
damage can be interdicted). When defending against their maneuver and use two tactics instead.
such an attack, you roll your battlegroup’s
INTERDICTION and reduce the damage of incoming TURN: A battlegroup’s turn takes place during the
attacks by an amount equal to the result. If the Action Phase, during which it performs
damage from an attack or effect is reduced to 0, it is maneuvers and uses tactics to move through the
completely neutralized and has no effect on the gyre, launch attacks and boarding actions, or
target, including any secondary effects it might activate various upgrades. Once a battlegroup has
otherwise have. performs all actions that it can or that it wishes to,
its turn is over and any effects that trigger or clear
For example, a torpedo salvo (an area-target at the end of its turn do so then.
attack) might strike a battlegroup, dealing 8
damage. The targeted battlegroup has 1d6 UPTIME: In naval parlance, uptime refers to the
Interdiction. The player rolls a 1d6, getting a 3, minutes, days, hours, weeks, or – rarely – months
which they subtract from the incoming damage, when a ship’s crew are awake and active but not
meaning every Capital Ship and every Escort in the necessarily engaged in combat. This time is
battlegroup takes 5 damage (Wings ignore area usually filled with drills and training, maintenance,
damage). If the defender had 8 Interdiction instead, intelligence-gathering, resupply and
they would have neutralized the attack entirely and replenishment, sensitive navigation, and so on.
none of their ships would take any damage. “Downtime”, by contrast, refers to the time the
crew spends in stasis. What other branches would
LOCK ON: During naval engagements, ships are call downtime – recreational activities, non-stasis
constantly vying for a clean firing solution. rest, and any generalized blowing off steam – is
Powerful sensor suites and networked NHPs work instead referred to as “R&R” or “shore leave”
in concert to analyze, predict, and acquire positive (often shortened to just “leave”, and in many cases
locks on their targets when they can, setting up not on a literal shore) in the navy.
devastating attacks before their maneuvers and
countermeasures are inevitably disrupted. LOCK
ON is a status that ships can be given by certain
maneuvers or tactics. When attacking a target with
LOCK ON, the attacker can consume the status to
gain +1 ACCURACY. Certain weapons, systems, and
abilities also have additional effects that require
inflicting or consuming LOCK ON to activate. LOCK
ON does not stack with itself, and disappears at
the end of the Impact Phase if not used.

Section 2 // Keywords and Definitions


[56]
KEYWORDS AND DEFINITIONS
WEAPON TYPES
There are three main classes of weapons that can be
mounted on CAPITAL SHIPS. Only weapons of the proper
class can be equipped to a ship’s weapon slots.

SUPERHEAVY WEAPONS
WEAPON & UPGRADE TAGS
The weapons and upgrades available to commanders
include powerful weapons, electronic warfare systems,
enhanced command-and-control capabilities, and also
things like accompanying subline vessels or wings of
fighters and bombers housed aboard carriers.
2
The most powerful and devastating weapons
mounted on capital ships, SUPERHEAVY weapons draw Tags are specific terms that describe how a weapon,
down enormous power or launch volleys of powerful upgrade, or ability functions and what sort of rules
munitions. Unless otherwise noted, SUPERHEAVY are attached to it. Remember that specific rules
weapons without the CHARGE tag can only be used as override general rules. That means that if an upgrade
part of the Open Fire maneuver. has different rules to the ones outlined here, you
should use the specific rules given for that upgrade.
Superheavy weapons receive +1 DIFFICULTY on all
attack rolls against NPC ESCORTS, as they aren’t TAGS
optimized for use against such small, nimble targets. ACCURATE: Attacks with this weapon gain +1 ACCURACY.

PRIMARY WEAPONS BOARDING: This weapon or upgrade can take part in


PRIMARY weapons are the large, main battery weapon boarding actions. Many ESCORTS and WINGS can
systems that form the backbone of a fleet’s armament. perform boarding actions alongside other actions.
While boarding a ship, units are removed from play
AUXILIARY WEAPONS and can’t regain HP, take damage, or be targeted
AUXILIARY weapons are smaller, secondary weapon by attacks or effects unless specifically noted.
systems that can be fired alongside other weapons.
They often enhance or augment other weapons or CHARGE X: This weapon begins play with X Charge
provide additional firepower against subline- or fighter- Counters, which indicates how close they are to being
tier targets. When you attack with a PRIMARY weapon, fully charged. During each Logistics Phase, all CHARGE
you may also fire an AUXILIARY weapon. These weapons weapons automatically remove 1 Charge Counter.
do not have to be equipped on the same ship. CHARGE weapons that have reached 0 Charge
Counters can be fired during the Impact Phase,
Each AUXILIARY weapon can only be used once per which resets their counters to X. Firing a CHARGE
PRIMARY-weapon attack. For example, if you’re weapon does not require a maneuver or tactic.
performing a maneuver that allows you to attack with
two PRIMARY weapons, you couldn’t use fire the same
RUNNING WITH SCISSORS
Students often ask naval academy instructors why
AUXILIARY weapon twice, but you could use two fleets don’t simply maintain long-spool weapons at
different ones. firing charge before entering a battle’s outer
perimeter. Wouldn’t it make sense to approach a
SINGLE-TARGET fight as ready as possible?
Attacks from single-target weapons must be against
individual targets. If they hit, then they deal damage; if There are countless answers to this question. Some
they miss, they don’t. Single-target attacks cannot be focus on wear and misalignment of critical weapon
interdicted unless they are from PAYLOAD weapons. components, others highlight the unacceptable levels
of electromagnetic interference, but the most
AREA-TARGET immediate concern is simple: fully charged long-spool
AREA-TARGET attacks do not require an attack roll. weapons are incredibly volatile. The outputs of these
Instead, they automatically hit the target battlegroup and weapons can carve holes through moons, shatter
roll damage, which can then be reduced by INTERDICTION. space colonies, and upend continental ecosystems.
On top of that, nearlight travel and battlespace
When making an AREA-TARGET attack, the attack’s realignment is also a volatile endeavor, with dozens of
damage is rolled, then the total Interdiction of the ships moving close to lightspeed before attempting to
target battlegroup is rolled and the result subtracted safely decelerate to combat velocity while remaining
from the damage. Whatever damage remains is then on target for optimum positioning.
applied to all ships in the battlegroup except for
WINGS, which are small and nimble enough to evade Mixing the two, therefore, is highly inadvisable. To
them automatically. satisfy their curiosity, cadets are often invited to view
after-action recordings of engagements where
reckless commanders have attempted such
maneuvers with spectacularly catastrophic results.

Section 2 // Keywords and Definitions


[57]
CRITICAL: This weapon is especially devastating or OVERKILL: When rolling for damage with this weapon,
capable of penetrating a target’s defenses to strike any damage dice that land on a 1 are immediately
vulnerable components with careful aim and a bit rerolled. Additional 1s continue to trigger this effect.
of luck. Its attacks can critically hit, dealing double
damage when 20+ is rolled on an attack roll. OVERSHIELD: This weapon, system, or effect grants a
ship X temporary HP on top of its base HP, the
ESCORT: This upgrade represents a group of subline amount of which is noted in the ability itself (for
vessels that occupy the middle ground between example, 5 OVERSHIELD). This OVERSHIELD cannot be
massive capital ships and smaller fighter-tier craft. regained by things that restore HP, but otherwise
Corvettes, destroyers, cruisers, and other works like normal HP for purposes of damage,
specialized ships fall under this category. Certain damage reduction, and so on. OVERSHIELD can put
ships are outfitted with the necessary command- a ship above its normal HP total. Damage is dealt
and-control infrastructure and supply reserves to to a ship’s OVERSHIELD first, then its HP. Ships
utilize subline groups, allowing them to take retain only the highest value of OVERSHIELD applied;
ESCORT upgrades, which give them access to it does not stack.
special tactics and abilities. Player ESCORTS may
have HP, but cannot be targeted by regular PAYLOAD/PAYLOAD X: This weapon does not require an
attacks and can only be affected by weapons and attack roll to hit its targets. Instead, there is a delay
abilities that specifically affect ESCORTS. between when they’re fired and when they hit their
target; the longer the distance, the longer the flight
By contrast, NPC ESCORTS can be attacked and time. When fired, PAYLOAD attacks start with a
interacted with both as normal and also by number of Flight Counters based on the
weapons or abilities that specifically affect attacker’s range band (see p. 46–47 for flight
ESCORTS. SUPERHEAVY weapons receive +1 times). Flight Counters are removed during the
DIFFICULTY to attacks against these ESCORTS as they Logistics Phase of each round. Once the final
are not optimized for such small targets. Flight Counter is removed, impact is imminent
and the attack hits its target in the Impact Phase.
GREYWASH: This insidious weapon or munition infests Most PAYLOAD attacks can be interdicted.
targets and gradually breaks them down.
GREYWASH weapons often make use of destructive PAYLOAD X weapons are slower or faster than usual,
nanotech swarms, but they can take a range of adding or subtracting X Flight Counters. A weapon
similar forms as well, such as drones or lingering with PAYLOAD –1, for example, starts with 1 less
munitions. GREYWASH upgrades inflict their targets Flight Counter than usual. Some abilities and
with Greywash Counters. At the end of the effects can also increase or decrease the flight time
Impact Phase, ships take damage equal to the of PAYLOAD attacks, down to a minimum of 1 Flight
number of Greywash Counters they currently Counter – a PAYLOAD’S Flight Counters cannot be
have (ignoring OVERSHIELD) and then remove 1 reduced to 0 before the Logistics Phase.
Greywash Counter. These counters can stack.
Battlegroups can automatically clear all Greywash Once fired, PAYLOAD weapons can’t be fired again
Counters from their ships as a maneuver. until the previous attack has impacted; however, if
a PAYLOAD’S target is destroyed or flees from battle
INACCURATE: Attacks with this weapon take +1 DIFFICULTY. before it reaches them then automatic failsafes
detonate it early, allowing you to attack again
LEGIONSPACE: This weapon or upgrade is connected to without having to wait. You may also choose to
the fleet legion in some way. It can be used to manually detonate any of your PAYLOAD attacks
disrupt enemy vessels or to unleash systemic, during your turn, allowing you to fire a new salvo.
paracausal attacks upon opposed fleet legions,
which, in turn, affects targets in realspace. By contrast, PAYLOAD attacks do not
LEGIONSPACE weapons, systems, and upgrades automatically detonate or shut down when the
function as normal, but can be uniquely bolstered ship that fired them is destroyed – they can
or hindered by some effects. continue to present a threat over the course of an
engagement. But if the battlegroup responsible
LIMITED X: This weapon or system can only be used X for them surrenders or ejects from battle, or if
times before it is fully expended. To use the they and their entire fleet are defeated and the
system, the user expends a use. LIMITED weapons engagement ends, then the absence of
expend uses when used to attack. coordinating telemetry renders them useless and
they are effectively destroyed without harm.

Section 2 // Keywords and Definitions


[58]
KEYWORDS AND DEFINITIONS
2
RELIABLE X: This weapon always deals some amount of
unavoidable damage, whether due to sheer volume of
fire, collateral thermal bleed, or exceptional course-
correction capabilities. It always deals X damage,
even if you roll lower, the attack is interdicted or
avoided, or it otherwise misses its target.

RELOADING X: Although this weapon or upgrade


doesn’t necessarily require literal reloading, it does
have to refresh, recharge, or cool down between
uses. After use, gains X Refresh Counters, with
one counter removed in each subsequent
Logistics Phase. When the last Refresh Counter is
removed, it is ready to be used again.

SYSTEM: This specialized upgrade can only be


installed on ships with free system slots. This
represents the command structure, electronics
architecture, power surplus, or extra cargo space
needed to effectively utilize it.

TENACITY: All units capable of boarding an enemy


vessel have a Tenacity rating that represents how
difficult it is to dislodge them once they are
aboard. Boarded ships roll against a boarding
unit’s Tenacity to repel them if they do not perform
a maneuver on their turn to do so automatically.

UNIQUE: This weapon or system is especially rare or


unconventional and cannot be assigned casually –
each battlegroup may only equip a single instance
of it at a time.

WING: This upgrade represents a flight of fighters,


bombers, drones, or mounted chassis that grant a
ship access to special tactics and abilities.
Individually, these craft may pose little threat to a
capital ship, but in numbers their tactical flexibility
and anti-capital ordnance allows them to punch
well above their weight. Certain ships – particularly
Carriers – are outfitted with the landing bays
required to house and launch these strike craft, as
denoted by the Wing slots listed in their
descriptions. Wings are too nimble to be attacked
directly by most naval weapons; they can only be
affected by weapons and abilities that specifically
state they can do so, and they are unaffected by
area-target attacks.

Section 2 // Keywords and Definitions


[59]
BUILDING A BATTLEGROUP
Each battlegroup is comprised of one or more CAPITAL enough that they can find a home in any commander’s
SHIPS supported by subline ESCORT squadrons and WINGS. fleet. Your ship’s physical appearance is also up to
As a player, you’ll build your battlegroup by selecting you as well. While illustrations provide an example of
ships and upgrades before leading them into battle. what each ship might look like, a ship’s overall look,
structure, and layout have no bearing on gameplay.
Battlegroups often follow an organizational structure
derived from contemporary naval doctrines: a flagship There are also no restrictions on taking multiple copies
carrying the battlegroup’s commander, several other of the same ship, but each battlegroup may only have
capital ships, and a greater number of subline ships, a certain number of hulls of any particular type. A
corvettes, gunboats, and fighter or bomber wings, battlegroup may only have up to 3 FRIGATES, up to 2
though what constitutes a battlegroup or its equivalent CARRIERS, and/or only 1 BATTLESHIP.
can vary widely from navy to navy. As long as you
follow the requirements given below, though, you can Once you’ve selected the hulls in your battlegroup,
structure your battlegroup however you’d like. your remaining points buy weapons and upgrades to
equip them with. All ships, unless otherwise specified,
The following section contains all the rules players need to are considered to have sufficient life support systems,
build their own battlegroups, from selecting capital ship food and water supplies, crew and quarters, nearlight
hulls to outfitting and equipping their ships with a variety and sublight drives, necessary basic systems
of weapons, systems, subline vessels, and strike craft. It (targeting control, a CIC, navigation, etc.), and so on.
also contains rules for advancements that players might
earn through play, such as accolates for outstanding LEFTOVER POINTS
service, ship legacies, and narrative reputations. Based on the loadouts you choose, you might wind up
with some leftover points you can’t spend because
When building a battlegroup, you have 20 points to you run out of space. Unspent points can be used to:
spend. These points can be spent to buy hulls for CAPITAL
SHIPS, weapons, and other upgrades. CAPITAL SHIPS are • Set a Posture: If you’re setting a posture prior to an
the heart of the battlegroup, so keep track of each one engagement, you may convert up to 2 unspent
that you build – their hulls (including slots, HP, DEFENSE, points into banked ACCURACY dice. You may spend
and unique abilities) and the upgrades with which you load a banked die to add +1 ACCURACY to one of your
it out. Different hulls have different point costs, with some single-target attack rolls during play.
being more costly and others more efficient. Balancing • Boost Uptime Actions: If your group is using
these costs while retaining enough points to outfit them uptime actions, then you may convert up to 2
is an important part of constructing your battlegroup. unspent points into ACCURACY dice that can be used
for your uptime action rolls. This can help you
Player battlegroups must have at least two CAPITAL SHIPS secure advantages such as reserves or other
of any type. Designate one of these as the battlegroup’s benefits going into a battle.
FLAGSHIP. This is the vessel from which your character
will command their battlegroup and the one that will – MAKING ADJUSTMENTS
should it be destroyed – result in the death of your Until an engagement has begun, a battlegroup’s
character (unless they make it to an escape pod). Your loadout is never set in stone. Between engagements,
FLAGSHIP gains +3 HP, +1d6 INTERDICTION, and +1 SYSTEM it’s assumed that players will have access to the
slot. These bonuses represent the customizations that necessary repair and refit facilities to make alterations
have gone into making this your command vessel. Any and experiment with different combinations of hulls,
type of CAPITAL SHIP can serve as a FLAGSHIP; while weapons, and upgrades. You may have a particular
battleships are the most popular choice, many battlegroup loadout that you favor and that you only
commanders prefer to oversee matters from the bridge tweak slightly based on the demands of upcoming
of a frigate or carrier. Note that losing your FLAGSHIP engagements, but the option is always available to you
during an engagement does not prevent you from should you decide you wish to try something different.
continuing to fight on with the remainder of your forces.
Adjustments can also be made during pre-
While hulls are manufactured by a variety of shipwrights engagement preparation, influenced by briefings,
and each one has its own history within the setting of additional intelligence, and the results of certain
Battlegroup, there are no restrictions on building a uptime actions that grant various upgrades and
battlegroup based on hull manufacturer. These ship bonuses. Once battle begins, however, all choices are
designs are sold, traded, captured, and copied widely set until the engagement concludes.

Section 3 // Building a Battlegroup


[62]
BUILDING A BATTLEGROUP
3
STRATEGIES FOR BUILDING A
HULL STATISTICS BATTLEGROUP
CAPITAL SHIP hulls have several important statistics to With so many options available for constructing
note when selecting and outfitting them. a battlegroup, you might feel a little
overwhelmed at first until you become more
POINTS accustomed to the system. For newer and less
This indicates how much a given hull costs as part of experienced players, here are some guidelines to
a battlegroup. This cost represents only the hull itself, help you get started:
not any weapons or other upgrades.
Take note of the strengths and weaknesses of
HIT POINTS (HP) your chosen ships. Some ships are better in
A hull’s HP represents its physical durability. When it close-up fights, while others are better at hanging
reaches 0 HP, it is destroyed along with all of its back and acting from a distance. Choosing ships
upgrades, including weapons, systems, and any that complement one another (and complement
ESCORTS or WINGS it was carrying; however, some the other players) is a good start.
ongoing effects provided by these upgrades persist.
For example, a destroyed ship’s Payload attacks will Many NPCs have ways to move player
continue their last flight, and any boarders they’ve battlegroups along the gyre, representing their
deployed will continue fighting until the bitter end. ability to shift the lines of battle in their favor. It’s
unlikely that you will be able to remain in a single
DEFENSE range band uncontested for an entire engagement.
This is an abstract representation of a ship’s With this in mind, it’s a good idea to try to avoid
structural integrity, defensive countermeasures, and creating a battlegroup that can only act effectively
maneuverability. When someone makes a single- at one specific range band. Note, however, that
target attack against a ship, they roll against that some systems and upgrades allow you to mitigate
ship’s DEFENSE to see if they hit or not. An attack roll these movement effects to some extent.
that equals or exceeds a target's DEFENSE is a hit.
Some effects may modify a ship’s DEFENSE, but it can Make sure you always have something to do
never go below 6 or above 20. during your turns. While it’s possible to create a
battlegroup without any PRIMARY weapons, for
WEAPONS example, doing so would mean that during your
This shows how many weapons of each size turn you wouldn’t be able to make attacks using
(SUPERHEAVY, PRIMARY, and AUXILIARY) can be equipped maneuvers like All Ahead Full and Open Fire. Of
onto a ship. Some highly specialized ships don’t have course, this doesn’t mean you need to have any
any weapon mountings. one type of weapon or system in your battlegroup
– there are plenty of options available, including
SYSTEMS weapons, support systems, fighters and subline
This shows how many upgrades with the SYSTEM tag vessels, and boarding actions.
a ship can equip.
There are 0-point options available for all
ESCORTS/WINGS weapon and upgrade types, so spending all of
This shows how many upgrades with the ESCORT or your points before you’ve fully outfitted your
WING tags a ship can equip. ships doesn’t mean you won’t be able to finish
the job. There’s no need for you to let any
TRAITS, MANEUVERS, AND TACTICS weapon or upgrade slot go unused, so don’t be
In addition to its unique profile, each ship also offers afraid to indulge in some more expensive
one or more traits, maneuvers, or tactics. Traits are choices that you’d like to try out.
passive modifiers with their triggers listed in the
ship’s profile. They don’t need to be activated unless Taking a look at other battlegroups can help you
stated. Maneuvers and Tactics work like normal and find opportunities for coordination and teamwork.
can be used during the Action Phase. If someone’s battlegroup benefits from consuming
LOCK ON, you might take something that can help
them by locking onto targets. If another
battlegroup is focused on PAYLOAD attacks then
you might instead choose options that work well
alongside that such as upgrades that help
coordinate their salvos for greater effect.

Section 3 // Building a Battlegroup


[63]
EXAMPLE: UDOJ/HR LIBERATOR BATTLEGROUP
Let’s build a battlegroup!

To start with, you know you want to play a pack of bruisers – big ships that can take BATTLEGROUP PULLMAN [20]
hits and dish them out. Some of the other players in your group are going with lighter
builds – a range of quick carriers with plenty of wings and subline squadrons – and Thoreau Battleship [7]
planning to chip away at enemies, but you want to hit them with the knockout punch. Flagship [0]
You have 20 points to spend on ships and upgrades. 3x3 Block Short-Spool
Cannon [2]
So, off the bat, you’re going to buy three CAPITAL SHIP hulls: two GMS Caspian Sea– Heavy Kinetic Battery [1]
Class FRIGATES (3 points apiece) and one GMS Thoreau-Class BATTLESHIP (7 points), for Heavy Kinetic Battery [1]
a total of 13 points. You decide to designate the Thoreau as your FLAGSHIP, granting it Secondary Turrets [0]
+3 HP, +1D6 INTERDICTION, and an additional system slot. Secondary Turrets [0]
Fire For Effect [0]
The Thoreau has several abilities that complement a heavy-hitting play style,
including a powerful maneuver called Unleash Hell that allows you to fire a Caspian Sea Frigate [3]
SUPERHEAVY weapon alongside two PRIMARY weapons or up to four PRIMARY weapons all Heavy Kinetic Battery [1]
at once. It also has plenty of weapon slots so you can cover both possibilities. Flyswatter Missiles [0]
Meanwhile, the Caspian Sea–class frigates are effective at screening since they can
LOCK ON to enemies when assigned to a defensive screen and also give your allies Caspian Sea Frigate [3]
rerolls, making them very versatile and flexible ships. Heavy Kinetic Battery [1]
Flyswatter Missiles [0]
With your remaining 7 points, you’ll outfit your hulls with weapons and upgrades; any slots
you don’t have points to spend on, you can simply fill with 0-point weapons or systems. Banked Accuracy [1]

Your flagship is going to be the big damage-dealer of your battlegroup, so you want
to make sure it really slings fire. Although you have plenty of weapon slots between
the battleship and your two frigates many of the SUPERHEAVY weapon options don’t fire
like normal. Instead, they build up charges or launch payloads that have to travel to
their targets. There is, however, an option that’s perfect for this sort of playstyle: the
3x3 Block Short-Spool Cannon. Equipping that costs you 2 points.

In addition to its new cannon, the Thoreau has two PRIMARY weapon slots, two
AUXILIARY weapon slots, and (because it’s your FLAGSHIP) it also has a SYSTEM upgrade
slot. For its PRIMARY and AUXILIARY weapons, you choose a pair of Heavy Kinetic
Batteries and Secondary Turrets. The Heavy Kinetic Batteries cost 1 point each, and
the Secondary Turrets cost 0 points, leaving you with 3 points remaining. For the
system slot, you decide you want to make sure your big guns hit when you unleash
hell, so you install the 0-point Fire For Effect upgrade on your battleship.

Now we come to outfitting the FRIGATES, which have one PRIMARY and one AUXILIARY
weapon mount each. For another 2 points, you purchase another pair of Heavy Kinetic
Batteries to give your battlegroup even more firepower. You could simply take another set
of Secondary Turrets, but the mission briefing suggested that enemy forces may have
carriers in the area of operations, so instead you give each frigate a set of Flyswatter
Missiles for 0 points apiece.

One point remains. Unfortunately, you don’t have any free weapon or upgrade slots
left, but that just means it gets converted into a banked ACCURACY die for you to spend
during the upcoming battle.

With everything set, you make note of the weapons and systems equipped to each ship,
their traits and any special abilities they have, and each ship’s HP and DEFENSE, and then
you go about naming them accordingly. This particular battlegroup is being portrayed as
a strike force under the command of Union’s Department of Justice and Human Rights,
and is designated Battlegroup Pullman. This battlegroup will be accompanied by those
of the other players, and together, all of the battlegroups you command make up a fleet.

Section 0 // Building a Battlegroup


[64]
BUILDING A BATTLEGROUP
CAPITAL SHIP
CLASSIFICATIONS
FRIGATE
Frigates are the backbone of any navy
worth its salt. A broad-tonnage class,
frigates are the jack-of-all-trades ship that
MANUFACTURERS
GENERAL MASSIVE SYSTEMS
One of the oldest and most ubiquitous of the galactic
manufacturers, GMS has designed ships for Union’s navy for
centuries, through the fall of the anthrochauvinist Second
Committee and into the rise of the modern-day Third
3
no admiral would want to go without. Committee. With standardized designs that are as easy to
Encompassing everything from sturdy ships maintain as they are to operate, countless spacers have cut
of the line to cutting-edge, highly focused their teeth aboard a GMS ship.
specialists, frigates are the most common
and diverse ships of capital designation. GMS hulls tend to be well balanced and focused on
combined-arms tactics, supporting and supplementing other
A battlegroup can have up to 3 FRIGATES. ships and battlegroups during combat.

CARRIER HARRISON ARMORY


Carriers sacrifice weaponry and specialized A corpro-state founded following the dissolution of the Second
systems to increase command ability and Committee, Harrison Armory is the galaxy’s premier
the portfolio of potential scenarios to which manufacturer of weapons and weapons platforms. An
a battlegroup can respond. Entertainment expansionist polity, the Armory maintains its own navy, which
media often depicts the “classic” flagship benefits from its advancements in next-generation technologies.
carrier: a large vessel crewed by thousands Armory ships are often equipped with directed-energy weapons,
of enlisted and officers, its hangars home to advanced shielding, and paracausal weaponry.
wings of fighters, bombers, and – in some
cases – light subline ships. The carriers Armory hulls tend to be dedicated specialists outfitted with
fielded throughout the Orion Arm, though, experimental systems that require careful battlegroup
tend toward low and middle tonnage, composition for maximum efficacy.
adopting frontline and gyre-proximal
positions where they can better manage FEDERAL KARRAKIN SHIPYARDS
their wings in aggressive midrange combat. The Karrakin Trade Baronies is a federation of the largest and
most powerful monarchies in known space. Its barons claim to
A battlegroup can have up to 2 CARRIERS. represent the oldest unbroken civilization in human history, one
seeded prior to the Fall and the foundation of Union. The
BATTLESHIP byzantine politics and power struggles of the Baronies are
A common wartime flagship, battleships are reflected in the naval forces of the Baronic Unified Command,
the pure realization of raw destructive which are subject to the competing design interests of various
power. Most ships that fit the “battleship” factions. The KTB is also extremely wealthy, and is known to
role are built around massive spinal regularly establish contracts for ships, chassis, and weapons
cannons – kinetic accelerators or linear- from designers like Smith-Shimano Corpro.
beam projectors (“lances”) – meant to deal
a killing blow to enemy capital ships in a While FKS ships tend to be powerful on an individual basis,
single shot. Charging these titanic weapons they pay for this with higher costs and other drawbacks
takes time, however, and during that time commanders must contend with.
these great ships must be protected by
their escorts. Some battleships sacrifice IPS-NORTHSTAR
raw ordnance to carry wings of fighters with One of the oldest major corpro-states is Interplanetary
them, or robust defensive systems meant to Shipping-Northstar, a shipping and transport conglomerate
ensure they remain unmolested as they that has existed since the invention of nearlight drives first
prepare to fire. made interstellar commerce possible. While not a state military
power in the conventional sense, IPS-N Trunk Security
A battlegroup may only have 1 BATTLESHIP. operates in defense of civilian and commercial shipping against
piracy and raiders, and the company is happy to sell mil-spec
vessels and weapons to anyone who can afford them.

IPS-N ships are durable and robust, with an emphasis on


commanding ESCORTS and WINGS as well as boarding actions.

Section 3 // Building a Battlegroup


[65]
HULLS

POINTS HP DEFENSE OPTIONS


3 16 10 1 Primary, 1 Auxiliary

Section 3 // Hulls
[66]
FRIGATES
FRIGATES
3
0

POINTS HP DEFENSE OPTIONS


3 16 10 1 Primary, 1 Auxiliary

Section 0 // Frigates
[67]
POINTS HP DEFENSE OPTIONS
3 16 10 1 Primary, 1 Auxiliary

[68]
FRIGATES
3

GMS
SUPERIOR-CLASS FRIGATE
POINTS HP DEFENSE OPTIONS
3 16 10 1 Primary, 1 System

Section 4 // Frigates
[69]
POINTS HP DEFENSE OPTIONS
3 12 10 1 Superheavy

[70]
FRIGATES
3

POINTS HP DEFENSE OPTIONS


4 14 12 2 Systems

[71]
POINTS HP DEFENSE OPTIONS
4 14 12 2 Auxiliary, 1 System

[72]
FRIGATES
3

POINTS HP DEFENSE OPTIONS


3 14 10 1 Primary, 1 Escort

[73]
POINTS HP DEFENSE OPTIONS
2 14 10 1 Primary

[74]
FRIGATES
3

POINTS HP DEFENSE OPTIONS


5 16 10 2 Primary

[75]
POINTS HP DEFENSE OPTIONS
4 18 8 1 Primary, 1 Wing

[76]
FRIGATES
3

POINTS HP DEFENSE OPTIONS


4 18 8 1 Primary, 1 System

[77]
IPS-N
MINOKAWA-CLASS FRIGATE
POINTS HP DEFENSE OPTIONS
4 18 8 1 Primary

Section 4 // Frigates
[78]
FRIGATES
4

Section 4 // Frigates
[79]
POINTS HP DEFENSE OPTIONS
3 16 10 1 Primary, 1 Auxiliary

Section 4 // Carriers
[80]
CARRIERS
CARRIERS
0
3
Section 0:

POINTS HP DEFENSE OPTIONS


4 14 14 4 Wings

Section 0 // Carriers
[81]
POINTS HP DEFENSE OPTIONS
4 14 14 2 Auxiliary, 2 Escorts

[82]
CARRIERS
3

POINTS HP DEFENSE OPTIONS


5 16 13 1 Primary, 2 Wings

[83]
POINTS HP DEFENSE OPTIONS
6 14 15 3 Wings, 1 System

[84]
CARRIERS
3

POINTS HP DEFENSE OPTIONS


6 14 15 4 Wings

[85]
POINTS HP DEFENSE OPTIONS
4 16 12 2 Wings, 1 Escort, 1 System

[86]
CARRIERS
3

POINTS HP DEFENSE OPTIONS


6 16 12 2 Wings, 2 Escorts

[87]
POINTS HP DEFENSE OPTIONS
3 16 10 1 Primary, 1 Auxiliary

Section 4 // Carriers
[88]
CARRIERS
CARRIERS
3
0

POINTS HP DEFENSE OPTIONS


6 25 12 1 Superheavy, 1 Primary, 2 Auxiliary, 1 System

Section 0 // Carriers
[89]
GMS
THOREAU-CLASS BATTLESHIP
POINTS HP DEFENSE OPTIONS
7 25 12 1 Superheavy, 2 Primary, 2 Auxiliary

Section 4 // Carriers
[90]
CARRIERS
3

HA
LOUIS XIV–CLASS DREADNOUGHT
POINTS HP DEFENSE OPTIONS
7 15 13 1 Superheavy, 1 Primary, 2 Systems

Section 4 // Carriers
[91]
HA
MICHEL NEY–CLASS DREADNOUGHT
POINTS HP DEFENSE OPTIONS
7 25 12 1 Superheavy, 2 Primary, 1 System

Section 4 // Carriers
[92]
CARRIERS
3

FKS
CALENDULA-CLASS BATTLECRUISER
POINTS HP DEFENSE OPTIONS
7 23 13 2 Superheavy, 1 Primary, 1 System

Section 4 // Carriers
[93]
POINTS HP DEFENSE OPTIONS
7 23 13 1 Superheavy, 2 Primary, 1 Escort

[94]
CARRIERS
3

IPS-N
GREENLAND-CLASS BATTLECARRIER
POINTS HP DEFENSE OPTIONS
6 30 10 1 Superheavy, 1 Primary, 3 Wings

Section 4 // Carriers
[95]
IPS-N
EILAND-CLASS COMMAND CARRIER
POINTS HP DEFENSE OPTIONS
6 30 10 1 Superheavy, 3 Escorts, 1 System

Section 4 // Carriers
[96]
CARRIERS
CAPITAL SHIP SUMMARY
FRIGATES
HULL
GMS CASPIAN SEA
POINTS
3
HP
16
DEF
10
WEAPONS
SUPERHEAVY PRIMARY
1
AUXILIARY
1
UPGRADES
WINGS ESCORTS SYSTEMS
3
GMS HURON 3 16 10 1 1
GMS SUPERIOR 3 16 10 1 1
HA CREIGHTON 3 12 10 1
HA HOUSTON 4 14 12 2
HA TURENNE 4 14 12 2 1
FKS CIRSIUM 3 14 10 1 1
FKS ONOPORDUM 2 14 10 1
FKS TOLUMNIA 5 16 10 2
IPS-N BAKUNAWA 4 18 8 1 1
IPS-N LAHO 4 18 8 1 1
IPS-N MINOKAWA 4 18 8 1

CARRIERS WEAPONS UPGRADES


HULL POINTS HP DEF SUPERHEAVY PRIMARY AUXILIARY WINGS ESCORTS SYSTEMS

GMS AMAZON 4 14 14 4
GMS TONGASS 4 14 14 2 2
HA FARRAGUT 5 16 13 1 2
FKS TAGETES 6 14 15 3 1
SSC APEIRON 6 14 15 4
IPS-N TAWA 4 16 12 2 1 1
IPS-N MASAUWU 6 16 12 2 2

BATTLESHIPS WEAPONS UPGRADES


HULL POINTS HP DEF SUPERHEAVY PRIMARY AUXILIARY WINGS ESCORTS SYSTEMS

GMS MURIE 6 25 12 1 1 2 1
GMS THOREAU 7 25 12 1 2 2
HA LOUIS XIV 7 15 13 1 1 2
HA MICHEL NEY 7 25 12 1 2 1
FKS CALENDULA 7 23 13 2 1 1
FKS HESPERIS 7 23 13 1 2 1
IPS-N GREENLAND 6 30 10 1 1 3
IPS-N EILAND 6 30 10 1 3 1

Section 4 // Carriers
[97]
WEAPONS AND UPGRADES
SUPERHEAVY WEAPONS
WEAPONS
Each weapon lists all relevant information LONG-CYCLE PRIMARY LANCE
in its profile, including: Superheavy, Single-Target, Charge 3, Critical,
Reliable 3
• point costs [Range 4–0][12 damage][0 points]
• required slots
• any tags it has (e.g., CHARGE, PAYLOAD, The galactic standard armament for any heavyweight
and RELOADING) ship of the line, the LCPL encompasses a wide range
• whether it makes single-target or area- of directed-energy cannons and particle beams, all
target attacks of which share an outcome: the immediate and total
• its range and damage destruction of the enemy on a square hit. With
• other any additional effects or unique balanced spool times and high output, an LCPL is a
features. reliable main gun for any ship that can field it.

When constructing their battlegroup, 3X3 BLOCK SHORT-SPOOL CANNONS


players have access to all weapons. The Superheavy, Single-Target, Reliable 2
weapons listed here are assumed to be [Range 4–1][6 damage][2 points]
ubiquitous enough that they (or
equivalent versions) can be found When you attack with this weapon, you may also fire an
anywhere and everywhere in the galaxy. AUXILIARY weapon.

A weapon’s range rating indicates the Additionally, 1/round when you use a maneuver that allows you
maximum and minimum ranges at which to attack with a PRIMARY or SUPERHEAVY weapon, this weapon
it can be used, determined by counting gains a special Volley Counter, up to a maximum of 2 Volley
the range bands it can be fired in starting Counters. Attacking with this weapon automatically expends all
from the outermost band of the gyre and Volley Counters, dealing +6 damage on hit and gaining +2
working inward. For example, a weapon RELIABLE for each counter. When it has 2 Volley Counters this
with a range of 4–1 can be used weapon also gains the CRITICAL tag. This weapon cannot gain
anywhere from Long Range (4) to Close counters and attack as part of the same action.
Range (1) but cannot be used at all from
Extreme Range (5) or Point-Blank (0). A fearsome battery composed of three racks of three
vertically aligned short-spool spinal guns. Firing in
sequence, in oppositional tempo, or all at once, block
cannons represent a movement away from massive single-shot
spinal guns in favor of lighter kinetics. Thanks to a
faster firing cycle, an equivalent effect can be achieved
via accumulated damage, rather than single-tap kill shots.

SPEARTIP ANTI-CAPITAL TORPEDOES


Superheavy, Single-Target, Payload –1
[Range 5–4][25 damage][2 points]

Designed around an upscaled version of Union’s


standard two-stage ACT system, Speartip torpedoes are
long-range anti-capital payload delivery systems
typically carried by the heaviest missile ships in
any navy. These large, powerful torpedoes are
launched in tight-spread salvos to maximize effective
damage against single capital-tier targets.

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[98]
WEAPONS AND UPGRADES
SPINAL LINAC COHERENT BEAM CANNON
Superheavy, Single-Target, Charge 2, Critical
CO-CONSCIOUSNESS LANCE
Superheavy, Area-Target, Legionspace,
3
[Range 4-1][8 damage][2 points] Reloading 3
[Range 4-2][2d6+2 damage][3 points]
An old workhorse, the linear accelerator
coherent beam cannon once marked the This devastating systemic attack shatters an enemy
pinnacle of energy weapon development. fleet legion’s cohesion and deals +2 damage for
Reliable at middle-confidence ranges and, each non-TEMPLATE ESCORT in the target battlegroup.
with modern power systems, capable of rapid- After taking damage from this weapon, that
cycling main battery fire, a LinAc CBC is a battlegroup chooses one:
formidable weapon favored by captains who
prefer more traditional strategies. • They must take the first NPC turn in the next Action
Phase, but all rolls they make receive +1 DIFFICULTY.
SPINAL PETAJOULE KINETIC • They must act last in the next Action Phase, after
Superheavy, Single-Target, Accurate, everyone else.
Charge 3, Critical
[Range 5-2][15 damage][2 points] If multiple battlegroups suffer from this disruption effect
at once, they choose a viable turn order as needed.
Hit or miss, while assigning damage after firing this
weapon during the Impact Phase, it deals 5 damage Your fleet legion shapes a shared thought
to a different CAPITAL SHIP or ESCORT in its target’s into a powerful anticausal weapon and hurls
battlegroup. If there are no other targets in the it at the enemy’s gestalt. On a clean hit,
battlegroup to choose from, this ability has no effect. the target legion is briefly torn asunder –
time enough to trigger potentially
The PJK spinal cannon is a tremendous catastrophic systemic crises in realspace.
kinetic main gun typically carried by Any networked system is vulnerable to
heavy, long-range fire-support platforms. sabotage until the affected legion can
PJKs hurl a single, shaped solid-state recompose itself: smart payloads detonate
projectile at their targets, a clean hit in their launch bays, drive systems fire
from which will knock any vessel out of unpredictably, atmosphere is vented,
commission. It is not uncommon for hits on reactors overload – chaos, for fleeting
underarmored or low-gross vessels to moments, reigns supreme.
overpenetrate; under ordinary
circumstances, it would be nearly NEARLIGHT KILL-PACK
impossible to strike successive targets Superheavy, Single-Target, Overkill,
with one shot, but the phenomenal Reloading 2
processing power of fleet legions makes [Range 4-3][4d6 damage][3 points]
such impossible feats achievable.
This weapon cannot be used during the first round
SPINAL TACHYON LANCE of combat as it requires preparatory calibration.
Superheavy, Single-Target, Charge 4, Additionally, attacks made with this weapon closer
Critical, Reliable 10 than Range 4 gain INACCURATE.
[Range 5-3][20 damage][3 points]
An NKP is essentially just a bundle of
First developed by Harrison Armory, STL nearlight drives packed behind a dome-shaped
main guns were introduced to the Union Navy micrometeorite shield. While some frigates can
and Baronic Unified Command by GMS’s equip single-use skip drones, only battleships
Department of Systems Normalization. can fit NKPs into existing torpedo tubes or
Adapted from a now stagnant branch of accelerator bays without substantial
theoretical research into faster-than-light modification. NKPs are devastating – if crude
travel, the tachyon lance is a devastating and temperamental – weapons favored by states
weapon best used at extreme to long ranges. and navies with limited access to more
advanced navspec ordnance.

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[99]
PRIMARY WEAPONS

CONICAL KINETIC PROJECTORS PRIMARY KINETIC BATTERIES


Primary, Single-Target, Critical Primary, Single-Target, Reliable 1
[Range 2–0][1d3+5 damage][0 points] [Range 3–0][1d6+1 damage][0 points]

Attacks with this weapon from further than Range 1 Ships of virtually every classification
receive +1 DIFFICULTY. carry primary kinetic batteries – clusters
of kinetic cannons that fire shaped
Old, reliable, and perfected systems, projectiles accelerated chemically,
conical kinetic projectors are simple close- electrically, or otherwise. Reliable in any
quarters weapons. The naval equivalent to a engagement, kinetic weapons grouped into
shotgun, CKPs fire adjustable-spread clouds batteries have been a mainstay of stellar
of microprojectiles intended to blanket combat since the first guns were strapped
areas, rather than target specific points. to a ship. Most rely on saturation fire to
At speed, the “kill-clouds” fired by CKPs score hits on their targets, though some
can ruin incautious ships. While especially finely tuned systems adopt a
devastating, these weapons rapidly lose more economical approach.
effectiveness at range, requiring commanders
to risk closing to unsafe distances in order PRIMARY SINGLE-STAGE TORPEDOES
to make the most of them. Primary, Single-Target, Payload -1
[Range 4–2][8 damage][0 points]
DORSAL RAZORBACK MISSILES
Primary, Single-Target, Payload A mainstay in stellar and wet-navy combat
[Range 4–0][1d6+6 damage][0 points] for millennia, single-stage torpedoes are
simple, reliable ordnance delivery systems
You may consume LOCK ON as part of firing this composed of an explosive payload stacked
weapon to add or remove 1 Flight Counter from it. atop a single-stage rocket body. Though
powerful by any measure, an individual
Typically dorsally mounted in 4x10 racks, torpedo is rarely enough to seriously
HA’s Razorback-pattern missiles are threaten a capital ship owing to the
designed to be used by line vessels as prevalence of defensive countermeasures;
broad-trajectory denial weapons, avoiding standard naval doctrine recommends
enemy point-defense weapons via target- launching torpedoes in salvos in order to
neutral tracking, positioning, and guarantee an effective kill.
overwhelming numbers.
SHORT-CYCLE LANCE BATTERIES
PINAKA SHIP-TO-SHIP MISSILES Primary, Single-Target, Accurate, Critical
Primary, Area-Target, Payload [Range 3–0][3 damage][0 points]
[Range 3–0][1d6+1 damage][0 points]
Quick to hit, slow to kill, and demanding
You may consume a hostile CAPITAL SHIP’s LOCK ON on power reserves, early energy weapons
when firing this weapon at its battlegroup to gain +3 were once found only on specialized vessels
damage, but it also gains +1 Flight Counter. until the creation of the GMS Grand-1
cyclical catalyst reactor. Miniaturization,
SSC’s Pinaka missile system was adapted and standardization, and effective logarithmic
upscaled from an older ship-to-ship design power scaling transformed ship-scale energy
for use in terrestrial theaters by the weapons from temperamental “paint to kill”
corpro’s Monarch ordnance platforms. Its weapons into single-punch weapons reliable
performance in that regard has proven so enough to earn the trust of even the most
successful that SSC revived the Pinaka skeptical commander. Tuned and perfected
system for its LIMITD line of naval weaponry. over subsequent centuries, the cyclical
catalyst reactor, or “cycle” power plant,
can be sized and tuned for either “long” or
“short” spool weapons.

Section 3 // Weapons and Upgrades


[100]
WEAPONS AND UPGRADES
TANDEM-SPREAD TORPEDOES
Primary, Single-Target, Payload -1
[Range 4-2][6 damage][0 points]

This weapon can attack two targets at a time, firing


LAMPREY BOARDING TORPEDOES
Primary Weapon, Single-Target, Boarding,
Payload –1
[Range 4-1][8 damage][Tenacity 11][1 points]
3
separate PAYLOAD attacks that are tracked individually. When you damage a CAPITAL SHIP with this weapon,
that ship is immediately boarded by subalterns and
Tandem-spread torpedoes are larger than suffers the effects of a successful Sabotage Fire
classic “primary” torpedoes, bundling Control, Sever Comms, or Assault CIC boarding
multiple warheads into payloads that split action of your choice (p. 42); however, if this torpedo’s
and track multiple targets, overwhelming damage is reduced to 0 or otherwise negated then this
defensive systems through sheer volume. effect is negated as well. You may make multiple
boarding actions with this weapon at a time.
GEMINI LASER ARRAY
Primary, Single-Target IPS-N’s Lamprey torpedoes are a combination
[Range 3-0][4 damage][1 points] of munition and single-use boarding lander.
These torpedoes are simple vessels, more
You may spend a Tactic during your turn to set this akin to ancient local-orbit rockets than
weapon to track incoming threats. Your battlegroup weapons: a crew compartment sits atop a
and an allied battlegroup in the same range band drive, capped by a solid-state impact shield
both gain +2 Interdiction until the end of your next that protects the assault payload from the
turn. You may not attack with this weapon in the deleterious effects of its shaped breaching
same turn as you use this ability. warhead. This warhead detonates milliseconds
before impact, tearing open the bulkhead of
Harrison Armory’s Gemini Array utilizes a its target ship to create an opening through
series of networked beam emitters capable of which the Lamprey’s payload – crash-secured
either synchronous fire for single-point subaltern boarding parties – can infiltrate.
amplification or independent tracking. These
dual capabilities allow commanders to flexibly LONG-FLIGHT ACTIVE CONTROL MISSILES
assign the Gemini to proximal interdiction or Primary, Single-Target, Payload
single-target prioritization as necessary. [Range 5–1][1d6+8 damage][1 points]

HEAVY KINETIC BATTERIES You may consume a hostile ship’s LOCK ON at any
Primary, Single-Target, Reliable 2 point during your turn to change the target of any
[Range 4–1][5 damage][1 points] active LONG-FLIGHT ACTIVE CONTROL MISSILE PAYLOAD
attacks under your control to that ship. Additionally,
A simple upscaling of traditional battery- if this weapon’s current target is ever destroyed or
mounted kinetic weaponry, heavy kinetics flees the engagement before its payload impacts,
achieve increased effect on target through a you may choose to have that payload remain active
combination of greater projectile size, and continue to remove Flight Counters instead of
mass, payload, and material composition. self-destructing. If it reaches 0 Flight Counters
Representing the upper bounds of without a target it automatically self-destructs
conventional naval weapons, in sufficient without any effect.
numbers, these batteries can approximate the
destructive power of even a long-spool While most guided naval munitions employ
weapon. As with their smaller cousins, heavy standard 1+n copy drive or comp/con system
kinetics are produced in numerous calibers architecture, LFAC missiles maintain an ongoing
and makes according to a wide range of fleet legion link from launch to impact,
doctrines and by most major manufacturers. enabling direct control for agile target
reprioritization as circumstances dictate.

Section 3 // Weapons and Upgrades


[101]
DARKSTAR MULTIPLE-WARHEAD TORPEDOES MASS ACCELERATOR TURRETS
Primary, Area-Target, Payload –1 Primary, Single-Target, Overkill, Reliable 3
[Range 4–2][6 damage][2 points] [Range 2–0][1d6+1 damage][2 points]

After firing this weapon, onboard systems begin When you attack with this weapon, you may also deal
calibrating its multiple warheads for dispersal which 3 damage to a hostile ESCORT (which cannot be the
takes until the start of your next turn. After same target as the attack) or up to two hostile WINGS.
calibration is complete, if this weapon’s damage is
not completely interdicted, it deals +1d6 damage Mass accelerators are kinetic weapons that
after Interdiction. operate on simple magnetic principles,
using atmosphere-ignorant catalyzation to
Powerful, modern torpedoes, Darkstar MWTs accelerate projectiles in furious “storms”
pack delayed-firing payloads into long of metal. Faster-tracking than conventional
warheads that trigger at randomized kinetic weapons, mass accelerator turrets
intervals to avoid enemy interdiction and are capable of engaging multiple
point-defense screens. Warhead detonation simultaneous targets including fighter-tier
patterns can be assigned to onboard guidance threats with no effective loss of accuracy.
and targeting systems or delegated to fleet
legion control for optimal saturation. THROUGHLINE SKIP DRONE
Primary, Single-Target, Charge 2, Limited 1,
LEGIONSPACE SCHISM Overkill, Unique
Primary, Single-Target, Accurate, Legionspace [Range 4–3][2 points]
[Range 4-2][3 damage][2 points]
This weapon does not automatically begin removing
On hit, choose one: Charge Counters. It begins charging when you
choose a hostile CAPITAL SHIP at the start of the
• An allied battlegroup may advance one range band Logistics Phase. Unlike other CHARGE weapons, this
or ignore all hostile effects that would force it to weapon must fire as soon as it is fully charged – it
move until the end of its next turn. Each battlegroup cannot be held. Instead of attacking normally, roll 1d20:
can only benefit from this effect 1/round.
• If the target’s battlegroup has any active PAYLOAD On 10+, this weapon hits, dealing 3d6 damage to
attacks in transit, it must choose one: take an the target and dealing 1d6+1 damage to all
additional 5 damage or add 1 Flight Counter to ESCORTS in its battlegroup.
an active PAYLOAD attack of your choice.
On 9 or less, or if your battlegroup is outside this
Conventional electronic warfare occurs at weapon’s effective range when it finishes charging,
the sublegion level throughout every stage this weapon misses its optimal delivery window
of naval combat, but some vessels also equip and only deals 1d6+1 damage to the target.
powerful narrowband omnitransmitter arrays
designed to enhance their fleet legion’s This weapon’s attack roll, damage, and range
ability to take direct, aggressive action cannot be modified in any way, and Charge
against enemy ships, disrupting coordination Counters cannot be added to or removed from it by
and creating advantageous openings for other effects.
allied battlegroups to exploit.
The skip drone hangs, still, drifting
alongside the great bulk of the frigate.
With a flash, it is gone; moments later,
three hundred thousand kilometers away, a
new star erupts. A clean hit.

Section 3 // Weapons and Upgrades


[102]
WEAPONS AND UPGRADES
3
AUXILIARY WEAPONS

FLYSWATTER MISSILES SECONDARY TURRETS


Auxiliary Auxiliary
[Range 3–0][0 points] [Range 3–0][0 points]

When fired alongside any PRIMARY weapon, this When fired alongside any PRIMARY single-target
weapon deals 2 damage to up to two WINGS in the weapon targeting a hostile CAPITAL SHIP or ESCORT,
target’s battlegroup. this weapon deals 1 damage to that same target.

Under the big guns of any ship of the line All great compositions are the work of
are auxiliary weapons, tasked with managing first and second strings.
threats a captain would be wise not to
ignore: enemy strike craft. NEARSPACE DIRECTED-ENERGY PERFORATORS
Auxiliary
MESSENGER LEAD LASER [Range 2–0][1 points]
Auxiliary
[Range 4–2][0 points] When fired alongside any PRIMARY single-target
weapon targeting a hostile CAPITAL SHIP or ESCORT, this
This weapon cannot be fired alongside other weapon deals 1 damage to that same target and 2
weapons. Instead, whenever your battlegroup is damage to a hostile WING. In addition, while your
within this weapon’s range during the Logistics battlegroup is within this weapon’s effective range, it
Phase you may choose one of your PAYLOAD attacks gains +1 Interdiction for each instance of this weapon
that has reached 0 Flight Counters. That attack in the battlegroup, to a maximum of +4 Interdiction.
deals +1 damage for each instance of this weapon
in your battlegroup, to a maximum of +4 damage. NDEPs are auxiliary laser weapon systems,
typically automated or delegated to a
Lead and confidence lasers are “hot” legion partition, tasked with ensuring
targeting lasers, bundled comms and data nearspace defense against projectiles,
arrays tuned to weapons-tier wattages. missiles, inbound kinetic weapons, and
Messenger lead lasers ensure on-target fighter-tier vessels.
accumulation damage via thermal energy
pumped in from a ship’s main drive. CLOUDKILL KINETICS
Auxiliary, Limited 2 [2 points]
HARBINGER CONFIDENCE LASERS
Auxiliary When fired alongside any PRIMARY weapon, you launch
[Range 5–3][1 point] a kill-cloud of kinetic projectiles that threatens enemies
attempting to approach you along predicted routes.
This weapon cannot be fired alongside other Choose your own battlegroup or an allied battlegroup
weapons. Instead, 1/round when your battlegroup is in the same range band: until the end of your next turn,
within this weapon’s range and you remove a Charge each time a hostile ESCORT or WING makes an attack roll
Counter from a weapon, you may automatically deal 2 against or deals damage to the selected battlegroup
damage to a hostile CAPITAL SHIP or ESCORT of your during the Action Phase, it automatically takes 1d6+1
choice for each instance of this weapon in your damage. If this damage is enough to destroy the
battlegroup, to a maximum of 4 damage. attacker, it is destroyed before it can carry out its attack
or action and its effects are negated. Each battlegroup
Harbinger confidence lasers, like Messenger can only benefit from one kill-cloud at a time.
lead lasers, are “hot” targeting lasers.
The difference lies in the mechanism by Cloudkill kinetics use auxiliary-tier
which they generate spare thermal energy: conical projectors to defend against
while the Messenger draws exclusively from subline vessels and strike craft by filling
a ship’s main reactor, the Harbinger may high-confidence enemy trajectories with
also pump its wattage up by siphoning deadly flights of microprojectiles,
bleed-heat produced by cycle generators as adjusting for density and coverage radius
a ship’s main gun charges. as necessary with each firing.

Section 3 // Weapons and Upgrades


[103]
SYSTEMS
Systems represent a wide variety of upgrades that Like weapons, each system lists all relevant
commanders might take with them into battle, including information in its profile, including its points cost, any
advanced equipment modules, tactical doctrines, and tags it has, and how its unique features work. Some
specialized training. They can only be equipped to systems feature passive benefits, while others need
ships with one or more system slots. When a player to be activated or grant your battlegroup additional
creates a battlegroup, their FLAGSHIP has +1 system tactics and maneuvers.
slot, allowing them some degree of customization no
matter what ships they chose for their force.

AGGRESSIVE COMMANDERS BULWARK REDUNDANCIES


System, Unique [0 points] System [0 points]

All single-target attacks made by and against you at This ship gains +3 HP. This system can only be
Range 2-0 gain +1 ACCURACY. Additionally, 1/ taken once per ship.
engagement, you may choose one:
Extensive superstructural modifications and
• When a hostile effect or ability forces your endo/exo uparmoring can help a ship survive
battlegroup to move forward any number of range hits that would otherwise kill a stock
bands, one of your CAPITAL SHIPS gains 5 OVERSHIELD. version of the same vessel.
• When a hostile effect or ability forces an allied
battlegroup to move forward any number of range
bands, your battlegroup moves instead. If this CLEARED TO LAND
prevents a hostile ship from targeting the allied System, Unique [0 points]
battlegroup with an attack or ability as part of that
same action, it may target you instead. Gain the Cleared to Land tactic.

Your battlegroup’s combat doctrine emphasizes A deckie has one job: keep the deck clear,
aggressive movement, closing gaps and plotting planes loaded, bombers crewed, marines in
courses that more timid commanders would their pens, subalterns packed, wounded
eschew. This impetus is not without sacrifice, cleared, fires suppressed, munitions clean…
often requiring defensive positioning and
predictability to be traded for a chance to CLEARED TO LAND
take the fight directly to your enemies. Tactic, Limited 1
All of your ESCORTS and WINGS or all ESCORTS and
WINGS belonging to an allied battlegroup in the
BRACE FOR IMPACT same range band as you repair 2 HP. One ESCORT
System, Limited 1, Unique [0 points] or WING of your choice in that battlegroup may
repair 4 HP instead.
Choose one when you use this system:

• You may activate this system during the Impact FIGHTER LAUNCH CATAPULTS
Phase after attacks have been rolled and damage Unique, System [0 points]
has been assigned: all damage taken by ships in
your battlegroup is reduced by half until the end This ship gains +1 WING slot.
of your next turn. You may not use any tactics or
perform any maneuvers during your next turn While dedicated carriers have an uncontested
except for All Ahead Full or Retrograde Burn. place in conventional naval doctrine, many
• You may use the Brace for Impact tactic below commanders value the versatility of carrier
during your turn. tactics enough to modify other ships
modified so they can maintain and launch a
The order that every commander dreads to give. modest complement of fighter-tier strike
craft or mounted chassis. This can involve
BRACE FOR IMPACT either internal retrofitting or the addition
Tactic, Limited 1 of externally mounted hangar bays affixed to
Your battlegroup becomes BOLSTERED until the a ship’s hull.
end of your next turn.

Section 3 // Weapons and Upgrades


[104]
WEAPONS AND UPGRADES
FIRE FOR EFFECT
System, Unique

Gain the Fire for Effect tactic:


[0 points]
PREDICT/OVERLAY SHIELD PROJECTOR
System, Limited 1, Unique [0 points]

During the Impact Phase, you may reduce incoming


damage assigned to a CAPITAL SHIP in your battlegroup
3
Bracketing is satisfactory and trajectories from a SUPERHEAVY weapon by 6. At Range 5, this
are true: all guns, fire for effect. damage reduction is increased to 10 instead.

FIRE FOR EFFECT P/OS projectors flash-layer alternating fields


Tactic, Limited 1 of magnetics, kinetics, coherent particles,
Nominate a hostile battlegroup as a priority target. and shimmering waveform shields over friendly
Until the start of the next Logistics Phase, all ships under threat. These layered systems,
single-target attacks made against that flashed for a moment, can precisely dismantle,
battlegroup gain +1 ACCURACY. deflect, and defray incoming fire against
critical targets, turning what might
otherwise have been a kill shot into
INSIGHTFUL COMMANDERS something more survivable, if only just.
System, Unique [0 points]

1/round, when a hostile effect or ability forces you SINGLE-PLANE SHIELD


to move back or forward any number of range System, Limited 1 [0 points]
bands, your next single-target attack gains +1
ACCURACY, or +2 ACCURACY if you are attacking from During the Impact Phase, you may reroll your
Range 5-4. This effect lasts until the end of your Interdiction roll and take the best result.
next turn and does not stack.
Many ships of the line use strong-energy
Additionally, 1/engagement when moved by a systems to supplement fleetwide point
hostile effect or ability, you may instead attack with defenses. More effective against slower
a single PRIMARY weapon of your choice before or forms of ordnance than against high-
after the hostile movement. velocity and directed-energy munitions,
these shields nonetheless serve as
Through hard-won experience, advanced excellent additional protection against
predictive modeling, or simply a keen sense massed salvos of missiles or torpedoes.
of tactical intuition, your battlegroup’s
commanders are adept at reading the shifting
tides of battle and responding accordingly. STEADY… NOW!
System, Unique [0 points]

PIPER DRONES Gain the Steady… Now! tactic:


System, Limited 1, Unique [0 points]
The key is balance: never fire too early,
During the Logistics Phase, you may choose one: and always before it is too late.

• Add 1 Flight Counter to an active hostile PAYLOAD STEADY… NOW!


attack targeting one of your ships or your battlegroup. Tactic, Limited 1
• Redirect an active hostile PAYLOAD attack toward Choose a weapon in your battlegroup with the
one of your ships or your battlegroup. CHARGE tag. Your next attack with that weapon
gains +1 ACCURACY and +X RELIABLE, where X is
Piper drones are defensive, single-use based on your range band (i.e., Extreme Range
drones fired from ships under threat from grants +5, Long Range grants +4, etc).
guided missiles. Once launched, piper
drones emit like-signatures cloned from
their parent ship, diverting incoming
missiles via signal spoofing.

Section 3 // Weapons and Upgrades


[105]
VETERAN CREWS SUBLINE BERTH
System, Limited 1 [0 points] Unique, System [0 points]

You may reroll one of your attack rolls but must This ship gains +1 ESCORT slot.
keep the second result. On a reroll result of 20+, you
do not expend this system’s Limited use. The primary limiting factor in deploying
subline vessels is one of logistics. These
Veteran crews have been through the tense ships frequently sacrifice all but the bare
dance of interstellar combat before and are essentials in order to maximize their
well prepared to handle the stress and effective firepower, restricting their
chaos each new engagement brings. maximum deployment range and limiting the
time they can remain combat effective
without resupply. These restrictions can be
ECHOPRAXIC IMAGO overcome through the incorporation of
System, Boarding, Legionspace, Unique additional supply holds, hull upgrades, and
[Tenacity 10] [1 points] logistical infrastructure, allowing any
ship of the line to manage and maintain
This electronic warfare system can only be used to their own escorts for extended durations.
perform the Echopraxic Imago tactic:

Conventional systemic attacks are largely IMPOSSIBLE DODGE


ineffective at the scale of most fleet System, Legionspace, Reloading 3, Unique
legions. To engage enemy legionspace gestalts [1 points]
requires more powerful – and more esoteric –
methods of electronic/ontologic warfare. During the Logistics Phase, you may choose one
of your ships. The use of sudden counterfactual
ECHOPRAXIC IMAGO positioning “removes that ship from play” until the
Tactic end of your next turn. While removed from play it:
[Range 5–3]
You introduce a viral logic bomb into the systems • can’t be targeted by attacks and effects or take
of a hostile CAPITAL SHIP, which is treated as a damage
boarding action. This bomb takes hold during the • can’t use any weapons, upgrades, or traits
Boarding Phase, attempting one of the following • doesn’t provide any other benefits to your
commands (your choice): battlegroup, including INTERDICTION bonuses
• automatically evades all active PAYLOAD attacks
• Induce Nostalgic Loop: Until the end of its next that reach 0 Flight Counters during the same
turn, the boarded ship’s battlegroup rolls twice Logistics Phase as this system was used.
for Interdiction and takes the worse result.
While this effect is active, if any of the affected AREA-TARGET PAYLOAD attacks deal damage to the
battlegroup’s final Interdiction rolls result in a 1 other ships in the battlegroup as normal.
on any die, the affected ship takes 3 damage.
No ship can move like that!
• Inflict Ontological Parasite: Choose a range
band. Until the end of its next turn, the boarded
battlegroup’s attack rolls against targets in that
range band have a 50 percent chance to miss
outright before the attack is made. Roll a die or
flip a coin to determine if the attack misses.
This does not stack with Defensive Screen;
the defender chooses which effect to apply.
Additionally, the boarded battlegroup cannot
choose that range band for abilities that affect
or target specific ranges.

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[106]
WEAPONS AND UPGRADES
3
POWER DISTRIBUTION SYSTEMS ANTICOGNITION HYPERFRACTAL
System, Unique [1 points] System, Legionspace, Reloading 3, Unique
[2 points]
Gain the Divert Power to Defenses and Divert
Power to Weapons tactics: During the Logistics Phase, you may add 1 Flight
Counter to up to two active hostile PAYLOAD attacks.
Advanced PD systems are managed by officers A hostile battlegroup with PAYLOAD attacks affected
working in concert with a legion partition by this may ignore it by taking 3 AREA-TARGET
to distribute power across an active ship damage per Flight Counter negated. This damage
far more efficiently than purely automated cannot be interdicted. If the effect on one or both
systems. The benefits allow for greater PAYLOAD attacks is ignored, immediately remove 1
moment-to-moment prioritization of ship Refresh Counter from this system.
power as needed, whether for offensive or
defensive purposes. Your fleet legion pierces the enemy
legion’s manifold ego barriers, implanting
DIVERT POWER TO DEFENSES a germ of anticognitive thought. It blooms
Tactic, Reloading 2 and grows endlessly, disrupting simul-
Add 1 Charge Counter to a CHARGE weapon in your neural pathways and creating excited
battlegroup. The ship equipped with that weapon hyperfractal redundancy loops. With the
gains +2 Defense and your battlegroup gains right effort, the enemy gestalt will begin
+1d6 Interdiction until the end of your next turn. to fragment and cascade – just as planned.

DIVERT POWER TO WEAPONS LEGIONSPACE COORDINATOR


Tactic, Limited 1 System, Legionspace, Unique
You shunt power from a ship’s defenses straight [2 points]
into weapon systems. Remove 1 Charge Counter
from a CHARGE weapon in your battlegroup, but all Gain the Exploit Positioning maneuver.
attacks against the ship equipped with that
weapon gain +1 ACCURACY and damage reduction A legionspace coordinator is an organic
from Interdiction applied to that ship is only half human officer that acts as a liaison between
as effective (requiring 2 Interdiction to prevent 1 the fleet legion and battlegroup commanders,
damage) until the end of your next turn. distributing the legion’s recommendations to
their commanding officers as quickly as
possible. Such coordinators tend to have
SUBJECTIVE SYZYGY extensive backgrounds in NHP research,
System, Legionspace, Reloading 3, Unique engineering, and sociology.
[1 points]
EXPLOIT POSITIONING
When a hostile ship makes a single-target attack roll Maneuver, Reloading 3
against a ship in your battlegroup or an allied ship in Nominate an allied battlegroup. It may take an
your range band, you may force them to reroll the additional maneuver on its player’s next turn.
attack and take the worst result.

A subjective syzygy is a crude but


effective legionspace attack, smashing
through ontological defenses like a hammer
and sending enemy legions recoiling from
the assault against their very sense of
self. In layman’s terms, the syzygy
momentarily forces a target gestalt to be
overlaid by and aligned with an attacker’s
own systems-bolstered legionspace,
blanking out the target’s legion for brief
but precious seconds.

Section 3 // Weapons and Upgrades


[107]
AURORA STEALTH SHROUDING THERMAL SPOOFING
System, Unique [3 points] Tactic, Limited 2, Reloading 2
Choose up to two of the following effects:
Whenever your battlegroup moves or is moved two
or more range bands during a round, you • Clear LOCK ON from a CAPITAL SHIP in your
immediately become BOLSTERED until the start of the battlegroup or from an allied CAPITAL SHIP in the
next Action Phase. If you are already BOLSTERED, same range band.
you may clear LOCK ON from a CAPITAL SHIP in your • Add 1 Flight Counter to an active PAYLOAD
battlegroup instead. Additionally, gain the Whiteout attack targeting your battlegroup or any of your
maneuver and Thermal Spoofing tactic. ships.
• All single-target attacks against a single CAPITAL
“Stealth” in a naval context is largely a SHIP in your battlegroup receive +1 DIFFICULTY
matter of inverse thermal concealment; until the end of your next turn.
combat-ready ships simply cannot hope to
conceal their heat signatures from enemy
detection, and attempting to minimize heat SUBALTERN COMBAT CREWS
emissions through internal sink storage System, Reloading 3, Unique [2 points]
results in crews being cooked alive. As
such, effective concealment involves the You may use an additional Tactic during your turn.
emission of thermal plumes via ejected waste
heat mediums or the unfurling of enormous A certain percentage of most naval crews
spools of conductive nanocarbon filaments to are comprised of subalterns by default,
act as radiator arrays. This massive heat their resilient nature, immunity to hazards
output prevents enemy sensors from like decompression and hard vacuum, and NHP
maintaining positive-target identification platform-compatibility making them valuable
and allows shrouded vessels to effectively additions to any vessel. A much more
maneuver while masking their true positions. significant portion of your fleet’s crew
consists of subalterns, however, increasing
WHITEOUT the speed and efficiency of all combat
Maneuver, Limited 1 operations. Such crews have a noted
Your battlegroup may fall back or advance one tendency to be more vulnerable to command
range band and is then obscured by a massive chain disruption and systemic attacks,
flare of thermal energy that blinds enemy sensors. drawbacks that keep the practice from being
While obscured, your battlegroup and its ships: more widely standardized.

• can’t be targeted by attacks and effects or take


damage SMARTSCREEN
• can’t use any weapons, upgrades, or traits System [1 points]
• don’t provide any other benefits
This ship is orbited by a screen of baffler drones.
Your battlegroup continues to add and remove counters The first single-target attack made against it each
during the Logistics Phase as normal. Payload attacks round receives +1 DIFFICULTY.
targeting your battlegroup or ships during this time
cannot go below 1 Flight Counter by any means. Smartscreens use physical-presence spoof
and baffle drones to interrupt enemy smart
Your battlegroup reappears during the next Impact and guided weapons along with hostile
Phase after all other battlegroups have chosen targeting systems, layering additional
targets and rolled to hit. You may then choose defensive measures to ensure vessel
targets and roll to hit with any ready CHARGE survival. Repeated assaults are capable of
weapons. The damage from your CHARGE weapons overwhelming the screen’s defensive
is applied before any other damage is rolled. If this countermeasures, forcing commanders to
is enough to destroy a hostile ship, it is destroyed remain mindful of the system’s limitations.
before it can fire its own CHARGE weapons and its
damage and any other effects are negated. The
ship equipped with this upgrade then takes 1d6
damage from thermal overload that ignores
OVERSHIELD and cannot be prevented in any way.

Section 3 // Weapons and Upgrades


[108]
WEAPONS AND UPGRADES
3
BATTLESPACE CIC “SANDSTORM” VANGUARD
System, Legionspace, Unique [3 points] System, Unique [3 points]

When you assign FRIGATES to a Defensive Screen, Your battlegroup gains +2 INTERDICTION, and the
you may assign them to allied battlegroups in the Slingshot maneuver and Lithoscreen tactic:
range band either directly ahead of you or directly
behind you. Additionally, gain the Adjust Bearing An unorthodox (but not unheard of) naval
maneuver and Coordinated Impact tactic: combat tactic is the use of shepherded
asteroids and other loose debris as both
Developed as a joint venture between Harrison improvised weapons and defensive measures.
Armory’s Think Tank and Smith-Shimano’s There are certain advantages to employing
Ontologics & Cosubjectvity Research Campus, such “unsophisticated” armaments, namely
Battlespace is a next-generation command complete immunity to electronic/systemic
information center architecture that allows subversion as well as a minimal sensor
for more efficient and agile information profile. When sufficiently accelerated, even
flow between fleet legions and human bridge asteroids can cause as much damage as
elements. Though complete 1–1 human/legion conventional munitions. Such tactics are
cosubjectivity remains an as yet elusive more commonly employed by smaller or less
goal, this development represents a advanced naval powers as a cost-effective
significant step forward in full-spectrum substitute for capital-grade ordnance and
fleet command capability. shielding, but larger polities have also
been known to utilize them from time to time.
ADJUST BEARING
Maneuver, Reloading 2 SLINGSHOT
Your battlegroup may fall back or advance one Maneuver, Limited 1
range band, and you may move an allied Your battlegroup may advance one range band
battlegroup back or forward one range band. If forward, after which you lob a group of asteroids
you use this maneuver at Range 5-3, you may at a hostile CAPITAL SHIP. This counts as an attack
also LOCK ON to a hostile CAPITAL SHIP or ESCORT. using the following profile:

COORDINATED IMPACT SUPERHEAVY, SINGLE/AREA-TARGET, PAYLOAD


Tactic, Limited 2, Reloading 2
Choose one: Range 3–0, 10 single-target damage + 4 area-
target damage
• Add or remove 1 Flight Counter from up to
two of your active PAYLOAD attacks or those Interdiction against this attack is applied to its
belonging to allied battlegroups. AREA-TARGET damage first. This attack ignores
• Choose two weapons belonging to you or hostile effects and abilities that add or remove
allied battlegroups and extend their maximum Flight Counters or destroy Payload attacks.
and minimum ranges by 1 for their next attack
(for example, a weapon with Range 4-2 would On hit, this attack erupts into a dangerous cloud
have Range 5-1). This effect does not stack. of debris that lasts until the start of the next
Logistics Phase. For this duration, the next time
the target battlegroup would use an ability or
effect that forces you or an allied battlegroup to
move, it takes 2d6 AREA-TARGET damage and all
of its single-target attack rolls receive +1
DIFFICULTY until the end of its next turn.

LITHOSCREEN
Tactic, Limited 2, Reloading 2
One Capital Ship in your battlegroup gains 5
OVERSHIELD. The next time a hostile CAPITAL SHIP,
ESCORT, or WING reduces this OVERSHIELD to 0 during
the Action Phase, the attacker takes 3 damage.

Section 3 // Weapons and Upgrades


[109]
ESCORTS AND WINGS
Battlegroups are not composed of capital ships alone. Some ESCORTS and WINGS also have their own HP and
Around the flanks of the great ships of the line fly escorts can be targeted and damaged by attacks or effects.
and fighter screens, wings of bombers and groups of Some attacks and effects target ESCORTS and Wings
subline vessels built to strike fast, hard, and often. These specifically, while others damage them as part of
ships – cruisers, destroyers, and corvettes on the affecting other ships in the battlegroup. Player-controlled
large end, fighters, bombers, drones, and mounted ESCORTS and WINGS don’t have DEFENSE scores, which
mechanized chassis on the smaller end – are critical means weapons and abilities either damage them
components of a battlegroup’s tactical readiness. directly or give specific instructions as needed.

While capital ships duke it out at long range, sortie When a ship is destroyed, all ESCORTS and WINGS
combat occurs in the no man’s land of the gyre. Here, equipped to it are also considered destroyed. They
packs of subline ships and wings of strike craft may have physically survived their parent craft’s
engage enemy forces in an effort to win the midrange destruction, but without its protection and ability to
battle and disrupt incoming fire. Sortie combat is the resupply them they are no longer a factor in play.
field of young officers and pilots eager to make a
name for themselves. Smaller ships, debris, and kill- As upgrade types, ESCORTS and WINGS can only be
clouds make for a crowded and deadly field, where equipped to ships with the appropriate upgrade slots.
survivors become heroes and the dead are numerous.. You cannot put ESCORTS in a WING slot or vice versa.

USING ESCORTS AND WINGS MECHS AND CHASSIS MOUNTS


ESCORTS and WINGS are upgrades for CAPITAL SHIPS that While mechs are among the most powerful weapons
grant your battlegroup additional tactics and abilities to on the modern terrestrial battlefield, even the largest
use during your turn. These smaller ships don’t need to and most heavily armed mech is unlikely to be more
be manually launched – they’re always assumed to be than a minor threat in a naval theater. The scale of
deployed during engagements, ready and at your conflict is simply far too great for conventional frame
command. Narratively, they may move back and forth designs and weapon loadouts to influence. The
between battle lines before returning to their carrier or chassis mount was developed to bridge that gap.
command ships for repairs and resupply, but in gameplay
terms they’re always considered “on the board”. A chassis mount is more than the simple uparmoring/
EVA packages intended to allow mechs maneuverability
Each ESCORT and WING can only be commanded once in null/microgravity environments. Chassis mounts are,
in a given round before its payloads are exhausted and broadly, the same drive system, powerplant, and
it needs to rearm and refresh, which happens during hardpoint mounts of a standard-pattern fighter, but built
the Logistics Phase. This restriction applies whether it to accept a mechanized chassis as the central flight
is being commanded through tactics or other abilities. control system instead of a conventional cockpit. When
For example, if a tactic allows you to command up to installed, these mounts allow mechs to keep pace with
two FIGHTER WINGS, then you can’t use the same WING other naval strike craft and operate independently of
twice, and once both have been used then they can’t cumbersome lander modules, wielding weapons and
be commanded again until readied once more. You systems that make them a flexible asset in naval combat.
may want to note which ESCORTS and WINGS you’ve
used with tokens or markers of some sort. Abilities Contemporary naval doctrine still prioritizes fighter and
granted by ESCORTS and WINGS that don't require bomber wings; however, properly deployed by canny
tactics to use, such as passive or triggered effects, commanders, mounted chassis wings offer a
can still be used even if that unit is exhausted. multispectrum tactical portfolio encompassing
everything from payload escort and interception, to
combat sorties and precision strikes against capital
ships. Additionally, with the ability to jettison their
mounts, mechs can even undertake boarding actions,
a capability fighters and bombers both lack.

Section 3 // Escorts and Wings


[110]
ESCORTS AND WINGS
ESCORTS
MARINE LANDERS
Escort, Boarding
[Range 3–0][Tenacity 10][0 points]
CORVETTE ESCORT
(GMS Combahee, IPS-N Barracuda, FKS Charlemond, HA Wagner)
Escort [6 HP][1 point]
3
The design of marine boarding vessels has Designating targets for close fire support allows these
changed little in the last 100 years of escorts to rapidly track and engage them. 1/round
naval warfare. Minimally armed and when you LOCK ON to a ship within Range 3–0 you may
moderately armored, built for speed and deal 1 damage to it for each of these ESCORTS in your
carrying capacity, these craft are solely battlegroup, to a maximum of 4 damage. Additionally,
designed to make contact with enemy ships gain the Corvette Command tactic:
and breach their outer hulls to allow their
passengers to begin the perilous task of Corvettes operate in small squadrons,
boarding actions. Veteran marines have a fulfilling lighter-than/heavier-than duties
wealth of colorful nicknames for these that some fleet commanders prefer for
ships, few of which are fit for polite versatility. The smallest subline vessels in
company. use, corvettes are often tasked with fire
support and targeted strike operations in a
DESTROYER ESCORT gunship-equivalent role.
(GMS Custodio, IPS-N Bowsprit, FKS Tui, HA Sam Barber)
Escort [8 HP][2 points] CORVETTE COMMAND
Tactic
The pulse lances, kinetic guns, or missile batteries [Range 3–0]
carried by this ESCORT count as an AUXILIARY Choose one CORVETTE ESCORT assigned to your
weapon for your battlegroup. When fired alongside battlegroup and give it one of these commands:
any PRIMARY single-target weapon targeting a
CAPITAL SHIP or ESCORT within Range 3–0, these • Trade Blows: Deal 2 damage to a hostile Wing,
weapons deal 2 damage to that same target. or deal 4 damage to a hostile CAPITAL SHIP and
Additionally, gain the Destroyer Command tactic. take 2 damage in return.
• Defensive Formation: Gain +2 Interdiction until
Sleek, fast, and outfitted with powerful the start of your next turn.
weapons sufficient to threaten both • Gun Run (Limited 1): Deal 2 AREA-TARGET damage
capital ships and other subline vessels to a hostile battlegroup. Consuming LOCK ON
alike, destroyer designs often sacrifice from CAPITAL SHIPS or ESCORTS in that battlegroup
as many nonessential functions as possible increases this to 4 damage against those
to maximize their effective firepower. specific ships. This damage cannot be interdicted.
Destroyers typically operate in wolfpacks,
prowling the perimeter of engagements on
the lookout for opportunities to strike at SUBLINE PICKETS
a fleet’s exposed flanks. Escort [2 points]

DESTROYER COMMAND These special ships are tasked with scouting the
Tactic battlefield, and have already taken up their position
[Range 3–0] prior to the engagement. 1/round, you or an ally of your
Choose one DESTROYER assigned to your choice may add +1 ACCURACY to a single-target attack.
battlegroup and give it one of the following
commands: Sleek, fast, and minimally armed, subline
picket ships scout the predicted battlefield
• Cannonade: Deal 3 damage to a hostile days before capital ships arrive, running
CAPITAL SHIP. silent and cold to avoid enemy sensors. Picket
• Snapflight Torpedoes: Deal 6 damage to a postings are lonely and seldom comfortable,
hostile ESCORT. operating on minimal power and under
• Encirclement (Limited 1): Advance or fall communications blackout protocols for extended
back one range band. You may not use this durations, but once combat begins the data
command if you have used an effect or ability they feed captains on enemy positioning,
to move this turn, and after using it you may numbers, direction, and trajectory can be
not move again this turn. crucial to a fleet’s success.

Section 3 // Escorts and Wings


[111]
PAYLOAD OUTRIDER ESCORT PGR_GOURD COMMAND
Escort [2 points] Tactic
[Range 3-0]
This special ESCORT accompanies launched You deploy PGR_Gourd Limpets toward a hostile
munitions, clearing the way for them to safely and Capital Ship as a boarding action. During the
accurately strike their targets. When you or an allied Boarding Phase, these limpets disgorge their
battlegroup in the same range band makes a contents into the ship and you give them one of
PAYLOAD attack, you may assign this squadron to the following commands:
accompany that attack. If more than one PAYLOAD
attack is fired at a time, choose one to accompany. • CONSUME: Apply 3 Greywash Counters to
Each PAYLOAD attack can only be accompanied by a the boarded ship on a successful boarding roll,
single PAYLOAD OUTRIDER ESCORT. or 1 Greywash Counter on a failure. Spending
a maneuver to clear Greywash Counters also
An accompanied PAYLOAD attack cannot have Flight repels this unit as well. This boarding action
Counters added to it from hostile effects or can stack with itself.
abilities. During the Impact Phase, add +1 damage • SURGE (Limited 1): Double the number of
to that attack for each Flight Counter removed Greywash Counters on the boarded ship. If
from it before impact. You may also force the target this boarding action fails, you do not expend
battlegroup to reroll 1 Interdiction die of your choice this command’s LIMITED use.
and take the worst result; however, if this attack’s
damage is completely interdicted, then this ESCORT
is destroyed as well. MINELAYERS
Escort, Reloading 2 [2 points]
Subline outriders are frequently tasked
with escorting payloads across space, This special ESCORT is tasked with deploying
ensuring their uncontested delivery to the minefields. During the Logistics Phase you may
target. These units provide a mixture of order it to deploy minefields in the range band either
physical point-defense coverage as well as directly ahead of you or directly behind you. Until the
immediate-response electronic protective start of the next Logistics Phase, the first time a
measures and adaptive course corrections to hostile battlegroup forces you or an allied battlegroup
both safeguard payloads in transit and help to move into or out of that range band, the mines
guarantee optimal impact, though this often detonate and the hostile battlegroup takes 10 AREA-
places them in harm’s way far from the TARGET damage. Due to sheer saturation, this cannot
protection of other ships in their fleet. be reduced below 2 area damage by Interdiction.
Minefields cannot stack with themselves.

PGR_GOURD LIMPETS The term “mines” is a bit of a misnomer in


Escort, Boarding, Greywash the context of naval combat operations.
[Tenacity 10][2 points] Rather than stationary defensive
emplacements, naval mines are more akin to
These limpet pods can only be used to perform the missiles, seeded in clouds across anticipated
PGR_Gourd Command tactic. approach vectors to maximize the odds of
terminal contact. Mines loiter in a low-power
PGR_Gourd limpets are terribly cruel nanite state until their sensors detect hostile
weapons, likely created and propagated by vessels in proximity, at which point they
HORUS cells. After attaching to an enemy activate and home in on the nearest target at
vessel, the limpets disgorge liters of full burn. Most naval vessels do not carry
“greywash” into their targets. These nanite mines as part of their standard ordnance
washes tear through the open spaces inside loadout, delegating minelaying duties to
of capital ships, consuming organic and soft specialized subline vessels instead.
inorganic material, eliminating the enemy
without firing a shot. All that is left
after a greywash burnout is a brownish-red
slurry of processed waste material, empty
hardsuits, and dead nanites.

Section 3 // Escorts and Wings


[112]
ESCORTS AND WINGS
3
PIPECLEANER SUBALTERNS
Escort, Boarding
[Range 3-0][Tenacity 12][2 points]

These fearsome combat subalterns can infiltrate and


sabotage areas of a ship that would be hazardous or
inaccessible for humans, such as the power storage
systems for long-spool weapons. When this unit
succeeds on Sabotage Fire Control against a ship
with one or more CHARGE weapons, that ship must
also choose one: add 1 Charge Counter to a
Charge weapon of your choice or take 5 damage. A
boarded ship can only suffer from this effect 1/round.

Whenever a boarded ship fails a roll to repel this


unit, the ship takes 2 damage.

PIPECLEANER subalterns, part of IPS-N’s


Warfighter line, are commonly inserted into
enemy ships at dangerous, unconventional
breach-points. They can be remotely
controlled by a human handler but are more
often commanded by a projected NHP partition
controlling a networked squad as a single
unit. Humanoid in appearance, they are built
with many more points of articulation along
with secondary bladed appendages for
activity in close, low or null-g
environments. In combat, they act with
frightening, uncanny speed and movements.

CRUISER ESCORT
(GMS Blair Mountain, IPS-N Carina, FKS Khayradin, HA Chopin) CRUISER COMMAND
Escort [10 HP][3 points] Tactic
[Range 3–0]
When a hostile battlegroup forces your battlegroup Choose one CRUISER assigned to your battlegroup
or an allied battlegroup in the same range band to and give it one of the following commands:
fall back or move forward any number of range
bands, you may have this ESCORT deploy a field of • Fire at Will: Deal 4 damage to a hostile CAPITAL
seeker mines that deal 4 damage to a CAPITAL SHIP SHIP. You may also deal 2 AREA-TARGET
or ESCORT of your choice in that battlegroup. You damage to all ESCORTS in that ship’s
may use this ability 1/round for each CRUISER battlegroup and take 2 damage in return. This
ESCORT in your battlegroup, but only once per damage cannot be interdicted.
instance of hostile movement. Additionally, gain the • Defensive Gunnery: Gain +3 Interdiction until
Cruiser Command tactic. the start of your next turn.
• Local Kill Screen (Limited 1): Deal 5 damage
The largest subline ships, only a step below to a hostile CAPITAL SHIP or ESCORT, deal 2
frigates, cruisers mount a wide array of damage to all of that ship’s WINGS, and that
offensive and defensive systems that allow ship makes all single-target attacks with +1
them to flexibly and robustly reinforce a DIFFICULTY until the end of its next turn.
fleet’s threat envelope as circumstances
dictate. Relatively independent for subline
vessels and often used for in-system patrols
or local planetary defense, the command of a
cruiser is often seen as a vital step in a
naval officer’s career.

Section 3 // Escorts and Wings


[113]
WINGS
LEGION DRONE NEXUS F IGHTER WING
Wing [4 HP][0 points] (GMS Peregrine, IPS-N Walleye, FKS Passacaglia, HA Mahler)
Wing [5 HP][1 points]
1/round, you may order a LEGION DRONE NEXUS in your
battlegroup to interpose itself between friendly units and Gain +1 Interdiction for each FIGHTER WING as they
incoming fire. Reduce hostile damage dealt to an ESCORT maintain combat patrols within your fleet’s
or WING in your battlegroup or an allied battlegroup in the perimeter, up to a maximum of +4 Interdiction.
same range band by 1. This WING then takes 2 damage. Additionally, gain the Fighter Command tactic.
Additionally, gain the Legion Command tactic.
Fighters are small, multi-purpose, single-
Remotely piloted drone fighters controlled pilot ships with a wide combat portfolio,
as appendages of a fleet legion are a ranging from combat patrols, to subline
simple and cost-effective method of force escort, to ordnance interception. Fighter
projection that also serves to minimize wings, though outclassed by the raw power
overall casualties during engagements. of larger ships, are integral units in any
Despite this, susceptibility to electronic battlegroup for their versatility alone.
interference and systemic attacks prevents
them from ever fully replacing manned FIGHTER COMMAND
strike craft. Fully integrated fleetwide Tactic
tactical networking allows all battlegroup [Range 2–0]
commanders to coordinate drone operations Choose one Fighter Wing assigned to your
to and from any ship as necessary. battlegroup and give it one of the following
commands. As part of this, you may assign
LEGION COMMAND another unused Fighter Wing from your
Tactic battlegroup to join the sortie, selecting the same
[Range 3–0] or a different command:
Choose one LEGION DRONE NEXUS assigned to your
battlegroup and give it the following command. As • Strafing Run: Deal 1 damage to a hostile
part of this, you may assign another unused CAPITAL SHIP or ESCORT.
LEGION DRONE NEXUS from your battlegroup to join • Engage and Eliminate: Deal 3 damage to a
the sortie, giving them the same command. Allied hostile WING.
battlegroups in your range band may use this
tactic to command your LEGION DRONE NEXUSES as
if they were under their control: NEARLIGHT LEASHING
Many strike craft are equipped with a system
• Hunt/Kill: Deal 1 damage to a hostile CAPITAL SHIP, called a nearlight leash. When their parent ship
ESCORT, or WING, or deal 2 damage to a hostile spools up for an emergency nearlight jump, strike
ESCORT or WING and take 2 damage in return. craft with such a system installed are automatically
recalled back to that ship. This occurs even if the
pilot is injured or disabled and unable to respond to
calls to retreat. In this way, commanders who eject
from a battle can do so with greater confidence
that their pilots will not be left behind. Of course,
these systems can become damaged in the course
of battle, but for the most part if a player opts to
eject from an engagement their WINGS will still
come with them. By contrast, subline vessels are
large enough to carry long-range nearlight drives of
their own, and can eject alongside the rest of their
battlegroup should the need arise.

Section 3 // Escorts and Wings


[114]
ESCORTS AND WINGS
BOMBER WING
(GMS Payloader, IPS-N Swordfish, FKS Anaxandron, HA Holst)
Wing [5 HP][2 points]
MOUNTED CHASSIS WING
(GMS Everest, IPS-N Raleigh, SSC Metalmark, HA Sherman)
Wing, Boarding
[5 HP][Tenacity 11][2 points]
3
Gain the Bomber Command and Active
Countermeasures tactics. Gain the Chassis Command tactic.

Bombers are larger vessels crewed by two to Chassis mounts are exterior-mounted frames
four crewmembers and loaded with anti- that allow mechs them to operate in deep
capital ordnance that lets them punch far space. With a mount installed, mechs rocket
above their weight class. If ignored, a toward enemy capital ships, dogfight, and
wing of these ships can be as dangerous as maneuver in space with far more agility
a single ship of the line. Bombers are also than conventional mech-tier EVA units would
frequently outfitted with large reserves of otherwise allow.
defensive countermeasures to help screen
their carrier’s advance and during strike CHASSIS COMMAND
operations, including pulse-flares, EMP Tactic
charges, and decoy signal emitters. [Range 3–0]
Choose a MOUNTED CHASSIS WING in your
BOMBER COMMAND battlegroup and give it one of these commands:
Tactic
[Range 2–0] • Toe-to-Toe: Deal 1d3 damage to a hostile
Choose one BOMBER WING assigned to your CAPITAL SHIP, ESCORT, or WING.
battlegroup and give it the following command: • Breach and Clear: Assign this unit to board a
hostile CAPITAL SHIP. Each time it succeeds on a
• Torpedoes Away: Deal 4 damage to a hostile boarding roll, the boarded ship takes 2 damage.
CAPITAL SHIP. You may assign another unused
BOMBER WING from your battlegroup to assist,
dealing an additional +2 damage.

ACTIVE COUNTERMEASURES
Tactic
[Range 4–0]
Choose one BOMBER WING assigned to your
battlegroup and give it the following command:

• Deploy Chaff (Limited 1): Choose a CAPITAL


SHIP in your battlegroup or an allied battlegroup
in the same range band. Until the end of your
next turn, the next time that ship takes damage
reduce it by 1d3. This effect does not stack.

Section 3 // Escorts and Wings


[115]
BALOR CHASSIS WING BARBAROSSA CHASSIS WING
Wing, Boarding, Greywash, Unique Wing, Unique
[8 HP][Tenacity 12][3 points] [8 HP][3 points]

The Balor’s nanoswarm construction allows it to The integrated flak launchers and anti-aerospace
hellishly regenerate physical damage sustained munitions carried by this WING count as an AUXILIARY
during combat. During the Logistics Phase, this weapon for your battlegroup. When fired alongside
unit repairs 2 HP. any PRIMARY single-target weapon targeting a
CAPITAL SHIP or ESCORT within Range 3–0, these
Additionally, gain the Balor Command tactic. weapons deal 1 damage to that same target and 3
damage to a hostile WING in the same battlegroup.
One of the more infamous HORUS pattern- Additionally, gain the Barbarossa Command tactic.
groups, the Balor is a highly resilient
chassis that employs frame-integrated, Harrison Armory’s Barbarossa heavy siege
neurosynced “hellswarms” of greywash chassis is an artillery/anti-air frame
nanites in both offensive and defensive designed to engage targets in both
capacities. First encountered during the terrestrial and low-gravity operations.
latter days of the Sanjak Rebellion under Equipped with an integrated LGC-04
the command of the Maw, a Baronic Free “Apocalypse Rail” gravitic catapult, the
Company turned decentralized hive-being, Barbarossa can capably engage subline
the Balor enjoys a grim reputation as vessels, and in massed volleys can even
persistent and intractable danger within threaten capital ships. The additional power
Baronic space and beyond, but some plants and stabilizers provided by a chassis
ambitious Karrakin commanders in the mount help mitigate the drawbacks of the
Dawnline Shore have developed an famously temperamental Apocalypse Rail,
appreciation for the unique tactical allowing for more consistent output while
advantages they offer as horrifyingly still permitting full zero-g maneuverability.
effective boarding units.
BARBAROSSA COMMAND
BALOR COMMAND Tactic
Tactic [Range 3–0]
[Range 3—0] Give the BARBAROSSA CHASSIS WING one of these
Give the BALOR CHASSIS WING one of these commands: commands:

• Nanocomposite Munitions: Deal 2 damage to • Siege Cannons: Deal 3 damage to a hostile


a hostile ESCORT or WING, or consume LOCK ON CAPITAL SHIP or ESCORT.
from a CAPITAL SHIP to deal 2 damage to that • Charge Apocalypse Rails (Reloading 2): This
ship, give it 2 Greywash Counters, and take 2 Wing begins charging its integrated
damage in return. Apocalypse Rail weapons. During the next
• Hive Frenzy: Assign this unit to board a hostile Impact Phase, you may order it to open fire on
CAPITAL SHIP. Each time it succeeds on a a hostile CAPITAL SHIP or ESCORT within range.
boarding roll, the boarded ship gains 2 Make a single-target attack roll, dealing 2d6
Greywash Counters. Ships do not remove damage on hit with OVERKILL and RELIABLE 4.
Greywash Counters during the Impact Phase
while this Wing is aboard them.

Section 3 // Escorts and Wings


[116]
ESCORTS AND WINGS
MONARCH CHASSIS WING
Wing, Unique
[8 HP][3 points]
TORTUGA CHASSIS WING
Wing, Boarding, Unique
[8 HP][Tenacity 12][3 points]
3
The integrated SSC-30 High-Penetration Missile Gain the Tortuga Command tactic.
Systems carried by these mechs allow them to
coordinate reactive volleys of Avenger micromissiles IPS-N’s Tortuga is one of the corpro’s most
with other strikes. 1/round whenever a weapon in iconic and widespread chassis designs,
your battlegroup or an allied battlegroup in the same offered in whole-fleet line contracts to
range band critically hits a target within Range 3–0, numerous clients and states. The Tortuga is
even if it doesn’t have the CRITICAL tag, you may use purpose-built to operate in deep space;
these micromissiles to deal 2 damage to a hostile though it makes for an adequate strike unit
CAPITAL SHIP, ESCORT, or WING. Additionally, gain the with the addition of a chassis mount, the
Monarch Command tactic. Tortuga is primarily meant to breach and
clear carrier decks, hostile station
Smith-Shimano’s Monarch is a highly environments, and the spinal columns of
versatile all-theater combat chassis, part capital ships. With its heavy, angular hull
of the company’s BELLA CIAO line, created it serves as both battering ram and
to serve as a multirole missile launch bulwark, clearing a path for allied
platform. Rigorously designed to exacting boarders as it advances. An integrated
standards and surprisingly agile for its WATCHDOG co-pilot system provides pilots
size, Monarchs are equipped with advanced with additional full-spectrum response
targeting systems capable of coordinating capability under even heavy fire.
multiple simultaneous weapon launches for
optimal effect. Though not originally TORTUGA COMMAND
intended as a naval combat chassis, the Tactic
Monarch’s responsive controls and ability [Range 3–0]
to equip a wide variety of missile Give the TORTUGA CHASSIS WING one of the
payloads have led to its increasing following commands:
adoption by pilots who value its
combination of speed and firepower. • Heavy Gunner: Deal 1d3 damage to a hostile
ESCORT or WING. Until the end of your next turn,
MONARCH COMMAND the next time the TORTUGA CHASSIS WING or the
Tactic ship it is equipped to takes damage from an
[Range 3–0] ESCORT or WING while within Range 3–0, you
Give the MONARCH CHASSIS WING one of the may deal 3 damage to it in response.
following commands: • Decksweepers: Repel a boarding unit from a
ship in your battlegroup or in an allied
• Seeking Payloads: Deal 2 damage to a hostile battlegroup in the same range band, then deal
CAPITAL SHIP or ESCORT, or consume LOCK ON 3 damage to that unit.
from a CAPITAL SHIP or ESCORT to deal 4 • Daisy Cutters: Assign this unit to board a
damage to that ship and either deal 2 damage hostile CAPITAL SHIP. Each time it succeeds on a
to all of its WINGS or remove 1 Flight Counter boarding roll, the boarded ship takes 2
from one of your active PAYLOAD attacks. damage. 2/engagement, you may increase this
• Gandiva Missiles: This Wing launches a salvo to 1d6+1 damage instead.
of advanced Gandiva missiles. This is a
PRIMARY single-target PAYLOAD attack that deals
1d6+3 damage and can be fired at up to two
targets at a time, tracked individually. When
using this command, you may consume LOCK
ON from the target to add or remove one Flight
Counter from that PAYLOAD.

Section 3 // Escorts and Wings


[117]
[118]
ESCORTS AND WINGS

[119]
3
Section 3 // Escorts and Wings
[120]
ADVANCEMENT

ADVANCEMENT
COMMENDATIONS, LEGACIES, AND REPUTATIONS
There are three different forms of advancement that
can be awarded to players and their battlegroups as a
result of successful missions and ongoing campaigns:
COMMENDATIONS
Commendations are granted in recognition of
3
meritorious service and noteworthy acts of bravery or
• Commendations are decorations and citations skill. They are awards bestowed upon characters in
given to characters for exemplary skills and players’ battlegroups, granting those battlegroups
actions during battle. bonuses they can call on in battle. The recipients of
• Legacies are traits and qualities that ships acquire commendations are usually commanders, but they
throughout their history of service. can be awarded to other characters as well.
• Reputations are significant archetypes that
commanders grow into over time and by which While the GM can award commendations on their
they come to be defined. own, your group might prefer to decide together if
someone has earned one based on particularly
Advancement has both narrative and rules effects. memorable moments or pivotal actions.
Receiving a medal for valor both grants players Commendations are generally awarded for specific
additional abilities to draw on in battle and influences reasons – keep this in mind when deciding which one
how people see a character. Similarly, the acquisition of a best suits both the story and the player’s preferences.
legacy shows that a ship is developing its own stories
and superstitions with mechanical effects that reflect this. The commendations listed here are specific to the
Union Navy, but they are just examples. Other navies
Unlike Lancer, Battlegroup doesn’t grant characters might have different names for these awards, but you
experience points or have a system of levels. This can assume the effects are the same. For example,
means that the question of when to award instead of being awarded the Olduvai Cross, a
advancement is a matter for each group to decide. Harrison Armory naval commander might be awarded
That said, a good guideline is to award advancements the Hero of the Temperate Throne decoration, while
once every couple of missions. Advancements are a Baronic commander might instead receive the
also optional to use – if you’re playing a single Order of Karrakis.
engagement or using Battlegroup as a supplementary
module for Lancer, you might not need them at all. Unless specified otherwise, a player can only be
awarded any given commendation once over the
Commendations and legacies provide direct bonuses course of a campaign.
in combat, while reputations are specifically relevant
to narrative play. You should never make players
choose between being stronger in combat or having
more narrative options, so when advancements are
awarded choose one of the following:

• All players gain either an commendation or a legacy.


• All players gain a reputation (or reputation advance).
• All players gain both of these advancements at once.

In addition to this, players may also take this


opportunity to change one of their commander’s
traits to a different one if they wish. Perhaps they’re
no longer satisfied with it, or maybe it’s more
narratively interesting for their commander to trade
out an older trait for a newer one.

Because characters may die in the course of play or


you might shift perspectives between different
characters throughout the course of a campaign, it’s
recommended that new characters be allowed to enter
play with the same number of advancements as the rest
of the group in order to keep everyone on equal footing.

Section 3 // Advancement
[121]
AZURE STAR
The Azure Star is awarded to all Union naval personnel upon retirement after 30 or more
years, death, or “the suffering of grievous injury sufficient to prevent further honorable
completion of one’s service.” Countless children and spouses across equally countless
worlds have received this medal to commemorate the loss of a loved one many light years
away, and to receive it while still living is an achievement viewed with a mix of great respect
and somber recognition.

The Azure Star is a commendation available to any character who dies while on deployment
or is otherwise (honorably) discharged. Few active-duty personnel pin this decoration to
their uniform, though it is not unheard of for some personnel to have come back from
retirement to serve once more.

Unlike other commendations, the Azure Star is generally only awarded in the event of a
character’s death. Should a player’s commander be killed in battle, then they’re eligible to
receive this commendation. Despite the character’s death, the commendation and its
benefits stay with the battlegroup in which they served. Note down when and how they
were killed in action.

During an engagement, players with this commendation may automatically convert a


successful attack into a critical hit or convert a hostile critical hit into a normal hit after
seeing the result. This benefit can only be used once, after which it is permanently
expended and cannot be used again.

The Azure Star may be awarded to a player multiple times, refreshing the ability to use
its effect again, but the benefit does not stack with itself.

COMMUNAL ORDER RIBBON


Informally known as the “Lifeline”, the Communal Order Ribbon was one of the first new naval
service decorations to be officially created by Union’s Third Committee. Awarded for courage and
selflessness in rendering protection and aid to those in need at great personal risk, this service
ribbon is granted for search and rescue operations following battles as often as it is for defensive
or support actions undertaken during combat. The commendation’s scope extends even to
providing aid to enemy combatants. More than one commander has received the Communal
Order Ribbon for saving lives regardless of which side they might have been fighting on.

Those with the Communal Order Ribbon are generally viewed with great respect and many
cosmonauts consider it auspicious to serve under a commander with this award. These
commanders can generally expect a free round of drinks in any port and are even certain to
be treated courteously by their captors should they be taken prisoner during battle.

Characters awarded the Communal Order Ribbon have earned it through selflessness and
sacrifice, whether it be in defense of their comrades or a commitment to saving lives, even
those of their enemies.

1/engagement, players with this commendation may reduce the damage taken by an
allied CAPITAL SHIP in the same range band to 0; however, their own FLAGSHIP then takes
that much damage. This ability cannot be used if their FLAGSHIP has already been
destroyed.

Section 3 // Advancement
[122]
ADVANCEMENT
GALLANTRY CROSS
A medal given for “honorable conduct befitting the finest traditions of naval service”, the Gallantry Cross is
typically awarded to naval personnel at the completion of at least two tours of duty without any significant
disciplinary infractions or court-martial offenses, but it can also be granted at other times for noteworthy
displays of skill and excellence both during and outside of combat. Performing critical repairs that prevent a
ship’s destruction, successfully plotting a pinpoint nearlight realignment that grants a decisive tactical
3
advantage, and commanding a ship in battle with minimal losses are all acts worthy of this commendation.

A spotless service record and a noteworthy display of tactical brilliance are two very different things, but
both speak to a commander that’s meticulous, thoughtful, and detail-oriented. Those with the Gallantry
Cross often have reputations for running tight ships and expecting (or demanding) the same sort of
excellence from those serving under them. Others, however, are prodigies thrust unexpectedly into
positions of great responsibility and even greater expectations.

When a player with this commendation rolls 9 or less on an uptime action (excluding Plot a Course),
they may perform a second, different uptime action. They must still accept the results of the first roll.

INTERSTELLAR EXPEDITIONARY CROSS


This award is granted to those who have, in the course of their service, displayed great valor and courage in
combat across three or more “foreign theaters”. The Union Navy generally defines a foreign theater as the
generally recognized borders of a territorial sphere, polity, or star system from which the individual did not
originate. Despite the seemingly simple prerequisites, this medal is granted less often than many people
imagine, as most cosmonauts see little enough combat upon “foreign shores” to qualify. As conflicts within
the Dawnline Shore region escalate, however, more and more personnel have begun to qualify for this award.

Those with the Interstellar Expeditionary Cross are recognized as seasoned veterans with a wealth of
experience. Whether they want it or not, others look to them for guidance and advice during difficult times.

Characters awarded the Interstellar Expeditionary Cross have participated in battles in multiple theaters,
generally as part of an ongoing campaign. They’ve traveled further and seen more combat than many
cosmonauts, and this undoubtedly colors their character in some way. How has this experience
affected them? What places have they seen, and what stories do they have to share?

1/engagement, players with this commendation who are forced to move by a hostile effect or
ability may choose to ignore that movement.

LIBERATOR’S SHIELD
There can be no doubt that one of the most important organs within Union’s Third Committee is the
Department of Justice and Human Rights (DoJ/HR). This body is tasked with critical missions
including first-contact scenarios, humanitarian aid, and direct interventions against those who would violate
the rights and well-being of others. While not part of the Union Naval Department’s organizational structure,
the DoJ/HR often works together with the navy, and more than one liberator team has been saved by timely
orbital fire support or extraction from a hot zone courtesy of an orbiting naval patrol. Those naval personnel
that participate in missions alongside the DoJ/HR are eligible to receive this award for their service.

Whether they feel they deserve the title or not, those with the Liberator’s Shield are recognized as
heroes by those who know of the DoJ/HR. Representatives of the DoJ/HR are likely to look upon them
favorably, vouching for them or even providing favors.

Characters awarded the Liberator’s Shield are generally recognized as part of Union’s ideological
spearpoint, having served alongside or embedded with DoJ/HR liberator units either in a combat or
universe-building capacity.

1/engagement, players with this commendation may immediately end any one ongoing effect on one
of their ships, such as an effect from a boarding action, Greywash Counters, an effect imposing a
DIFFICULTY penalty, and so on.

Section 3 // Advancement
[123]
MARINE DISTINGUISHED SERVICE MEDAL
Among the many lethal aspects of naval combat, boarding actions stand out as some of the grimmest
affairs. Even victors are likely to suffer significant casualties in the course of duty. Marines who
participate in major combat operations – either in defense of their vessel or as part of a boarding action
– are eligible to receive this medal, posthumously or otherwise. Among Union marines, earning one’s
MDSM is considered a rite of passage, a marker dividing the fresh from the salt.

Those with the Marine Distinguished Service Medal are known to be tough as nails, lucky as hell, or
more likely some combination of the two. When breaching charges detonate and bullets start flying,
others will count on them to take point. The MDSM is also a sign that someone can back up their
bravado, or at least hold their own in a bar fight.

Characters awarded the Marine Distinguished Service Medal have been through the hell of boarding
actions and come out the other side bloodied but victorious. It isn’t a question of whether they’ve seen
friends die, but how many. Who have they lost in the corridors and spinal passageways of an enemy
ship? What scars have they collected?

1/engagement, players with this commendation may reroll one boarding roll they make, but must
keep the second result.

MERITORIOUS SERVICE BAR


The Meritorious Service Bar, typically awarded alongside a theater-specific medal, is granted to
commanders in recognition of noteworthy acts of courage and prowess against the enemy while under
fire. Decisively scoring a kill on an enemy flagship while avoiding return fire is generally seen as the key
to earning this commendation, though it isn’t strictly necessary, but as hostilities between major naval
powers continue to increase some young commanders have begun to take greater risks in hopes of
making names for themselves. While the MSB is specifically awarded to a ship’s commander, all
personnel serving aboard that ship at the time are entitled to wear the bar.

The MSB, as with the Marine Distinguished Service Medal, is another “gatekeeper” award, viewed by
officers and personnel as marking a clear line between those who have seen and survived combat, and
those who don’t know what they’re talking about outside of a sim.

Those with the Meritorious Service Bar have a story to tell of how they earned it. Depending on how
long they serve, the details of that story can grow more outlandish as time goes by.

1/engagement, players with this commendation may reroll any single-target attack roll they make,
but must keep the second result.

Section 3 // Advancement
[124]
ADVANCEMENT
OLDUVAI CROSS
The Olduvai Cross is the most prestigious decoration that can be awarded to Union naval personnel for
acts of singular devotion and valor above and beyond the call of duty. It is granted to fleet admirals and
junior enlisted personnel, to humans and to NHPs alike. As a result, it is most often awarded
posthumously; living recipients of the Olduvai Cross number in the dozens, if that. Each of these medals
is formally awarded at a special ceremony held on Cradle, though given the constraints of interstellar
3
travel, it can be months or even years before a recipient (or their next of kin) is officially decorated in
person.

Those with the Olduvai Cross are recognized as heroes and known by name and reputation by everyone
in their fleet. As such, any doors closed to them by rank or station can be opened, within reason.

Characters awarded the Olduvai Cross are among a rarefied few. The criteria for receiving the award are
as noted in its commendation: peerless valor. Your table decides what that means, keeping in mind the
extreme rarity of the commendation.

Prior to a battle, players with this commendation may roll two d20s before any engagement and
record the results: 1/engagement, they may, at any time, use one of those results in place of any d20
roll they would make. This must be decided before rolling.

SILVER CRESCENT
While strike craft and chassis pilots are eligible for a variety of special medals and decorations, the
Silver Crescent is given to fleet commanders who have displayed exemplary skill while leading carrier
operations during combat. This honor marks a commander as a canny tactician, but it speaks to more
than just combat performance metrics. Devotion and dedication to the pilots under one’s command are
the marks of a Silver Crescent candidate, and many recipients have extensive experience in the cockpit
of a strike craft themselves.

Silver Crescent recipients are universally well-regarded commanders in the Union Navy. It is a
commendation afforded to consummate, compassionate, courageous officers, usually following a
collective nomination from their crew; for this reason, the Crescent is seen as one of those rare awards
given from enlisted personnel to their commanding officers, even if the official presentation is from the
nominated officer’s own executive.

Those with the Silver Crescent tend to share a camaraderie with the strike craft and chassis pilots under
their command that’s perhaps a bit more personal or familiar than the relationship between other
commanders and their subordinates. Maybe they like to reminisce about the “glory days” when they
were in the cockpit, but it’s undeniable that their firsthand experience makes them an excellent
commander.

1/engagement, players with this commendation may issue a command to a WING equipped to their
battlegroup for free during their turn.

Section 3 // Advancement
[125]
LEGACIES
Legacies are acquired by ships over the course of their service, through the numerous battles and actions they take part
in. Over time, crews start to anthropomorphize their ships (i.e., they might start thinking of it as “indomitable”, “cursed”, or
“lucky”). Although these characteristics are immaterial, they can have dramatic effects on the morale of the crew, staff, and
enemy forces, and contribute to the history of the vessel besides.

Like commendations, legacies can be granted during advancement by the GM (or the group) based on memorable events that
occurred during a battle or throughout the course of a campaign. Unlike commendations, however, legacies aren’t granted to
characters. Instead, they are granted to individual Capital Ships. This doesn’t just mean players’ Flagships, either. Legacies
grant bonuses to the ships they’re assigned to and often have narrative consequences, too; crew serving aboard a ship with
a legacy may develop little customs or superstitions over time, such as touching a certain picture for good luck, leaving
hull scars unpainted, or warning new crew members not to venture into the maintenance shafts between certain times.

Each ship can have up to two legacies at a time. If deemed appropriate, legacies can be exchanged for others during
advancement; however, the same legacy cannot be applied to the same ship twice.

BLOODTHIRSTY INDOMITABLE NO PASARÁN


At the start of each battle, one of this This ship begins each engagement Boarding actions made against this ship
ship’s weapons gains the CRITICAL tag. with 5 OVERSHIELD. only succeed on a result of 10+. Units
assigned to board this ship first take 2
This ship invariably finds itself in the Despite everything thrown at it, this damage. If this damage is enough to
thickest of fights, and its hull has the ship and her crew somehow always destroy a boarding unit, it is destroyed
scars and the kill markers to show for it. manage to make it through a fight. before it can carry out its command and
its effects are negated.
CURSED LUCKY
The first time each battle this ship This ship gains +2 DEFENSE. You A line ship that has been boarded, but never
would be destroyed, it survives with begin each battle with a banked taken. Her crew will never give up the ship.
1d6 HP remaining. You may sacrifice ACCURACY die which you can spend
its weapons and upgrades (excluding to add +1 ACCURACY to one of your PHOENIX
LIMITED weapons and upgrades that single-target attack rolls during play. This ship gains 2 points that can be only
have been fully expended) to increase spent on weapons or upgrades. When
this amount by +2 HP per weapon or This ship and her crew always seem destroyed, this ship is always
upgrade sacrificed. This cannot leave a blessed with good luck, from salvageable regardless of how much
ship with more than its maximum HP. winning cards on shore leave to damage it took (see the Kill Table, p. 53),
avoiding – only just – the spinal though the crew may not fare as well.
This ship always seems to bear the cannons of her foes. Others may
brunt of the enemy assault, often at the shirk at the idea of serving on a lucky This ship was once destroyed in combat or
cost of its systems and crew. The more ship – to be lucky, you must be in it was scuttled, rendered inoperable either
superstitious of the fleet personnel danger – but her crew wouldn’t trade to prevent its capture or as a bloodless
regard it as cursed, and assignment to their berths for the world. logistics decision. After being salvaged and
the ship is never well received. repaired, it now once more flies in the
MIGHTY line, carrying with it a long history.
HEADSTRONG This ship may reroll damage dealt by
1/round during the Logistics Phase, any of its weapons on hit, but it SELFLESS
you may pick one: must keep the second result. 1/engagement, choose one:

• Remove 1 Flight Counter from an This ship is known to friend and foe • When a ship in your battlegroup is
active hostile PAYLOAD attack targeting alike as a powerful ally and fearsome destroyed, you may repair one of its
this ship or your battlegroup foe. Her crew is proud and ESCORTS or WINGS to full HP and
• Redirect an active hostile PAYLOAD competent, and will fight as such. reassign it to this ship.
attack toward this ship or your • When this ship is destroyed, you may
battlegroup, and then remove 1 repair one of its ESCORTS or WINGS to
Flight Counter from it. full HP and reassign it to another ship
in your battlegroup.
Often acting against doctrine, this
ship’s crew win with more victories Those that serve aboard and alongside
than not – and a steep butcher’s bill. this ship know it as a protector and safe
harbor, ready to weather any storm in
order to see those under its care make it
through the fight.
Section 3 // Advancement
[126]
ADVANCEMENT
3

Section 3 // Advancement
[127]
REPUTATIONS
A commander’s reputation comes from more than just Choosing a reputation also gives you your choice of
endless fighting. It’s something that’s earned both on one of that reputation’s advances, and each time you
and off the battlefield. The lessons leaders learn and gain advancement for your reputation you can select
the choices they make become as much a part of another. Each reputation has five advances, which you
them as any scar, and speak to their character as can select them in any order you like. You may also take
much as any medal. a sixth advance, selecting it from a reputation other
than your own, but only after taking three or more
Reputations are archetypes that represent pivotal advances in your own reputation first.
moments in a commander’s past and grants said
commander special abilities and permissions for use in Note that the abilities and permissions that reputations
narrative play when playing to those archetypes. grant can be quite powerful. Some of them can only
Reputations can be earned and upgraded as be used once in any given scene while others only
advancements during play. Alternatively, if your group refresh only after a longer period – after the next
agrees, then each commander can begin play with a engagement has passed, for example. These limits on
reputation selected already. Each player can only have their use may prove less effective if the amount of
one reputation at a time. narrative play involved is short and succinct. It’s
recommended that you consider how much narrative
When you gain a new reputation, choose two new play you plan on including in your games before
traits for your character (one positive and one deciding whether to use reputations or not.
negative), and then choose one advance from the
reputation’s list. Unless otherwise specified, commanders can’t use the
abilities granted by reputations to affect engagements,
The two new traits from a Reputation bring a including pre-battle uptime actions (p. 48). Additional
commander’s total number of traits up to five, with traits apply as usual.
three positive and two negative. Having additional
positive traits gives players more potential sources of
ACCURACY for uptime checks and having another
negative trait gives both the player and the GM more
choices when it comes to refreshing traits that have
been marked off.

Section 3 // Advancement
[128]
ADVANCEMENT
3
BEACON
ADVANCES
Eye of the Storm: You are immune to fear and
intimidation, and while you’re present in some fashion
(including talking one-on-one over comms, though
giving a general address isn’t sufficient) those around
you are similarly fearless. This doesn’t override their
sense of self-preservation, nor will it lead them to take
obviously foolhardy or reckless actions if they
otherwise wouldn’t, but it can prevent them from
panicking and keep them alert and focused on the
task at hand.

Renowned: When you enter a scene, the GM


chooses an NPC. They know of your reputation.
Upon meeting you for the first time, they’ll do one of
the following:

• come to you with a concern that’s been weighing on


them.
• offer to assist you with a problem.
• guarantee no violence will come to you and your
Even judged by the rigorous and exacting allies at this time and in this place (unless you
standards of naval command, you stand out as a choose to break the peace yourself, that is).
leader of conviction and determination. You never
hesitate in the face of danger, nor do you waver Voice of Authority: Any time you raise your voice in
even in the face of overwhelming odds, and this command, speech, or protest, everyone present
resolve draws others along in your wake. Your stops to hear what you have to say. They look to you
crew would follow you into the jaws of hell if you with rapt attention for around a minute. They may
gave the order, and you would find a way to lead continue to pay attention to you after that, depending
them back out again. on what it is you’re saying and how you’re saying it.
You can exclude people from this effect if you so
What was the pivotal moment that cemented your choose. The effect breaks if violence of any kind
reputation? How has the story of it been warped or breaks out, and people cease to be affected if
exaggerated in the telling, and what parts are true? anyone tries to interfere with them. You can only use
this ability once between engagements.

Stand Sentinel: When you stand in defense of


something or someone, it cannot be damaged or
harmed while you remain conscious and within arm’s
reach. You can’t take any other action or concentrate
on anything else while defending this way.

Honorbound: When you strike a deal, your word is


as trustworthy and valuable as any contract or
collateral. As long as you uphold your end of the
bargain, so will the other party (more or less);
however, you suffer immediate consequences (see
Consequences on p. 10) if you go back on your word
for any reason. You can only make one deal like this
at a time, and you can’t use this ability again until
your current deal is either completed or falls through.

Section 3 // Advancement
[129]
BUTCHER
ADVANCES
Grim Specter: When you enter a scene, choose an
NPC. They know of your reputation. When they see
you for the first time, you may lock eyes with them
and name something you need. They either give you
what you want, right now, or they choose one:

• They flee the scene with all haste (they always


get away).
• They escalate the situation (resort to physical
violence, call in backup, raise the stakes, etc).

Inner Demons: With a few moments of conversation,


an examination of their correspondence, or simply a
discomforting stare down, you can always tell what it
is that someone fears most. You can also decide that
those fears include you.

Pale Rider: When you decide it’s time for someone


to die, you can kill them without rolling as long as
they’re within arm’s reach. This doesn’t necessarily
Rightly or wrongly, you’ve been saddled with a provide you the means to get close to them or to
reputation for death and destruction that clings to avoid the consequences, but once you have them
you like a stain. An incident in the past, perhaps, cornered all they can do is offer you anything you
or a history of bloody engagements. Others may want to not go through with it.
revile you for this, but they fear you as well.
Collateral Damage: 1/scene, if you would take physical
Do you struggle against this to try and restore your harm or be killed and there’s another NPC close by, you
good name, or do you embrace it instead? What was can decide that they take the brunt of it instead. This
the incident that earned you this reputation? Was it doesn’t necessarily have to be deliberate on your part –
your fault? What details of it refuse to leave your mind? people just have a tendency to get hurt around you.
Someone will blame you for this nonetheless.

Blood Debt: When you need something badly and all


other options have failed, you can call in a marker you
earned in the past for performing a task best left
unspoken. Give a few vague and unsettling details
about what it was you did for them. The person you
contact isn’t happy to hear from you but they’ll honor
their debt to the best of their abilities, and then they
never want to see you ever again. You can only call
upon one of these markers between each engagement.

Section 3 // Advancement
[130]
ADVANCEMENT
3
MUSTANG
ADVANCES
Situational Awareness: You get an itch, tick, or bad
feeling when you or anyone you consider close to you
is in immediate danger. You always get an opportunity
to act before something bad happens to you, even if
you were surprised or ambushed, and in any situation
(life-threatening or otherwise) where it becomes
important to know who acts first, you always act first
ahead of anyone else. If someone else has this
advance or a similar ability, roll a die or flip a coin to see
which one of you manages to pull ahead of the other.

Full Throttle: You can expertly drive, pilot, operate,


and maintain any sort of personal vehicle or riding
animal with only a few moments of familiarization.
This affinity doesn’t necessarily extend to vehicular
combat, just piloting.

Pathfinder: You possess a perfect sense of direction


and spatial orientation, even by cosmonaut
standards. You always know which way is “up” for
You didn’t rise through the ranks in typical whatever relative value you care to use, and with a
fashion. Instead, you used to be a fighter pilot, few moments of orientation you can always
and a damn good one at that. Your superior skills determine which way is north or the local equivalent.
and aptitude for leadership earned you an You can never get lost, and a quick glance at a map
uncommon chance to “jump tracks”. Your razor- is enough for you to commit the entire layout to
honed instincts serve just as well in the memory. You’re capable of effortlessly retracing your
commander’s chair as they did in the cockpit, steps, even blindfolded, and you never struggle to
though sometimes you still miss the g-force maintain your balance, no matter how precarious the
punch of afterburners and the solar winds situation. This applies even while intoxicated, a
howling across your hull. handy skill for any spacer on shore leave.

How has your command style, which some might call Gut Check: 1/scene, you can describe a course of
impulsive, caused friction with more traditional, action to the GM that you plan to take in the same
conservative commanders? What happened one time scene. Your intuition gives you an accurate (if unclear)
those same fighter pilot instincts turned a battle feeling for how that course of action will play out. The
around in your favor? GM must respond with one of the following: Boon
(good outcomes), Bane (bad outcomes), or Chaos (a
mix of good and bad outcomes). You have a chance to
change your mind after listening to your gut.

Hotwire: Whenever you need to fix, activate, or


bypass an electronic or mechanical device, you can
use your accumulated knowledge of unorthodox and
highly inadvisable engineering workarounds to make
it work exactly once. This repair might last just long
enough to get through a malfunctioning airlock or it
might allow you to stabilize a damaged transfer
shuttle and turn a fatal collision into a controlled stop.
After that, however, it’s now broken for good and no
amount of field repairs will get it working again.
Fixing the damage is going to take a serious
overhaul, some replacement parts, and an
exasperated engineer or two.

Section 3 // Advancement
[131]
OPERATIVE
ADVANCES
Threat Assessment: Whenever you enter a scene, ask the
GM one or both of the following and receive a truthful answer:

• Who’s really in charge here?


• What’s the biggest danger here?

Hidden Agenda: When you take this advance, the GM must hand
you a special hidden note with a particular objective on it for
you to fulfill. This objective shouldn’t be anything excessively
complicated; it can involve spying on someone, gathering
information, making or retrieving a dead drop without notice,
and so on. When you complete this objective, the GM must grant
you a reward proportionate to its difficulty. Objectives don’t have
to be completed in a single scene, but you can only ever have one
such objective assigned to you at a time. If you share information
about your objective with anyone else, for any reason, the mission
You serve two masters. You lead ships and is compromised and aborted, and you receive no reward.
execute strategies, yes, but you also act at Between engagements, if you have no outstanding secret
the behest of an intelligence organization, objectives left to complete, the GM must assign you a new one.
an assignment in which the lines of battle
aren’t so clearly drawn. Perhaps you were Covert Ops: With sufficient time to prepare (about 15–30
recruited straight out of the academy, or minutes) you can completely change your physical
maybe your particular skills caught the eye appearance with a blend of masterful disguise skills and
of someone in a high place. Either way, you advanced technology (e.g., prosocollars, voice modulators,
share dual loyalties: an overt one to your and mimic masks), making you look and sound like an entirely
naval organization, and a covert one to an different person in terms of your height, weight, build, hair,
intelligence organization. This intelligence clothes, and/or sex. If you’re trying to pass yourself off as
organization could be that of an adversary someone specific, you can pass at a distance, but trying to
(i.e., you’re a double agent) or internal (i.e., impersonate them up close may still require checks of some
you’re an asset for an internal intelligence sort. With a bit more time, an hour or two, you can also falsify
agency within the same state as the navy identification credentials that will pass most casual
in which you serve). inspections without a second glance.

Which agency do you serve, and how openly Authorized Access: Your affiliation with an intelligence
are your affiliated with it? Do you resent the service acts as a crude but powerful set of credentials that
double life you’re forced to lead, or do you can get you access to virtually any place or thing, no matter
consider it simply another part of your duty? how high the security or how confidential the information.
Using your affiliation in this fashion is guaranteed to raise red
flags and send people in high places scrambling for answers,
and you can count on a dressing-down from your superiors or
handler over your lack of discretion. You’ll need to wait until
after the next engagement to pull this off again.

Deep Cover: The next time you would die, you may instead
choose not to. If so, then your death is faked as part of a
clandestine mission that requires you to go off the grid. Whether
the people responsible for your apparent death are aware you
are still alive or not is up to you. This commander is removed
from play for one or more engagements and may be replaced
temporarily with another character. When you decide it’s time
for to return, you do so at a suitably dramatic time, though your
mission (which you are not at liberty to disclose) has left you
indelibly changed by the experience. Cross this advance out
and replace it with an advance from another reputation of your
choice. When you take this advance, you may die if you wish.

Section 0 // Advancement
[132]
ADVANCEMENT
3
OUTSIDER
ADVANCES
Cultural Exchange: When you enter a scene, you
may choose an NPC or a small group of people.
They’ve never met someone like you. They’re sure to
be fascinated and have questions, which you can
answer as you see fit. You can use this as a social
icebreaker and a way to make friends as well as
establishing facts about your background, culture, and
so on, but it can also serve as a handy distraction or a
means to draw attention away from something else.

Native Tongue: You possess a unique form of


communication that can pass undetected or is
indecipherable by those who aren’t familiar with it.
Your allies have an imperfect familiarity with it,
enough to communicate simple concepts. With time
and effort, you can teach it to others or help improve
The galaxy is a big place, but even so you manage their fluency.
to stand out. There is something unusual about
you: perhaps you’re an independent NHP tasked A New Logic: When someone else has tried and failed
with responsibilities above and beyond, the to solve a problem relying on logic or intuition, you
product of a clandestine super soldier program, know just how to solve it. Your solution may be
or maybe you are a member of an isolated order unorthodox, and you’ll have a difficult time explaining
new to the conventional world. Maybe you hail how you arrived at it to those unaccustomed to thinking
from a far-distant region of space outside your like you do, but the GM must accept your solution.
navy’s dominant cultural sphere.
Lash Out: Calling upon intensive training or some
Who and what are you? What brought you to command innate ability, you unleash a wave of incredible power
a battlegroup, and where will you go from here? in an area around you. This ability is extremely
unsubtle, and is destructive to nearby objects and
people (or both at once), depending on the precise
form it takes. Choose this form when you select this
advance. You don’t always have fine control over the
exact outcome, but those close to you (e.g., other PCs
or dear friends) are unaffected, and you can always
pick one person or object to destroy and one person
or object to spare. Using this ability is exhausting, and
you’ll need to wait for at least another engagement to
pass before you can use it again.

Fish Out of Water: Once a scene, you can play off


any unintended social gaffe, awkward interpersonal
moment, or embarrassing diplomatic incident as a
“cultural misunderstanding”, defusing the
consequences of a failed social check or negating
them altogether. You’ve also learned how to
deliberately take advantage of this to get away with
saying things that others might face consequences
for, such as speaking bluntly, even insultingly, during
formal negotiations or social functions (“One must
forgive the vice admiral for his regrettably narrow-
minded approach, he is, after all, only human. Is that
not how that expression goes?”). When you do this,
some may suspect that you’re doing so on purpose,
though they won’t be able to prove it.

Section 0 // Advancement
[133]
RELIC
ADVANCES
Old Scars: When all your positive traits are exhausted, you
can use one of your negative traits to gain ACCURACY on a roll
instead of it adding DIFFICULTY. If you do this, you
automatically suffer consequences in addition to any
other consequences imposed by the roll.

Bullshit Detector: You can always tell when someone is


lying. You don’t necessarily know the precise details of the
lie, but you know that they’re bending, omitting, or outright
fabricating something. You also happen to be familiar with
every con or scam there is, and never fall for these things.
1/scene when you’re face-to-face with someone, you can
demand that they give you a straight answer to a question.
They can either answer truthfully or they can refuse, but
refusing means they have to give up something to do it
(another piece of information, an advantage, etc).
Your service stretches across centuries –
maybe even millennia in the rarest and most Cosmopolitan: Whenever your travels take you
exceptional cases. Maybe you are a somewhere new, it turns out you’ve actually been there
Cosmopolitan onanon, a career naval officer before, a long time ago. Pick something you remember
who’s refused to muster out despite their age, from your time there, such as a place or a person, and
or a recently decanted and reintegrated describe three things about it or them. For example, a bar
soldier kept in stasis since the Second you used to frequent might have been run by someone
Committee’s expansion period. The effects of with a lot of smuggler contacts, be considered neutral
stasis and/or time dilation brought about by ground among the local gangs, and have a couple of
extensive nearlight travel have inexorably secret bolt-holes that you know about. The GM picks one
distanced you from the world you once knew; of these things and decides how it’s changed since the
you could retire, but where would you go and last time you were here, though you won’t know which or
what would you do when you got there? No, how until you go and find out for yourself.
this is the path you’ve chosen – or the path that
has been forced upon you. Carry That Weight: Whenever an ally fails and suffers
consequences, you can share with them a story from your
How old are you, in both realtime and subjective past experiences about a time something similar
years? What moments in history have you borne happened to you. If they take this advice to heart and act
witness to, or perhaps even participated in? on it in the future, they gain a bonus or advantage related
to your advice in some fashion. This could be +1
Accuracy on a future roll, or it could be something like
sudden insight, helpful answers, discovering a previously
unknown opportunity, or similar. Opening up about your
past in this way is difficult for you, and you can only do so
once between engagements.

Last Stand: When you decide your long journey has


come to an end, you can solve an immediate problem at
hand at the cost of your own life. For example, you might
buy time for others to escape a dangerous situation by
holding off a corridor of enemy troops, undertake critical
emergency repairs in a rapidly depressurizing room, or
take a dangerous foe with you when you go. You can use
this ability proactively or in response to suffering
consequences that would cause you to die, granting you a
last chance to go out heroically. Your death has a
profound impact on those who knew you, and all other
players may both immediately refresh one of their positive
traits and change that trait to something else if they wish.

Section 3 // Advancement
[134]
ADVANCEMENT
3
SCION
ADVANCES
Aide-de-Camp: You have a servant of some sort in your
employ, an aide, valet, or majordomo. They are unflappable,
unwaveringly loyal if not mistreated, and proficient in a variety
of noncombat tasks and duties. Pick one task at which they
display exceptional skill (e.g., cooking, organizing social
functions, navigating bureaucracies, managing your daily
affairs, administering first aid, etc). Their exact naval rank is
loosely defined but they nonetheless accompany you aboard
your flagship, and outside of combat they can be tasked with
any number of errands on your behalf. They can only die if you
allow it, but should the worst come to pass a replacement will
eventually be found sometime between engagements.

Measure of a Man: With a few moments of conversation,


some time spent in observation over drinks, or simply an
appraisal of their bearing and demeanor, you can always tell
what someone’s true price is. If that price is money, you can
always pay it without difficulty.

On the List: There is no social function, no matter how


You are the heir to a great and powerful exclusive or tightly restricted, that you cannot attend. You can
legacy, a noble lineage that stretches even bring guests if you like, though not many (exactly as many
back for generations or more. Perhaps as there are other players plus one), as long as they try to be on
your family line is intertwined with one of their best behavior. If you want, you can flip a coin when you
the great Karrakin houses, or perhaps crash a party in this fashion. Heads, someone is delighted to
your family name appears on the first lists see you and you simply must come and meet their friends. Tails,
of Harrison Armory. There are also someone takes exception to your presence and drama ensues.
corpro-state dynasties to consider, and
even within Union’s sphere of influence Demand Satisfaction: Whenever someone slights you, your
some rare polities continue to cling to the honor, or anyone you hold in high regard, you can challenge
older traditions. Duty, honor, and service them to a formal duel. You set the terms for the duel and the
mean different things for you, though form it takes, though it won’t be a duel to the death (as most
mastery of command remains the same navies tend to frown on such things). Regardless, a certain
regardless of where you hail from. degree of potential bodily harm is acceptable. When you issue
this challenge, the offending party has only two choices: they
What exactly is your noble line, and where can agree to the duel, or they must immediately back down
does its history lie? Is your naval posting and suffer the loss of something important (e.g., honor,
simply one step on the path to assuming someone’s respect or admiration, an opportunity, etc). Issuing
your rightful place, or have you instead been too many challenges will invariably attract disciplinary attention,
pushed out of the way to make room for a so this can only be done once between engagements.
more favored successor?
Noble Mien: You have a certain bearing about you that leads
people to assume you’re in charge, even when you aren’t. In
the absence of a clear leader, people who look to authority will
look to you first, and if anyone wants to know who’s in charge
of something and you declare that you are, they believe it.
When you deliver short, sharp, concise orders to someone,
they’ll automatically hasten to obey them. These orders can’t
be obviously harmful or against their own interests, and the
duration of this effects depends on how “subordinate” they
are to you in terms of rank, social status, and so on. Someone
far beneath you is more likely to continue carrying out these
orders than someone closer to you in rank or status, and trying
this on someone of equal or greater status is guaranteed to
fail and result in unpleasant consequences.

Section 3 // Advancement
[135]
SCOUNDREL
ADVANCES
Poker Face: No one, no matter how perceptive, can
tell whether you’re bluffing or not. When you tell a wild
and outlandish lie, anyone who listens will
wholeheartedly believe it for a minute. If it’s merely
unbelievable, an hour. If it’s plausible, a day. If they want
to believe it, a week. After this, they realize it was a lie.

Ace in the Hole: 1/scene, you can produce a single


item that could conceivably be hidden on your
person or planted somewhere nearby in advance
(e.g., a personal weapon, a small cache of money, a
bottle of contraband alcohol, a playing card, etc).
This object can’t be detected until you reveal it.

Friends in Low Places: When dealing with pirates,


criminals, or other underworld figures, choose an
NPC. The two of you have a history. The GM will
determine the exact nature of this history, but they
probably won’t want to kill you. Yet. If you want, you
can also flip a coin. Heads, they owe you one. Tails,
Not every commander has a spotless background. you owe them one.
While a criminal history is usually disqualifying for
command promotions, who’s to say you did Plan B: When you and your allies need to escape a
anything wrong? Is there any evidence? Was there bad situation right now, name your escape route and
ever a conviction? Did they ever find that shipping what you’re taking with you. You all always escape,
container, anyway? Sometimes these things simply as long as you (GM’s choice):
get blown out of proportion. Other times,
command isn’t something that you’re awarded so • leave something behind (a weapon, a friend, evidence)
much as something that’s thrust upon you; more • end up somewhere perilous or uncomfortable (a
than one pirate or privateer has been given a garbage chute, a ship’s exterior, a seedy bar)
choice of either naval service or a criminal • pick something up on your way out (a hanger on,
sentence, and sometimes even a former pirate can pursuers, a bullet)
rise through the ranks.
You can back out when you learn this and name
What was the boldest, most daring plan or scheme another escape route (the GM might answer differently).
you ever embarked on, and how did it backfire
horribly? Did you manage to keep any souvenirs, or Perfect Alibi: 1/scene, when an NPC with whom
just some scars to go with your stories? you’re acquainted takes blame or faces personal
fallout for something illegal or insubordinate, you can
offer to take it for them instead. If they accept, you
take the consequences and they owe you a favor that
you can cash in later. Similarly, if you would take
blame or face personal fallout for something illegal or
insubordinate you can decide that an NPC with whom
you’re acquainted takes the brunt of it instead (you
don’t need their permission), but you’ll owe them a
favor afterward. This ability can’t be used again until
your debts are squared one way or another.

Section 3 // Advancement
[136]
ADVANCEMENT
3
STRATEGIST
ADVANCES
Eye for Detail: When given the chance to study someone’s
work in detail – a process that can take anywhere from 30
minutes to several hours – you’re able to glean insights into
their thoughts and character. This could include reviewing
the records of their prior battles, speeches they’ve made,
their writing, the way they play a game, or even their art.
Afterwards, you can ask the GM three yes-or-no questions
about that person, which they must answer as truthfully as
possible. This answer can’t provide you with information
you have no way of knowing. “Did they murder this
person?” is harder to evaluate than “are they capable of
murdering this person?”, for example.

Two Steps Ahead: When you attempt some sort of action


that requires an uptime check, you may do so through
“flashbacks”, framing your attempt as the result of
insightful preparation and planning for just this situation.
These flashbacks can’t undo anything that’s already
happened, but they allow you to approach problems using
You think in terms of moves ahead and methods that you couldn’t actually attempt in the present
probable outcomes, of strategies and tactics. moment, such as retroactively having hacked into a
Perhaps your scores at the academy set a new computer or delivering a message to someone in advance.
standard, but it’s just as likely that you clashed
with conventional doctrines and showed more Pattern Recognition: You’re capable of quickly and
than one of your instructors up along the way. effortlessly sifting signals out of noise, making connections
Is it really arrogance if you were actually right, other people miss. You can speak and understand any
though? Now you command a battlegroup, language and read any text or code (encrypted or
and all of your academy training is about to be otherwise) without specialized tools, though you are a little
put to the test. slower than a native speaker, and you can instinctively piece
together connections other people miss. When you enter
What was one of the pivotal moments of your a scene, you may ask the GM to tell you the relationships
commander’s naval education? Was it an between any NPCs present, if there is one. This can
unexpected victory against overwhelming odds, include information that might otherwise be hidden.
or was it a bitter defeat that taught them a
valuable lesson? Wheels Within Wheels: 1/scene, when you fail an uptime
check, you may describe how this failure actually furthers
one of your plans by providing an advantage, opening, or
opportunity that didn’t exist before. You still take any
consequences that are a result of failing this uptime
check, and the advantage you gain as a result of failing
the check can’t be used to minimize those consequences.

Fool’s Gambit: 1/scene, when someone nearby fails an


uptime check, you can spring into action with a plan to
salvage the situation. You can attempt the same check,
but this time it’s double or nothing. If you succeed, neither
of you suffers consequences. If you fail, the other person
doesn’t suffer any consequences, but you suffer twice as
many for yourself. This affinity for daring and unorthodox
plans extends itself to things like games of chance or skill;
you’re always able to handily beat players less skilled than
you, and at worst you can always play to a draw (or
another similarly frustrating outcome) when pitted against
players more skilled than you.

Section 3 // Advancement
[137]
SECTION 4
GAME MASTER’S
GUIDE
RUNNING BATTLEGROUP 140
INEVITABILITY, FATALISM, AND HOPE 142
RULES OF WAR 148
THE FIELD OF BATTLE 149
SITREPS 152
CAMPAIGN PLAY 158
BATTLEGROUP AND LANCER 163
NON-PLAYER CHARACTER BATTLEGROUPS 164
SHIP ARCHETYPES 166
RUNNING BATTLEGROUP
Like many tabletop games, Battlegroup requires a
GM. The GM is responsible for setting the stage, GM PRINCIPLES
outlining the stakes, assembling NPC fleets, and
challenging the players. FACILITATE FUN
As the GM, your job is to facilitate, arbitrate, and
This section of the book is for the GM. It dives into make rulings, and to adapt your notes, world, and
greater detail about how to run games and campaigns narrative in response to your players’ choices.
of Battlegroup. This includes advice on setting up
games, whether they be one-shots or ongoing Your job isn’t to defeat your players. Although your
campaigns; hazards and mission objectives you can role includes setting the tone and facilitating play,
add to engagements to create more challenging your mission isn’t to ensure your players’ characters
battles; a guide for creating NPC fleets; and ways in wind up dead and defeated – you’re there to make
which you can incorporate the outcomes of sure everyone is having a good time and engaged in
Battlegroup into a Lancer campaign (and vice versa). the collaborative story. That said, you should still
challenge your players – failure is rich narrative and
As the GM, you, like the others at the table, are a roleplaying territory.
player in this game. Your role is not to play a
character, but to facilitate, to describe the world in
which your players’ characters exist, and to give RENOUNCE CONTROL
voice to NPCs. To dip into both sport and analogy, it As the GM, accept that the story you tell may not be
is best to consider yourself more a goalkeeper than a the one that you outlined.
referee: like a goalkeeper on a soccer team, you are
an individual with a unique role and access to tools Your players will kill important NPCs before they
that only you can use. You’re there to help your team become important. Your players will not go to that
– the players at your table – not to adjudicate their colony where they could find an important data log.
play. Yes, you are the tiebreaking vote on rules Your players may not bite the hook you want them to
questions, and yes you at least provide the bite. Your players’ characters – with their backstories
framework of a narrative for your players to interact that are perfectly integrated into your campaign –
with, but that does not make you the referee. Unlike a might die, forcing you to revise your notes. Ultimately,
ref, you should be invested your players’ success; it’s important to go with the story that you’re telling
establish shared goals, make the game fun, play as a with your players at the table rather than try to stick
team, and you’re sure to be a good GM. to the one you originally envisioned.

Engagements are costly and a commander’s life can


end in the blink of an eye, but this doesn’t mean you
can’t have recurring enemies for your players to face.
There are plenty of narrative possibilities for such
nemeses to escape death and return later, but you
shouldn’t make plans in advance based on how you
predict a battle to go. The same goes for all the
players. Battlegroup works best when exploring the
consequences of the aftermath rather than
attempting to force the narrative you had in mind.

Section 4 // Running Battlegroup


[140]
RUNNING BATTLEGROUP
CONSIDER YOUR PLAYERS SAY YES
4
As the GM, try to set expectations and ensure that As the GM, try to say “no” as little as possible.
everyone at the table feels comfortable and gets a
chance to contribute. While some things will always be impossible –
whether that’s due to the rules, your judgment, or
Make sure that your players are comfortable with the common sense – it’s almost always better to say
tone and expectations of your game, both in terms of “yes, and…”, “yes, but…’, or ‘yes, however…”, than
content and the type of game you’re running. If it is to say “no”. Instead of outright denial, give
you’re planning to grapple with a sensitive subject, players new options or other (more difficult, perhaps)
ask yourself if it’s really important to include it in your ways of accomplishing their goals, offer them lesser
game and clearly talk through your intentions with outcomes, or just let them attempt it anyway. The
your players. If they don’t feel safe and included at outcome will usually be the same, but handing the
the table, that’s on you – it’s your job as the facilitator choice over to players empowers and rewards them,
of the game to reach out to them. as well as keeping the story moving. Remember,
players can carry some of the storytelling weight – if
Additionally, remember that different players might they ask whether they can do something, one of the
enjoy different kinds of stories. Some players love best responses is to turn the question back on them,
combat-heavy games, others prefer sessions with asking how they’d attempt it.
more politics and intrigue. Battlegroup is first and
foremost a game of naval combat, and much of its At its heart, Battlegroup is a collaborative game in
play centers around this; however, it’s still possible to which pitched battles and the moments between
dive into the interpersonal relations between come together to create a shared narrative. You
characters and what these mean for the setting should want your players laughing, crying, serious,
during the scenes between engagements. You and silly. You should want them writing fictional
shouldn’t try to satisfy everybody, but be clear about vignettes about their characters, or ordering takeout
what kind of game you’re running so players can set to eat as they discuss the impact their latest
their expectations. engagement had upon a war-torn system. The GM
isn’t the reason the players show up: they show up for
their characters and your world. Without protagonists
in your drama, you have no game and no story.

Section 4 // Running Battlegroup


[141]
INEVITABILITY, FATALISM, AND HOPE
CHARACTERS IN NARRATIVE PLAY
Battlegroup demands the players acknowledge a commander understands that some percentage of
certain truth: every character will engage in fights that the crew serving under them will be dead by the end
they might not survive. Though the focus is primarily on of even the most rigorously strategized engagement.
these battles, there should always be space allowed for The goal, then, is to minimize that percentage as
nontactical roleplay before and after an engagement. much as possible while maximizing it for the enemy.
This section offers some guidance for how you, as the
GM, might want to structure narrative play. HOURS BEFORE
In the brief window after departure or activation but
before the engagement begins, commanders and
BEFORE THE ENGAGEMENT crew alike catch what sleep they can and find ways
Naval battles in Battlegroup are usually deliberate to enjoy themselves before contact with the enemy.
affairs, not opportunistic skirmishes. Compared to the People write letters or make recordings for distant
concerns of hotshot fighter jocks and chassis pilots, friends and family, to be automatically delivered in
which tend to be much more immediate, the role of case the worst comes to pass. Regulations
commander calls for time spent in preparation and concerning alcohol and narcotics are typically quite
planning. Narrative play prior to a naval engagement strict during combat preparations, but veteran crews
might cover a window of anything from several are known to stash a bottle away for a pre-battle
minutes to several weeks before the first shots are toast, and veteran commanders usually look the
fired. The amount that characters can accomplish in other way when this happens.
this time should be constrained by how long they have
before the next engagement begins. MINUTES BEFORE
On the cusp of engagement, once initial contact has
WEEKS BEFORE been made and verified, it isn’t uncommon for
Commanders and their crews may be docked at a commanders to hail their counterparts on the other
station or shipyard when they receive orders, or side via legionspace channels to establish their
battlegroups may be on patrol or in transit with most positions and offer terms of surrender. In most cases,
hands in stasis. Once orders are received and crews it isn’t expected that these terms will be accepted,
are activated, the period of preparation that follows is but on rare occasions, if a commander plays their
one of controlled chaos: supplies are loaded and cards right, an opponent will be convinced to stand
accounted for, critical systems checked and calibrated, down before the fighting begins – and it costs
strike craft prepped and tested (or fabricated on the nothing to try. These negotiations can be as brief as a
spot utilizing onboard printers), and a thousand other few terse exchanges of threats and bluster, or they
necessary tasks, great and small, are seen to with might involve days of desperate bargaining. Even
military efficiency. Outside of the direst emergency negotiations that prove fruitless provide canny
circumstances, nothing is too trivial to skip. Space is a commanders with a chance to assess the enemy’s
hostile environment, naval combat even moreso, and a disposition and morale, forming a clearer picture of
completed pre-combat checklist can spell the which captains may be more likely to surrender or
difference between life and death for everyone aboard. eject from the battle should things turn against them
and which will fight until the bitter end.
DAYS BEFORE
At the center of all this, captains and commanders
strategize, consulting with each other and the fleet
legion. Simulations are run, strategies discarded and
reformulated, and probabilities measured. No plan,
however carefully calculated, ever survives contact
with the enemy; nevertheless, some few variables
can be accounted for and fallback contingencies
established for worst-case scenarios. A seasoned

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INEVITABILITY, FATALISM, AND HOPE
DURING THE ENGAGEMENT –
NOTHING BUT THE FIGHT
AFTER THE ENGAGEMENT
Whether an engagement was successfully won or
4
The opening days of an engagement are difficult narrowly escaped, the immediate aftermath is a time
ones for commanders: hard maneuvers, pre-firing, of relief and bone-deep exhaustion for commanders
anticipation of initial interdictions, making sure crews and their crews. Celebration (or mourning) will come
stay focused and ready, and considerable gestalt later, but for now they’ve passed through the worst of
time in the fleet legion are all taxing on a person. things and come out the other side.

Commanders are likely to spend most of their time But their job isn’t finished just yet. Once fighting has
having the final say in decisions presented to them by concluded comes damage control, search and
officers and the ship’s NHP. Between the sudden need rescue, and medical triage. These moments are just
to interdict or hard burn to avoid low-confidence as critical as any counterfactual evasion or firing
incoming fire, the stress never really lets up. Between solution in the battle and are just as dependent on
difficult decisions, they might spend time in well-honed skill and swift action. Then and only then,
legionspace virtualities to clear their heads, practice when the hull breaches have been sealed and all
meditation, take anti-anxiety cocktails, or even spend distress calls have been accounted for, can everyone
time in stasis while delegating command to their begin to relax as best they can. Weapon systems
executive officers. The urge to micromanage and power down while nearlight drives prepare for
oversee every aspect of a battlegroup’s operations is controlled exit from the area of operations, and the
one that experienced commanders invariably grow out fleet legion gradually disincorporates back into its
of, as such a desire, while understandable, is a desire constituent subjectivities following data archival.
for something impossible. To lead effectively, they
must learn to put their trust in their officers and crew.
WHAT COMES NEXT
The tempo of battle is one of inexorable acceleration. A naval engagement is a momentous event for
The early stages of an engagement can be measured everyone involved, and once the firing stops things may
in days as low-confidence salvos are launched, recon never again be the same. Lives are lost, borders and
pickets established, and long-cycle weapons store lines of control redrawn, and legacies made. As your
up devastating amounts of energy. Even during this group brings the fight to a close, you and the players
period, which may seem relaxed by comparison, may wish to explore the consequences in detail,
crews will be fully engaged and on combat footing at addressing questions and looking to the future. There
all times. There are no more letters or toasts, only are several ways your group may choose to frame this,
shifts between action stations, hasty meals, and ranging from formal ceremonies to more intimate
furtive sleep. In some high-intensity conflicts, combat personal moments of reflection. You may even choose
stims may be administered by the ship’s medical to shift focus onto other characters, letting them briefly
personnel to maintain alertness. take the spotlight as they react to everything that’s
occurred and reveal how it has affected them.
As the gyre begins to collapse, the time between
action and outcome collapses along with it. What Unlike the uptime actions that commanders
took days before may now only take a single day, undertake in preparation for an engagement, post-
then hours, and then if the battle has not yet been battle uptime doesn’t necessarily involve specific
won comes the brutal close-quarters fighting during rolls or actions. The aftermath of an engagement is
which ships move within visual range of one another instead an opportunity for everyone to decompress
and weapons are virtually guaranteed to hit instantly. and take stock of what’s happened, as well as to
Once this stage has been reached, engagements explore the reactions of their characters to the events
tend to not last much longer. One way or another, a that have unfolded.
victor will be decided.
Here are some examples of post-battle vignettes you
may decide to highlight following an engagement.

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AFTER-ACTION REPORT HONOR THE VICTORS
Captain Salazar sighed and rubbed her eyes as she looked The great hall was packed for the occasion,
over the preliminary damage assessment, feeling the attendees smartly clad in their dress uniforms, or in
combat stims fade from her system. The Luzon had the case of Eudora – the ship’s NHP – her finest
taken a direct hit that had cored her from bow to drives, subaltern chassis. The flock of camera drones flitting
no survivors. One minute there’d been a frigate hanging in about from all angles only added to the intense
space, the next there was nothing but a distant flash and a feeling of scrutiny that Gabe was feeling at the
cloud of plasma. Two other ships had suffered significant moment, dressed in his own freshly pressed uniform.
damage, but at least they were still operational after a Had the collar always been this tight?
fashion. Half of the Aotearoa’s fighters had been downed
and the Rakahanga was still operating on minimal power as The murmurs of conversation died down as Admiral
technicians purged ontologic payloads from her systems. van Rijn took the stage, uniformed personnel
snapping to attention before he waved them at ease.
On the other side of the battle, a half dozen enemy “Captain Gabriel Anderson, step forward.”
ships had been disabled or destroyed. Search and
rescue teams were making their way through the Gabe did his best not to squint against the flurry of
debris now in search of survivors, though estimates camera flashes that followed him as he stepped up to
weren’t optimistic. It was cold comfort knowing that the admiral, and for a brief moment he found himself
however many spacers under her command she’d wishing he was trading fire back on the bridge of the
lost here, the enemy had suffered tenfold. Midwinter’s Sovereign. Then again, that’s how he’d
wound up here in the first place.
A victory that tasted like ash was a victory nonetheless.
“Captain,” the admiral said, holding the medal in his
When FLEETCOM issues the all-clear and the legion spins hands. “The Olduvai Cross is awarded to those who
down, you’re left with the aftermath of what happened. have demonstrated the utmost bravery and devotion
Damage control teams and medics hustle between the in the face of overwhelming danger, and to those who
decks of the ship. Distress calls and positioning beacons exemplify what it means to command…”
flood the CIC. Your NHP, unflappable, informs you how
much the engagement has cost in lives, time, and capacity. Medals and decorations are more than pretty pieces
of metal and ribbon to wear on a dress uniform – they
An after-action report is the formal or informal summary of serve to commemorate great deeds and
what occurred during the engagement, what was learned, accomplishments. More importantly, perhaps, they
the status of one’s forces in the engagement’s wake, and serve to inspire. Not every commander seeks
a look at what comes next. There are immediate personal glory, though many begin their careers
questions that must be answered: Who was lost? Who dreaming of accolades, but these ceremonies aren’t
made it through? How is the ship? Your group might want just for their own benefit. Instead, they stand as
to explore the answers to these questions, or you might tangible reminders to all those that serve that their
want to avoid them. If the players’ side “won”, they’ll likely deeds will be recognized and remembered.
have this information at hand or available within the hour;
if their side lost, they probably won’t have the necessary The nature of these ceremonies varies widely depending
data, as their commanders (assuming they’re still alive) on naval traditions and local cultures, but they’re rarely
are likely busy trying to survive the retreat. This casual affairs. Dignitaries, politicians, diplomats, and
information might not make it through to the PCs for high-ranking naval personnel are often invited to attend,
hours or days after the fight – maybe never, depending as are members of the press; events like these are
on the degree of the loss and the events that follow. frequently broadcast throughout the fleet and even
across settled worlds for morale or propaganda
If you do decide to zoom in on the after-action report, you purposes. There are obvious questions to ask: What
might also look at the characters’ internal monologues commendations are being awarded and who is receiving
as they start to take mental and emotional inventories. them? What deeds are being commemorated?
You might want to explore the following questions:
When zooming in on one of these scenes, it’s also
• Was the outcome a victory or a loss? important to explore how characters feel about being
• Did any enemy forces escape? Do you know now awarded these honors (or missing out on them). Is
who they are? What did you learn of their tactics, this a celebratory moment following a triumphant
and how soon will you give chase? victory? Or is it a bittersweet occasion? Do they even
• As the fleet regroups and heads on, how are you? feel as though they deserve these commendations?
Furious and seeking vengeance, or broken but
inexorable? In high spirits and eager for the next
fight, or steady on, resolute to see the mission done?

Section 4 // Inevitability, Fatalism, and Hope


[144]
INEVITABILITY, FATALISM, AND HOPE
4
VIEW FROM THE GALLERY DYING OF THE LIGHT
CPO “Mack” Macallen’s eyes moved from their cards to the Commander Espinoza regained
deckhand sitting across from them. Going strictly by regs, they knew consciousness to the worst sound a spacer
Storage Bay 12 wasn’t really supposed to be used for recreational could hear: the hiss of air escaping her suit.
purposes, but being the Rubicon’s deck chief had its perks.
There was no time to take stock of her
“Fi, you ever gonna quit stalling and ask Whistler out on that surroundings yet. She grabbed the patch
date or not?” Whistler was Lieutenant Kadyrovna, one of the kit without thinking, emergency stims
Rubicon’s top pilots, and Fiona’s crush on her was maybe one pumping through her system as she
of the worst kept secrets on the ship. “You can’t keep finding chased down the leaks and plugged them
excuses to tinker with her ride forever, y’know.” one by one, working as if on autopilot from
countless emergency drills. At last the
“Fuck off, Mack,” Fiona said, blushing as she signaled for a pair of hissing stopped, crisis averted for the
cards from the janitorial subaltern that was temporarily serving as moment. One crisis, anyway.
dealer. “Her bird had a sluggish RCS thruster, it needed the work.
Besides, you know she’s started seeing Lieutenant Rios, right?” The Yushan, her ship, had been destroyed.
She hung suspended in the wreckage of
“Nah, that ain’t true.” Carter was a sensor tech, recently assigned to the ship’s shattered hull, and for the first
the Rubicon’s CIC after a stint running recon pickets. “She and time since enemy contact she was alone
Rios both have a thing for some old sim-game is all. They asked with her thoughts. No voices flowed into her
me if I could help get it running for them. Thing needed like a half helmet, no tactical updates or status
dozen compatibility patches.” Carter looked at his hand, looked at reports. Dead air. Weightlessly, she
the pot full of chits with various chores and favors scribbled on grabbed a nearby chunk of debris that had
them, and folded. “Hate to break it to you Fi, but it turns out our once been the Yushan’s commencement
badass ace is a huge geek after all.” plaque and pivoted herself around. In the
distance, ships burned. Hers or the
“Speaking of geeks, you guys know anything about our VIP?” That enemy’s, she couldn’t tell.
was Imani, comms NCO, matching the bet. “Everything’s been all
hush-hush since we brought them aboard, but you can really tell Her O2 reserves were down to half and a
the captain’s on edge. I heard they’re some kind of scientist, and comms check showed that either they were
Vikram told me he thinks they must be a defector. Remember last inoperable or there was nobody out there
month, all that high-level comms traffic? Something big is about to listening. Espinoza was alone, floating in
go down… I can feel it.” the void with only the remains of her ship
for company. It was a naval tradition dating
Another option you might like to explore following all the way back to old Cradle – even before
engagements (or even during pre-battle uptime) is zooming in the Fall they said – that the captain always
on NPC action and larger “scenes” involving more than just the went down with the ship. It seemed fitting,
players’ commanders. As with any episodic series, the camera then, for things to end this way.
doesn’t simply focus on the main character (the “A plot”); a
setting’s world is enriched by focusing on side characters and Amid the darkness and the silence,
other developing stories that add context to the main story – Commander Espinoza drifted among the
these are the B and C plots of the narrative. stars and waited for whatever was to come.

There are many people aboard a ship, and while PCs might not For many, the post-engagement
have access to their inner lives, the players themselves certainly experience is a grim one. A player’s
do. In these sorts of expanded scenes, you can – as players – commander, their crew, might even not
zoom in on action and actors that the PCs might not participate survive the battle. Maybe they drift alone
in or be wholly ignorant of. Use this space to flesh out life on (or one of very few) aboard the ruins of
your ships in a way that is compelling and builds additional their ship, watching the dial on their
context around your character and your battlegroup. oxygen reserves dip ever lower, waiting for
anyone to come and rescue them.
These scenes might include strike craft and chassis pilots
returning to their carriers, deck hands or gunners at work after What do they do in the time they have left?
the engagement, harried engineers working to repair damage to
the ship, NHPs reorienting to individuality after exiting
legionspace, and so on.

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[145]
LETTERS FROM HOME backstory and personality of individual characters.
In the lulls between engagements, while the crew rotated Everyone comes from somewhere, after all. Where
in and out of stasis, Isaac’s thoughts were of Fortuna. Its does your character call home? Who’s waiting for
blue skies and verdant fields, the hum of ag-drones, the them there? A spouse? Children? Parents? What
fragrant scent of orange blossoms. His thoughts were events have been happening in their absence?
also of the family he’d left behind a lifetime ago.
Bear in mind that, as presented in Battlegroup, the
He’d never married or had children of his own; how conflict in the Dawnline Shore only lasts for a few
reckless it would have been to leave them like that as realtime years – from 5019 to 5021u – though of
he joined the navy and ventured out among the stars, course this may vary in your own campaigns. The
never knowing if or when he might return. He had a effects of time dilation on those participating in this
brother and a sister, though. He had his parents. He war are therefore likely to be minimal in and of
had his aunts and uncles, and he loved them all, but themselves, but other conflicts may involve a much
where he’d gone they couldn’t follow. Some of them more pronounced difference, to say nothing of the
had understood his need to spread his wings and cumulative effects for career spacers. This can be
venture beyond Fortuna’s gravity well, some of them something to explore in a campaign taking place over
tried to understand but never would, but they’d all a longer stretch of time, giving you opportunities to
supported him, and they all promised to write. look in on pivotal moments across multiple systems.

And so whenever the ship slowed to normal speeds to REMEMBER THE FALLEN
synchronize the omni, briefly touching the normal flow The main flight decks were still under repair, hull
of time like a leaf settling atop a lake, he settled in to compromised and exposed to hard vacuum, so they’d
read the letters and messages that were always waiting held the service in the mess hall instead. They only
for him, telling him about birthdays and holidays, new needed room for the one coffin anyway.
nephews and nieces, the harvests and the winter frosts.
In those unfurling moments, as he drifted across the No one was inside of it, of course. It was just a symbol.
vastness of space, there was a part of him that stood If they’d had a coffin for everyone who’d been lost
upon Fortuna once more, to feel the warmth of the sun there wouldn’t be any room left for the living to stand.
on his skin and smell the orange blossoms in the air. One of the walls had been covered with pictures of the
deceased, a mosaic of still moments in time, along with
For cosmonauts, “home” often means two things: the notes and mementos left by those who were still here.
ship they serve on, and the world they left behind. Offerings for the absent dead. Even the injured had
The effects of time dilation from stasis and nearlight come to pay their respects, their uniforms carefully
travel mean that they find themselves caught tugged on over bandages and slings.
between the subjective and the objective, the world
outside their fleet slipping inexorably ahead in time They could tend to their wounds in the days to come.
while they remain ageless. Such a life isn’t for For now, this moment belonged to the fallen.
everyone, and the ranks of long-serving naval
personnel are frequently comprised of those without For all those who serve aboard a ship, the specter of
temporal roots, content to travel the stars until death is a constant companion. The blinding flash of
retirement or death. a long-spool weapon, the megaton detonation of a
torpedo salvo, the slow hiss of a punctured suit –
Still, some sailors, notably auxiliaries and those these are the ways a spacer dies.
serving limited terms, have anchors out there in the
galaxy beyond their ships. Friends, family, loved For these brave souls, then, remembering the fallen is
ones, a homeworld they fondly remember. Even a comforting and necessary ritual. They know that
career spacers may maintain contact with their when their time comes there likely won’t even be a
families over the years and generations that pass for body let alone a grave – their physical form
them on the other side, a distant figure maintaining a transmuted to dust or left to drift among the stars –
presence in their lives through the omninet. and so these rituals serve to imbue the memories of
the departed among those who still live, preserving
While some post-battle vignettes take more collective something of their essence. They provide a chance for
approaches, involving multiple characters and looking closure, a moment to reflect and to say final farewells.
at things from a big-picture perspective, this offers a
much more personal and intimate window into the

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[146]
INEVITABILITY, FATALISM, AND HOPE
4
Much like award ceremonies, funeral rites are By the time all the other shops on the station figured
different from navy to navy, and even then, they differ out what was happening, he’d already be seating the
greatly depending on the customs of the crew and first rotation fresh off their ship with a smile and a
the departed, their native homeworlds, and the bottle in hand, ready to pour. Wynne had never been
necessities of war. If a fleet has recently suffered a navy man himself, but he and all those spacers did
significant losses or been forced to retreat, funerals have one thing in common at least: they both took
may be sparse and brief simply out of practical shore leave very seriously.
necessity. In many cases, given the number of
casualties taken during an engagement, these Whether they’re on campaign or not, all cosmonauts
ceremonies may be held in honor of the fallen as a engage in either sanctioned or unsanctioned rest and
group rather than as individuals, though some – such relaxation to recover from the rigors of naval service.
as ranking officers – are likely to receive more After an engagement, amid the grim tally or the rapid
personal consideration. chase, most people find some time to relax, whatever
that looks like on deployment.
If you’re exploring one of these scenes, ask the
following questions: Whose funeral is this? Was it What does the PCs do to decompress? Do they hurry
someone under the command of a player’s back into stasis for short sleeps? Do they catch up
character? A close friend? Or was it a players’ on old media packets, finally resynced after so much
character who gave their life in the line of duty? What time at relative burn? Do they exercise, play games,
cultural or religious rites are being observed? or find a quiet space to read? Drinking and gambling
are the classic pastimes of soldiers everywhere,
Players may want to go around the table to say a few though rules and regulations aboard a ship might
words about the departed (particularly if it was restrict these activities somewhat (not that this
someone’s character, or someone their characters always stops determined spacers, of course).
knew), recounting memorable events from an
engagement or campaign as a send-off. If morale in More raucous, then, is shore leave, though it may not
the fleet is low, the right words here could grant the involve setting foot on an actual planet. The stresses
survivors the resolve they need to finish the fight in of naval combat are great, and even the sternest
the name of those who gave their all. commanders understand that allowing their crew to
blow off steam is necessary to prevent burnout.
REST AND RELAXATION Ships coming in for shore leave are often viewed by
Wynne Guzman glanced at the clock. A quarter past locals with a mix of excitement and apprehension.
1500 meant they’d be here soon. Amato Station was a Spacers on leave are rarely stingy with their money,
waypoint between the local blink gate and the front lines, but along with a shipful of rowdy sailors comes an
situated far enough away from the conflict to not be in any uptick in drunken reveling, bar brawls, and petty
danger but close enough that it had become a regular crimes.
stopover for ships on their way to and from the hot zones.
If the PCs are taking leave, where are they going Are
The commanders didn’t stick to any sort of schedule, they docking at stations or rotating down to a
of course, but Wynne knew people who knew people, planet’s surface? What do they plan to do when they
who also happened to know other people. That was arrive, and what sort of trouble do they expect to get
why he’d been busy making quiet preparations while in along the way? Shore leave is an excellent chance
the other bars aboard the station were blissfully to explore new locales, and also presents a good
unaware that a Union battlegroup was en route to opportunity to bring in some mech-scale action with
Amato with R&R in mind. He’d swapped out the Lancer should the war follow them there.
regular snacks for extra-spicy varieties to cut through
the muted taste buds that stasis tended to leave
behind, rented out a couple extra subalterns to keep
up with the workload, made sure the first aid kit was
freshly stocked and prophylactic dispensers were
topped off, bolted down the tables and chairs, and
raised all his prices by 20 percent.

Section 4 // Inevitability, Fatalism, and Hope


[147]
RULES OF WAR
War usually has rules, at least in theory. In practice,
these rules are fluid things, only enforceable insofar SEARCH AND RESCUE
as someone is able and willing to enforce them, often Next, all reasonable efforts must be made in the
ignored or circumvented as the opportunity presents aftermath of a battle to search for and rescue spacers
itself. There are several galactic treaties and in distress, including both allies and enemy
conventions within and between the major stellar combatants. What constitutes “reasonable efforts” can
powers, if not necessarily shared among the Disaporan vary depending on circumstances, as sometimes even
powers, concerning the conduct of war. These treaties the victors of engagements are in critical shape, but if
represent attempts to regulate and minimize the horrors search and rescue can be attempted, then it must be.
of an already horrific endeavor, and while they vary in Deliberately opening fire on lifeboats, escape pods, or
the finer details, the broader concepts – such as stranded vessels is also strictly prohibited and
those outlined below – remain largely the same. guaranteed to result in a court martial if not outright
mutiny. Rescued enemy combatants are to be rendered
Spacers take some of these rules very, very seriously. medical assistance and treated as prisoners of war.
There are the rules learned at various academies, yes,
but there is a further, unofficial consensus between
naval commanders that certain rules of conduct are to LEGITIMATE TARGETS
be strictly followed, even far from prying eyes. No Lastly, naval ordnance is not to be turned against civilian
commander, regardless of their allegiance, wants to targets or populations. Military installations such as
break one of these rules, because doing so would shipyards, anti-orbital defenses, and naval waystations
open floodgates that would be exceptionally difficult to are valid targets, but turning the monstrously powerful
close again. The intense bonds of loyalty produced by weapons of a ship against neutral civilian stations or
the stresses and rigors of naval combat span even planetary targets is equivalent to unleashing weapons of
across nationalities and great powers; abiding by them mass destruction. It is unfortunate enough that this might
gives spacers a sense of comfort and purpose. happen incidentally, but to do so deliberately would be
an escalation of hostilities so severe that it simply could
not be ignored. Intervention and retribution would surely
SURRENDER be swift and thorough, and even allies would distance
In the minds of most commanders, the first rule is to themselves from a power that allows such acts. For
always accept a surrender offered in good faith. While it’s these reasons, all of the major powers involved in the
rare for fleets to surrender prior to engagement, it’s not Dawnline Shore conflict follow strict rules of engagement
uncommon for fleets to surrender as the battle turns concerning the use of naval weaponry within effective
against them. A “good faith” surrender, in such a proximity of civilian targets. If any one of them were
situation, means powering down weapons and disarming to deliberately break these rules, then the war would
in-flight ordnance, recalling strike craft, and preparing to quickly spill beyond the borders of that region.
be boarded. Surrendered ships will be taken into custody
along with their crews, to be processed as the spoils and
prisoners of war. Such prisoners are to be treated fairly SHIPS IN DISTRESS
and humanely. In instances where only some elements of In addition to these and any other rules observed
a fleet surrender while others continue to fight, during the course of warfare, most spacers – military,
surrendered ships are still expected to power down their commercial, or private – observe a code of conduct that
weapons and retreat to a safe distance until the battle obliges them to respond to distress calls if at all possible.
concludes. Even if their own forces manage to turn the Such calls are automatically logged in most flight
tide, for a surrendered vessel to rejoin the fight would be recorder systems, and deliberately ignoring an SOS hail
considered a violation of surrender terms and looked is sufficient grounds for legal repercussions and severe
upon exceptionally poorly. penalties unless it can be demonstrated that responding
to the signal would have imperiled the responders as
The corollary to this rule is that deceptive or false offers well. Private and commercial captains may lose their
of surrender are generally met with no quarter given once licenses or face demotion and reassignment, while
the deception is revealed. Should a deceitful commander military commanders might be demoted and even court-
survive, word is sure to get around, and the brief tactical martialed if the dereliction is severe enough. By the same
advantages gleaned in the moment are unlikely to be token, falsifying distress signals is a serious crime, one
worth the long-term stain on their reputation. A navy with commonly employed by pirates but occasionally used
a reputation for false surrender is a navy whose by deniable, state-sponsored privateers to set up
legitimate offers of surrender will invariably be ignored. ambushes for unwary enemy fleets as well.

Section 4 // Rules of War


[148]
THE FIELD OF BATTLE
THE FIELD OF BATTLE
Battlegroup assumes that by the time an
engagement begins, both fleets have already made
their initial maneuvers and fired their first volleys:
there is no active hunting for enemy signatures, no
environmental factors have enough of a presence to
play a measurable role in the battle to come, whether
that is in the form of battlegroups maneuvering
toward nearby stellar bodies for cover, using nebulae
4
skillful concealment of one’s waste heat in the to baffle enemy sensors, or something else entirely.
proximity of a neutral station, no baiting an exposure
attack via deft feint – the only thing left to do is fight. Some of these modifiers assume that one side is the
“attacking” side and one is the “defending” side, and
That is not to say, however, that there is no room for may affect both sides differently or only modify things
skillful maneuvering: though the field of battle is the for one of them. The narrative context at the outset of
cold void of space, naval combat is not always fought the battle determines which is which, and this
in empty environments – ships may engage above distinction should be made clear to the players
worlds under assault, or be caught as they try to slip during pre-engagement briefings.
through an asteroid field, or hide their heat signatures
in the long trail of a comet. While commanders try to
engage the enemy far from the worlds, stations, and
TERRESTRIAL BODIES AND
strategic objectives they seek to capture or defend, CROWDED AIRSPACE
some engagements cannot be avoided; one must then Combat near populated worlds, moons, stations, and
take into account the proximity of other bodies. other bodies with crowded airspace (e.g., the orbital
rings and platforms of developed worlds,
This section of the book presents a range of constellations of populated stations, heavily
environmental conditions and optional modifiers you trafficked transit corridors, etc.) is a nightmare. Even
might choose to implement in your engagements. a single missed shot has the potential to shatter a
Modifiers might be chosen based on the narrative station or other critical infrastructure; a miss with a
framing of a particular encounter, such as whether long- or short-spool gun might devastate not just
the engagement is taking place near a populated cities, but whole continents. To reflect these
world, or perhaps because of the tactical challenges challenges and the strategies commanders adopt to
they present. Obvious environmental factors should mitigate the potential for catastrophic collateral
be noted during pre-engagement briefings – damage in such environments, the GM may apply
proximity to a populated world probably won’t come any of the following modifiers to an engagement.
as a surprise to the commanders, for example – but
some modifiers, such as ambushes or obstacles COLD CALCULUS
likely to cause unexpected difficulty retreating from a If the players are defending, this engagement puts
crowded battlefield may be things the players only them in a defensive position ahead of civilian traffic or
discover once engaged. Trying to learn more about population centers such as stations or settled worlds.
the effects of various environmental modifiers is a During each Impact Phase, after attacks have been
good way to use the Consult Navigation and rolled and damage has been assigned, players may
Intelligence uptime action (p. 50). choose to reduce incoming damage against ships in
their battlegroup by half. The remaining damage is
Be careful not to overwhelm engagements with too dealt (narratively) to the terrestrial object or crowded
many additional conditions or modifiers, as doing so space beyond, with the GM describing the effect.
can make things difficult for both you and your
players to keep track of in the heat of battle. As GM, COLLATERAL DAMAGE
you will also need to keep an eye on how the chosen If the NPCs are defending, their own battle lines
modifiers are likely to affect your players’ place them in a position where area-target attacks
battlegroups, as some conditions will affect them made against them may impact the terrestrial body or
more harshly than others depending on their loadouts populated airspace beyond. Hundreds to thousands
and preferred tactics. of civilians and garrisoned soldiers may die and there
may be minor, though widespread, damage to
Note that environmental modifiers may not facilities, infrastructure, and the natural environment.
necessarily cover the entirety of the gyre. The scale Players may avoid this by reducing the damage that
of even the smallest naval battles is still enormous, their area-target attacks deal by half after Interdiction.
and it is unlikely that an asteroid field would blanket This reflects gunners trimming the area of effect in
the entire battlefield with densely packed rocks. order to avoid causing collateral damage.
Regardless, you can assume that these

Section 4 // The Field of Battle


[149]
DANGER CLOSE OCCUPIED EXIT VECTORS
This engagement’s battlespace is unavoidably Players ignore 1s when rolling on the Nearlight
crowded or unusually close to a populated world or Ejection Table (p. 54). They may either abort and
habitat, complicating matters for both sides. All remain in the battle, or proceed and roll again. If they
single-target attacks receive +1 DIFFICULTY. roll another 1, one of their ships makes a terrible error
and ejects into the terrestrial body or crowded airspace.
In addition, any time a single-target attack roll misses, The ship is utterly destroyed, along with everything
it represents captains calling off the shot or ordering onboard, and the terrestrial body or crowded airspace
their ships to hold their fire at the last moment. The suffers catastrophic, region-affecting damage.
trajectory showed that the shot had a high likelihood
to miss its target and impact the world, station, or NPCs that wish to eject from battle have a 50 percent
traffic beyond, and they were unwilling to risk collateral chance of doing so successfully. If they fail, they
damage. If this was a LIMITED attack, it is not abort the ejection and surrender instead.
expended, and if it was RELIABLE, it does not deal
RELIABLE damage. A commander (players or NPC) may SEARCH AND RESCUE
choose to overrule this decision and deal Reliable The crews of vessels that are scuttled, foundered,
damage on a miss anyway, but if they do so then the destroyed, or otherwise taken out of combat in non-
attack causes proportional civilian casualties as well. catastrophic manners have much higher chances of
being rescued – or their bodies recovered – than in
DEFENSIVE EMPLACEMENTS most engagements. This is due to the proximity of
If the NPCs are defending, their fleet is bolstered by emergency services, civilian ships, terrestrial gravity,
the presence of defensive emplacements established and rapid system-local search and rescue responses.
throughout the area of operations. All NPC Capital
Ships gain the following maneuvers to choose from: THREADING THE NEEDLE
All CHARGE weapons increase the value of their CHARGE
ANTI-SHIP MISSILES tag by +1 (i.e., a CHARGE 2 weapon becomes CHARGE
Primary, Single-Target, Payload –1 3) to reflect commanders holding fire until they are
[Range 4–2][1d6+6 damage] absolutely sure they won’t hit an unintended target. If a
Deep-space defenses are effective in shot is missed, it flies harmlessly into empty space.
reinforcing zones of control in and around
highly contested regions. Perimeter defense However, a commander may choose to use a
platforms, typically unmanned, network with weapon’s standard Charge value when it begins a
fleet legions to coordinate firing charging cycle. On a miss with such a weapon, roll
solutions against encroaching threats. Some 1d20: on a result of 1–5, your attack hits the terrestrial
DSD platforms seeded under the Second body or plows through the crowded airspace beyond
Committee have waited centuries for your target, causing untold catastrophic damage and
activation – dormant until now. killing tens to hundreds of thousands of civilians.

ANTI-ORBITAL DEFENSES
Primary, Single-Target, Reliable 2
[Range 3–1][6 damage]
On hit, deal 2 damage to up to two ESCORTS or
WINGS in the target’s battlegroup.

Anti-orbital defenses are frequently found


around population centers. In peacetime,
they primarily track and engage the
occasional natural threat such as errant
asteroids. In wartime, they are tasked with
engaging hostile ships. A variety of surface-
to-orbit and satellite-based kinetic,
directed-energy, and missile systems provide
additional coverage against proximal threats.

Battlegroups affected by the Sever Comms boarding


action cannot use these maneuvers.

Section 4 // The Field of Battle


[150]
THE FIELD OF BATTLE
4
NATURAL STELLAR BODIES to conduct salvage operations, gathering discarded
More than engagements in the proximity of populated munitions or raw materials to bolster their battlegroup.
terrestrial bodies and crowded space, canny commanders All battlegroups gain the following maneuver:
tend to prefer combat in unpopulated system space and
deep space. In the void, up against not only dangerous
physical environments, but confusing and frustrating SALVAGE OPS
natural phenomena that play hell with even the most Maneuver, Limited 1
hardened systems, adaptable pilots and commanders Choose one:
can win themselves powerful tactical advantages.
• A CAPITAL SHIP in your battlegroup gains 5 OVERSHIELD.
When speaking of natural stellar bodies, think of the • You may remove a Refresh Counter from a
various phenomena, fantastic and mundane, found in RELOADING weapon or system of your choice.
the depths of outer-system and interstellar space:
asteroid fields, nebulae, titanic comets and their long GRAVITATIONAL PULL
tails, debris fields left in the wake of old battles, the The intense gravity of a nearby stellar object or some
crowded rings of gas giants, the moonfields of other phenomenon exerts enough force which, while
colossal gas giants, and so on. This section lists not inescapable, is enough to draw battlegroups into
some modifiers that the GM may choose to apply a deadly spiral. The gyre begins to collapse at the
when fighting in these sorts of environments. start of Round 4 instead of Round 6 (see The Tipping
Point, p. 45). Nearlight drives charge as normal, only
AMBUSH permitting ejection beginning on Round 5, and
If the NPCs are defending, they can lure the players’ battlegroups at Point-Blank beginning on Round 4
fleet into an ambush by taking advantage of local and beyond will first need to fall back to a more
conditions to conceal their exact position and launching distant range if they wish to retreat when the brief
a counterattack from unexpected angles. In this window for doing so opens. From Round 6 onward,
engagement, NPCs always go first each round (with retreat is no longer possible for any battlegroup.
turn order alternating between NPCs and PCs as usual).
RUNNING SILENT
DEBRIS FIELDS Nebulae, cometary tails, or some other environmental
The engagement takes place in an area with an condition provides battlegroups with a rare chance to
unusually high concentration of debris (e.g., asteroids, engage in stealth maneuvers, hiding in blind spots
planetary rings, wreckage, etc). Certain sections of the and damping their signatures to minimize detection.
gyre are marked by hazardous debris fields. Player Battlegroups that end their turn without attacking or
battlegroups that end their turn within these debris taking actions that targets a hostile battlegroup clear
fields have a 50 percent chance of colliding with debris, LOCK ON and all attacks against them are made with
taking 2d6 area-target damage and making all single- +1 DIFFICULTY until the end of their next turn.
target attack rolls with +1 DIFFICULTY until the end of
their next turn. Roll a die or flip a coin to determine this. POWER SURGES
Energized nebulae, power discharges from shattered
As the battlefield shifts, so does the relative density wreckage, and similar conditions cause fluctuations in
and concentration of the debris. During the first high-capacity power storage systems, necessitating
round of play, there are debris fields at Range 1-0. additional safety protocols to prevent catastrophic
During the start of the second Logistics Phase, the overloads. All CHARGE weapons increase the value of
debris fields move to Range 3–2; during the start of their CHARGE tag by +1 (i.e., a CHARGE 2 weapon
the third Logistics Phase, they move to Range 5-4; becomeS CHARGE 3), but 1/round during the Logistics
next round, they move back to Range 1-0; this Phase, commanders may push their weapon systems
process repeats until the battle concludes. past safe levels and remove an additional 1 Charge
Counter from a weapon of their choice. If they remove a
Hostile battlegroups that force player battlegroups to counter this way, that ship takes 1d6 damage that
enter a debris field must immediately check to see if ignores OVERSHIELD and cannot be prevented in any way.
they themselves collide with debris in the process,
using the same rules as above. SENSOR FLARES
High levels of electromagnetic interference, solar flare
GRAVEYARD activity, derelict IFF transponders, or other such
The remains of previous battles can be found throughout phenomena make the use of guided weapons more
the area, from derelict ships to the shattered wreckage difficult as they waste time tracking phantom signals.
of space stations. Quick-thinking commanders can take Each time a ship fires a PAYLOAD attack roll 1d6. On a
advantage of these conditions during lulls in the action 1, add 1 Flight Counter to it.

Section 4 // The Field of Battle


[151]
SITREPS
The airless hall of the Counters’ ODF carrier was The fight was here. In the weak amber light of an
dark, lit only by weak amber panel lights. The padded airless hall, Cortez and Rios traded fire with dark
walls were yellowed with smoke — there had been a silhouettes not thirty meters away. The Major in their
fire, likely because of the scoring hits the Ignominer aurals, reassuring them that he had tasked Team 3 to
had landed in the opening volleys. make for their corridor, that he had fired four more
pods of Pipecleaner subalts. Five minutes until
“Okay, beyond this door is the main corridor to drive support — three magazines until dry, then five with
control,” The Major’s voice cracked in Cortez’s aurals. his sidearm. Suit Needle if things got too close.
He bit on his buccal pad to drop the broadcast volume.
“Teams One and Two are engaged already — you are Five minutes might as well be five years. Cortez fired
weapons free on breach.” blind over his cover, stopped, keyed on his guncam,
and stuck his gun back out to fire by wire. One
The legionnaires stacked up on either side of the door, silhouette flopped backwards, clutching its chest, but
Cortez third from the front behind Gracie and Rios, more returned fire.
who fixed a cutter charge onto the door. Cortez
checked his subcompact again, only because he had Five goddamn minutes to go.
time, and waited for the cutter charge to finish burning
out. There hadn’t been much fighting yet — only a few Many fleet battles are straightforward affairs, with
crew that surrendered, one who tried to fight but was two sides facing off against each other until one is
dropped faster than he could draw his pistol — but he broken or destroyed. But sometimes you might want
knew that was about to change. to add additional complexity or depth to a combat
scenario. That’s where sitreps come in.
The charge glowed along its cutlines, flaring bright
light into the dim hallway. Cortez’s job as the ranking Sitrep is the military abbreviation of “situation report”.
marine was to watch back down the hall and make In Battlegroup, sitreps are tools that help you create
sure no one jumped the breach team. Sweat dripped specific combat scenarios featuring objectives that
into his eye and he blinked it away — couldn’t wipe must be captured or controlled. They also allow for
on account of the facemask. His heart rate flared red enemy reinforcements, increasing the challenge of an
in the corner of his vision — high end of nominal. engagement beyond that of a fight to the death. This
adds additional complexity to the naval combat
“Take a breath, Cortez,” the Major muttered on Alto’s experience, requiring new tactics and approaches in
private channel. The Major watched them from his order to succeed.
terminal in the Ignominer’s CIC. He had access to all
of their vitals, guncams, and reams of suit data — There are six sitreps outlined here, each of which can
everything he needed to command from his office be used as-is or adjusted to fit your narrative:
aboard the Ignominer. “Blueprints say there's one Defense, Escort, Extraction, Hijack, Holdout, and
more chamber beyond this door. You keep your head Intercept.
on, keep your shots grouped tight — Gracie and Rios
are counting on you.” Each sitrep assumes a standard setup on the gyre.
They also give specific instructions regarding
“Aye sir,” Cortez replied. He watched the hall, and objectives and how to fulfill them. You’re free to
counted down. The charge beeped. Cortez’s faceplate combine these with environmental modifiers to add
dimmed at the moment that the charge blew the door even more challenge and complexity to the battlefield.
open, nearly silent in the all-but-airless corridor.
Some sitreps require player battlegroups to perform
Rios was first in, low over his gun, firing at the nearlight ejections to leave the battlefield with their
defending marines down the hall. Gracie led Cortez, objective in tow. When using these sitreps, players
not two steps before he jerked and fired a wild burst, who eject from the engagement do not need to roll
body blooming with red puffs. Cortez tucked low, on the Nearlight Ejection Table unless otherwise
letting Gracie’s corpse take the defenders’ fire and noted, as preparations for this dangerous maneuver
then roll over him. He slid behind a cooling slice of are assumed to have been underway from the
blast door, reloading as he hunched into as small a beginning of the battle.
profile as he could.

Section 4 // Sitreps
[152]
SITREPS
REINFORCEMENTS
Many sitreps call for reinforcements. Reinforcements are
additional NPC battlegroups that are brought in to
replace losses incurred during combat, adding additional
SITREPS AND BOARDING
ACTIONS
Some sitreps include special boarding actions that
4
pressure as the players strive to complete their must be performed to achieve mission objectives,
objectives. Sitreps outline how many reinforcements ranging from extracting a VIP to securing an objective
should be prepared. In terms of pre-mission briefings aboard an enemy vessel. Importantly, boarding units
and intelligence-gathering, the players only have do not need to leave the boarded vessel to
information on the initial enemy fleet. Any reinforcements successfully perform these objectives, and after
remain unknown until they enter the battle. doing so they may continue attempting additional
boarding actions until repelled as normal. If a
Reinforcements arrive following the destruction of an battlegroup (player or NPC) possesses no abilities or
NPC CAPITAL SHIP, which are also referred to as upgrades that allow it to undertake boarding actions,
FLAGSHIPS (see Non-Player Character Battlegroups, it may still attempt one of these special boarding
p. 164). At the start of the next Logistics Phase, the actions by spending a maneuver to dispatch a hastily
destroyed ship is replaced by a reinforcement assembled away team. This ability has Range 2-0,
battlegroup consisting of a CAPITAL SHIP accompanied does not leave behind boarding units when used (and
by 1–2 ESCORTS or 1 ESCORT and 1 ACE. therefore has no Tenacity), and can only be used to
Reinforcement battlegroups may act as usual during attempt special sitrep boarding actions. It has no
the round in which they arrive, following the normal effect otherwise.
rules for turn order.
In sitreps that involve sending boarding units to seize
You can also bring reinforcements in if an NPC and retrieve an objective, that objective is typically
battlegroup surrenders at the beginning of a round. In transferred to specified CAPITAL SHIP (such as a
this case, they do not enter play until the start of the battlegroup’s FLAGSHIP). If the relevant CAPITAL SHIP is
next round’s Logistics Phase. destroyed before the boarding units have a chance to
secure the objective and transfer it there, then the
Of course, you can also use reinforcements during objective can be transferred to another CAPITAL SHIP
regular, non-sitrep engagements if you want to add (chosen by the player or the GM, as relevant). If there
an additional challenge for your players. To do this, are no valid ships to transfer an objective to, then it
simply prepare reinforcement battlegroups equal to cannot be transferred and attempts to do so
half the number of player battlegroups, remembering automatically fail.
to round up (i.e., for a group of three players, you
would create two reinforcement battlegroups), and
deploy them into combat whenever NPC CAPITAL
SHIPS are destroyed, as normal.

Section 4 // Sitreps
[153]
DEFENSE
Defense missions require the players to defend a SCORING
space station or shipyards, vital assets necessary for At the end of each round, whichever side controls the
the infrastructure of any naval force. Installation gains 2 points. They also gain 1 point for
every hostile Flagship (player or NPC) they destroy or
force to surrender. If the enemy forces have the
VICTORY CONDITIONS highest score by the start of Round 5, then the
Player Victory: The players have the highest score players have failed and the mission is over. If the
by 2 or more points at the start of Round 5 and the players have the highest score by the start of Round
Installation is intact, or the players protect the 5 or if the score is a tie, however, then they have
Installation until the start of Round 7. successfully held the station and proximal space
around it long enough to secure it.
Enemy Victory: The enemy force has the highest score
at the start of Round 5 and the Installation is intact. Should the players succeed, their margin of victory
determines if the engagement continues from here. At
No Victor: The Installation is destroyed. the start of Round 5, if the players have won by 2 or
more points then any remaining enemy forces will
eject from the battlefield. If the players have only won
OBJECTIVE by 1 point or tied, enemy forces may instead shift their
At the beginning of the mission, place an Installation focus to attempting to destroy the Installation to deny
on the gyre at Scope Range (3). The players must the players a total victory. If the Installation is
protect this facility from both capture and destroyed, then neither side wins; however, at the start
destruction. It counts as a player-allied CAPITAL SHIP, of Round 7, the opportunity to destroy the Installation
has 30 HP, 10 DEFENSE, and 1d6 INTERDICTION, and it is lost and any remaining enemies must either eject or
gains 5 OVERSHIELD at the start of every Logistics surrender, leaving the players victorious.
Phase. The Installation cannot be moved beyond
Range 4-2 by any abilities or effects other than the
collapse of the gyre, but otherwise counts as a ENEMY FORCES
battlegroup for the purpose of movement effects and Prepare initial enemy forces as normal. Make sure to
abilities. Player battlegroups in the same range band include some Capital Ships and Escorts that can use
as the Installation may spend a tactic during their boarding actions. Additionally, prepare reinforcement
turn to do one of the following: battlegroups equal to the number of players. If the
engagement has the chance of continuing beyond
• Move the Installation one range band forward or back. Round 5, decide based on the state of the NPC
• Give the Installation BOLSTERED until the start of the forces at that time whether or not they should retreat
next Action Phase. While BOLSTERED, hostile boarding or continue fighting.
actions succeed on a roll of 10+, instead of 8+.
• (Limited 2) Repair 5 HP to a CAPITAL SHIP in their
battlegroup.

The enemy forces do not wish to destroy the


Installation. Instead, they want to board it and seize it
for themselves, which they can do by succeeding on a
special boarding roll. If this roll succeeds, the enemy
has seized the station and players can no longer spend
a tactic to perform any of its actions. Player
battlegroups in the same range band as the Installation
can take back control in only one of two ways:

• 1/round as a tactic, roll 10+ on a d20.


• Repel boarders as a maneuver, which
automatically reclaims the station.

Section 4 // Sitreps
[154]
SITREPS
ESCORT
Escort missions require the players to safeguard a
VIP until their fleet can disengage from combat.

VICTORY CONDITIONS
EXTRACTION
Extraction missions ask the players to identify an
enemy flagship carrying a high-value target,
successfully extract them, then retreat.
4
Player Victory: The players eject from the battle with VICTORY CONDITIONS
the VIP aboard one of their ships. Player Victory: The players eject from the battle with
the VIP aboard one of their ships.
Enemy Victory: The VIP is in enemy control at the
beginning of Round 7. Enemy Victory: The VIP is in enemy control at the
beginning of Round 7.
No Victor: The VIP is killed.
No Victor: The VIP is killed.

OBJECTIVE
Before setting postures or performing uptime actions, OBJECTIVE
select a player at random: there is a VIP aboard one of The players must first identify the enemy FLAGSHIP
the CAPITAL SHIPS in their battlegroup. The players must carrying the VIP. Scanning an NPC FLAGSHIP can only be
survive until the start of Round 5, at which point they done within Range 4-0, and requires spending a tactic.
will be able to perform a nearlight ejection. When a Scans made at Long Range (4) have a 50 percent
battlegroup with the VIP aboard one of its ships ejects chance to reveal whether the VIP is aboard the target
from battle, the objective is successfully completed. ship. Scans made at closer ranges automatically
succeed. The players cannot attempt to extract the
Enemy forces can abduct the VIP by boarding the VIP until they have determined their location.
ship and successfully performing a special boarding
action. If they succeed, the VIP is extracted and held Once the VIP’s location has been identified, the
captive aboard that hostile battlegroup’s FLAGSHIP. players can extract them by boarding the relevant
Players can rescue an abducted VIP by boarding the FLAGSHIP and succeeding on a special boarding
FLAGSHIP on which they’re held and succeeding on a action. If they succeed, the VIP is extracted and
special boarding action, transferring them back to the relocated to a CAPITAL SHIP in that player’s
original CAPITAL SHIP. If the ship the VIP is on is battlegroup of their choice. Enemy forces can
destroyed, they are killed and there is no victor. When attempt to rescue the VIP by boarding the ship on
this happens, the players remain locked in combat which they’re held and succeeding on a special
until Round 5 when they can eject as normal. boarding roll. If this roll succeeds, the VIP is
extracted and held captive aboard that battlegroup’s
FLAGSHIP. If the ship that the VIP is on is destroyed,
ENEMY FORCES they are killed and there is no victor. When this
Prepare initial enemy forces as normal. Additionally, happens, the players remain locked in combat until
prepare reinforcement battlegroups equal to the Round 5 when they can eject as normal.
number of players.
Once the VIP has been extracted, the players need to
survive until the start of Round 5, at which point they
can perform a nearlight ejection.

ENEMY FORCES
Prepare initial enemy forces as normal and secretly
choose one of the NPC CAPITAL SHIPS to house the
VIP. Additionally, prepare reinforcement battlegroups
equal to the number of players.

Section 4 // Sitreps
[155]
HIJACK HOLDOUT
Hijack missions see the players making daring Holdout missions place the players in a grim and
attempts to infiltrate, disable, and gain control over an unenviable position with only one objective –
enemy FLAGSHIP, which is designated the Target Ship. surviving as long as possible.

VICTORY CONDITIONS VICTORY CONDITIONS


Player Victory: The players disengage from battle in Player Victory: The players have a score of 1 or
control of the Target Ship. more at the beginning of Round 7.

Enemy Victory: The players have not disengaged from Enemy Victory: The players reach 0 points.
battle in control of the Target Ship by the beginning of
Round 7, or it is destroyed after being hijacked.
OBJECTIVE
No Victor: The Target Ship is destroyed before being The sole objective is for the players to survive as best
hijacked. they can for as long as they can. This mission can
only be won by standing fast against a seemingly
OBJECTIVE endless wave of enemy reinforcements while holding
To successfully hijack the Target Ship, the players must the line: if they survive long enough, they will have
succeed on three boarding action rolls against it. These won a costly but important victory.
rolls can be from any combination of players, they do
not need to be consecutive, and they can be for any
boarding command, but they must be rolls and must be SCORING
successful – effects that automatically apply successful The players begin the engagement with 5 points. At
boarding results don’t count. Once the players succeed the end of each round, if they have not destroyed or
at hijacking the Target Ship, it is removed from enemy forced the surrender of at least one enemy CAPITAL
control and placed on the gyre at Scope Range (3). It SHIP, they lose 1 point. The players also lose 1 point if,
retains its HP, DEFENSE, and INTERDICTION, but cannot use at the beginning of Round 7, their fleet has less than
any maneuvers or tactics of its own and all of its traits 25 percent of their starting CAPITAL SHIPS remaining.
and abilities are disabled. ESCORTS that were assigned to
the Target Ship are treated as if it was destroyed. The players win if they still have 1 or more points
after this, as remaining enemy forces break away at
Once the Target Ship has been hijacked, any player the last moment or allied reinforcements arrive and
may spend a maneuver during their turn to move it tip the scales. No ejection from battle is necessary.
one range band forward or back and BOLSTER it until
the beginning of the next Action Phase. If the players ever have less than 1 point, they can no
longer hold out and the mission is lost. Their only
When it becomes possible to eject from battle, a player remaining option is a last-ditch chance to escape,
in the same range band as the hijacked Target Ship can rolling on the Nearlight Ejection Table.
disengage from battle with the ship by performing a
nearlight ejection, completing the objective.
ENEMY FORCES
As an alternative to hijacking the target ship with Prepare initial enemy forces as normal. Additionally,
successful boarding rolls, you may instead choose to prepare several reinforcement battlegroups.
have players play out the infiltration and hijacking as Reinforcements for this sitrep are effectively limitless.
a mission using Lancer’s rules, with players taking on The enemy cannot be completely destroyed – the
the role of mech pilots. Success will allow players to only option is to survive.
hijack the ship. If this attempt fails, the players may
continue using board rolls to hijack the ship.

ENEMY FORCES
Prepare initial enemy forces as normal. Identify the
target ship to the players either during the pre-mission
briefing or at the beginning of the engagement, before
anyone has acted. Additionally, prepare reinforcement
battlegroups equal to the number of players.

Section 4 // Sitreps
[156]
SITREPS
INTERCEPT
Intercept missions require the players to act swiftly to
destroy or disable a high-speed target.

VICTORY CONDITIONS
There are two variations of this sitrep: In the first, the
players simply need to destroy the Objective by
reducing it to 0 HP or less. If they accomplish this
before the beginning of Round 5, their mission is a
success. In the second, the Objective needs to be
4
Player Victory: The Objective is destroyed before disabled and captured. The Objective is disabled
Round 5 or it is disabled and successfully extracted when it is reduced to between 0 and –4 HP. Once it
(as relevant). has been disabled, a player battlegroup must move
into the same range band and perform a nearlight
Enemy Victory: The Objective is intact at the start of ejection when that becomes available. If the objective
Round 5. is reduced to –5 HP or less, it is destroyed
completely and neither side succeeds.
No Victor: An Objective is destroyed that was meant
to be disabled.
ENEMY FORCES
Prepare initial enemy forces as normal.
OBJECTIVE Reinforcements aren’t necessary, especially if the
At the beginning of the engagement, place an mission is to destroy the objective rather than disable
Objective on the gyre at Long Range (4). During the and capture it; however, you may prepare
briefing, the GM must declare whether the purpose of reinforcement battlegroups equal to the number of
this mission is to destroy it or to disable and capture it. players if desired.

The Objective counts as an NPC CAPITAL SHIP, has 30


HP, 8 DEFENSE, 1d6 INTERDICTION, and acts during the
Action Phase each round, always acting last. The
only action it takes is to advance one range band;
otherwise, it cannot move or be forced to move.

If the Objective has not been destroyed or disabled


at the beginning of Round 5, it leaves the gyre and
the players fail the mission. The enemy forces do not
wish to destroy the Objective and will not attack it.
Player battlegroups may target it with weapons and
abilities that have ranges matching its current
position on the gyre (i.e., weapons that can attack
from Range 4 may attack the Objective while it is at
Range 4, etc). NPC CAPITAL SHIPS may spend a
maneuver on their turn to BOLSTER the Objective until
the start of the next Action Phase.

Section 4 // Sitreps
[157]
CAMPAIGN PLAY
In many cases, winning a naval engagement is all BATTLEFRONTS
but equivalent to winning a war; however, in A campaign is more than just a series of clashes that
conflicts between great galactic powers – for take place in a set location. War has a tempo, beginning
example, if the Karrakin Trade Baronies were with early battles as one side attempts to secure an
engaged in a multifront campaign against Harrison advantage over another, then moving on to attempts to
Armory – or when one side has retreated without capture territory, seize strategic objectives, and
insurmountable losses, it is likely that additional ultimately secure total victory.
battles will need to fought before a clear winner
can be decided. If your story has more battles in Whether the players are the attackers or the defenders,
its future, the following guidelines can help you various battlefronts such as the examples listed below can
organize these engagements into an ongoing be zoomed in on over the course of a war, charting pivotal
narrative campaign. moments during a campaign and setting the stakes for
engagements, as well as tracking the overall state of affairs
A naval campaign is a series of linked for both sides. A campaign might not necessarily touch on
engagements fought to either a strategic end point every battlefront: you might decide to gloss over the
that signals the end of a campaign or the total establishment of a beachhead, starting things off at a later
military defeat of one or more parties, leaving them point, or you might choose to skip over the expeditionary
unable to continue fighting in a meaningful sense. front if it feels more appropriate to do so based on how
things have progressed so far. Different types and
In Battlegroup, there are two types of campaign: arrangements of battlefronts can be used to create a
abstracted campaigns and grounded campaigns. campaign as well, depending on the scope of the narrative.
Advancement in an abstracted campaign is primarily
narrative – instead of using any particular system or BEACHHEAD
framework, outcomes can simply be agreed upon by This is where any campaign begins, whether offensive or
the table depending on narrative context and how defensive. The establishment of a beachhead is likely a
they decide the story should progress. large affair, during which the attacking side attempts to
overwhelm the enemy’s defenses and establish a series
By contrast, advancement in a grounded campaign of forward bases, supply lines, and operational zones
is informed by a simple system for framing from which they can launch further attacks.
engagements and tracking progress that places
more of an emphasis on the particular outcomes of If the attackers fail to establish a beachhead, there are
engagements, such as how many ships are lost several ways a campaign might still progress. The
during a battle, or at which point during a campaign attackers may launch another, more desperate assault to
a particular victory or defeat occurs. This section try and secure a foothold before their momentum falters,
provides a framework for playing grounded or the force that was on the defensive may try to turn the
campaigns and tracking the state of affairs at tables and launch a counterattack, placing the former
various points, which can in turn inform the fiction aggressors on the defense instead.
as it continues until the end.
EXPEDITIONARY FRONT
A campaign’s expeditionary front represents advancement
beyond initial contact. Whether the players are attacking or
pushing back against enemy aggression, the first probes
into enemy territory after the establishment of a beachhead
are always expeditionary: not a fleet’s full forces but its
vanguard and scouts, attempting to find the path of least
resistance. The battles here are likely smaller than those in
the beachhead phase, as they are exploratory in nature.

Engagements at this stage of a campaign are likely to be


more cautious affairs for both sides, with defenders
making probing assaults and feints to try and find ways to
break the enemy advance while the attackers consolidate
their forces following the establishment of a beachhead.

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CAMPAIGN PLAY
4
ADVANCING LINES HOME FRONT
Following the initial expeditionary engagements, the Here, the attackers meet a stiff, well-defended,
attacking force commits itself to advancing lines using defensive line: the home front. In most cases, the
a route that will take it as far and fast as possible defending side will always have had contingency plans
without outrunning its supply lines. By this stage, the for making a stand here, though this may well be the
advancing force is attempting to take advantage of its first time it has been necessary. Old ships join new
initial momentum while the defenders try to stem the ones, defensive systems and emplacements are
tide. The battles here are likely to be larger than those brought online, and the defenders fight bitterly and with
in the expeditionary front. all the strength they can muster to repel the invaders.

In this stage of a campaign, the momentum is firmly on Battles at this stage are large in scale, befitting the
the side of the attacking force. That’s not to say that the importance of this battlefront for both sides. The
defenders are staring down defeat, but defensive attacking side will likely not achieve total victory just yet,
actions at this stage are likely to be reactive in nature. but success here does put such victory within their
Commanders on the attacking side will be on the grasp. Meanwhile, the defenders can, with a heroic
lookout for opportunities to continue this forward effort, stymie the push toward their most desperately
momentum by securing critical objectives and scattering guarded territories. If they can withstand the
the defensive lines, while defenders will be tasked with emboldened offense then the campaign may reach its
quickly reinforcing positions and slowing the enemy’s conclusion here as well, though the losses they suffered
advance long enough for their own forces to rally. reaching this point will still be felt for generations.

SECOND LINE LAST STAND


The second line is the time and/or place at which the The final gasp of the defending side, the last chance
defending side has gathered its strength enough to anyone has to resist the advance of the enemy forces
resist the advancing enemy en masse. The battles at – the last stand. Every ship that can defend is organized
this point in the campaign are probably on par with or along the final line of battle. There is no retreat from this –
larger than the battles that take place during only victory, relief at an ally’s hand, surrender, or death.
advancing lines. They are generally less mobile than
previously, more focused on breaking through, There may be a handful of smaller engagements to set
bypassing, or neutralizing key strategic locations. the stage, but should a campaign reach this battlefront
then everything will ultimately come down to one final
At this stage, the defenders have rallied and are large-scale battle. While all hope may seem lost for the
presented with a major opportunity to bring the defenders at this point, they nonetheless fight with the
campaign to a decisive end on their terms. If the desperate courage of those backed against a wall.
attackers have suffered significant losses reaching this The attackers shouldn’t be overconfident either; their
point, then successful defensive actions here may lines are stretched thin reaching this point, and an
mean they can no longer continue fighting, bringing the unexpected defeat here could throw those lines into
campaign to a close as both sides withdraw to deal disarray, giving the defenders a chance to drive them
with the fallout; an immediate counterattack is unlikely, back. Whatever the result, a campaign that’s reached
as being pushed to this point will have cost the this point has likely reached its end. History will
defenders greatly as well. If the attackers can press on, remember what happens here.
however, then the defenders may begin to rout.
AFTERMATH
ROUT A campaign ends when one side achieves what it set out
Once the attacker has broken through, the defending to achieve or has gone as far as it can before attrition and
force is in rout – fighting on the back foot. The mounting losses make further engagements impractical
defense is not yet shattered, but is probably or impossible to continue with. In the aftermath, both the
wavering; the next line is far too close to home (or victors and the defeated will take stock of territory gained
another critical objective) and the attackers were and lost, the establishment of new stellar borders,
meant to be stopped at the last one. and pivotal moments that stand to alter the balance
of power on the galactic stage.
The battles fought during this phase should be smaller
than before. If the players are on the defending side, they Importantly, the conclusion of a campaign does not
are likely to focus on detached units engaged in fighting mean the end of the war. The players’ faction might
retreats and delaying actions, falling back to safety when continue on, but their characters might not. Those
possible. The attackers are most concerned with hunting who survive a naval campaign from start to finish are
down and taking critical objectives and VIPs, paving members of a rare class; do they continue in that life,
their way toward the defending side’s home front. or do they retire? Do they even have a choice?

Section 4 // Campaign Play


[159]
ENGAGEMENT OUTCOMES
For naval commanders, victory is more than simply a DECISIVE VICTORY
matter of destroying the enemy. They have The group – including players and GM – determines
phenomenally powerful weapons at their disposal, and whether a victory is decisive based on the specific
massive destruction is all but assured. What truly marks narrative context of their campaign and the
a naval engagement as a decisive victory is the engagement that was just fought. A decisive win
achievement of strategic objectives while minimizing usually sees the enemy utterly defeated, any
losses. Capital ships are tremendous investments in survivors either captured or escaped in numbers too
terms of both training of personnel and material small to be meaningful. If at least 75 percent of player
resources, and the loss of even one is a significant blow ships survive, it’s probably a decisive victory.
to a polity’s ability to project power and defend itself.
A decisive victory allows significant strategic
With this in mind, it can be important to determine not progress. If you’re tracking the progress of a
only if a particular battlefront within a campaign was campaign across battlefronts, this could mean a
ultimately a victory for the players, but to determine major step toward victory within a particular front, if
how successful or costly each individual engagement not securing victory outright, but it might also mean
was within those battlefronts. A campaign in which the the defeat of a notorious admiral and their fleet, a
player fleet achieves victory by the skin of their teeth, decisive defense that breaks an enemy advance, or
becoming progressively more battered and bloodied in similar. Next time the players meet the enemy, their
the process, will have a different tone than one in foes will be at a disadvantage – perhaps one of their
which the players score decisive victories, and this heroes has been killed in action, their supply lines
can also influence the stakes that are set, the sorts of have been destabilized, or their defenses remain
missions they’re assigned, or even determine how unprepared for the next battle.
quickly a campaign might be brought to an end.
STRATEGIC VICTORY
One of the key factors in determining the outcome of an As with decisive victories, the group decides whether
engagement is the proportion of the players’ ships that an engagement ended in a strategic victory. These
survived intact, if not undamaged. Of course, there is are generally outcomes in which the players have
some leeway in determining the severity of losses. For taken some losses but come out the victors
example, ships that are reduced to between 0 and –4 nevertheless, taking or defending the objective,
HP may be considered destroyed, but are nonetheless routing the enemy, or achieving some other clear –
largely salvageable and many of their crew are likely to though not crushing – victory condition. Enemy fleets
survive. If the battle was a victory overall, such a loss might withdraw having lost a capital ship or with
might not be as punishing as it otherwise might. significant damage to their ships but escaping total
annihilation. If around 50 percent of player ships
It is also important to consider the death or destruction survive, it is likely to be a strategic victory.
of key ships and commanders. A commander
overseeing maneuvers from the bridge of their A strategic victory allows some progress on a campaign
battleship is a much more significant target than the front. It accomplishes a desired strategic outcome, but
captains of the three frigates accompanying them, and won’t determine the course of a war in and of itself.
the loss of their ship is likely to be much more keenly The enemy will meet the players in the next battle
felt even if it only comprises a fraction of that with normal strength, organization, and morale.
battlegroup’s overall numbers. Enemy forces can and
will pursue high-value targets, either as part of an
overall military strategy, for honor and glory, or simply
for revenge. The loss of a commander and their flagship
can be enough to tip a battle in the enemy’s favor.

There are five types of outcomes, based on whether the


players were victorious or not and how many of their
ships survived: decisive victory, strategic victory,
Pyrrhic victory, strategic loss, and decisive loss.

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CAMPAIGN PLAY
4
PYRRHIC VICTORY STRATEGIC LOSS
On balance, a Pyrrhic victory is little better than a A strategic loss is one in which a fleet fails to achieve
loss. While the players may have achieved a its objectives but does not suffer unsustainable
necessary victory and sent the enemy to flight, their losses in the process, either retreating from battle or
side has likely been terribly bloodied. If the players holding out with significant – though survivable –
ultimately won but with only 25 percent or less of casualties. If the players fail to achieve their primary
their ships remaining, it’s a Pyrrhic victory. objectives but at least 50 percent of their ships
survive, or if 50 percent or more of player
After a Pyrrhic victory, it’s important to take stock and battlegroups eject from the engagement before its
determine as a group how to proceed with the conclusion, it is probably a strategic loss.
ongoing campaign. Depending on the narrative
context, it could be that the battlefront remains A strategic loss does not necessarily mean the end of
unchanged for now, requiring further engagements to an advance, much less the end of a campaign, but
reach a point where significant progress or loss multiple losses in a row likely spell doom.
occurs, but a Pyrrhic victory should nonetheless Nonetheless, prudent commanders may prefer a
present players with a greater freedom to decide their strategic loss over a Pyrrhic victory if it means
next step than would an outright loss. Taking the preserving more of their fleet to employ at a later point.
opportunity to press forward will mean overextending
forces and supply lines, but it might be necessary to In the aftermath of a strategic loss, enemy forces will
secure an advantage that would otherwise be lost. be emboldened. Their lines will be reinforced, their
Maintaining position and consolidating forces is morale will be higher and they will be less likely to
prudent, but risks losing any momentary advantage surrender in upcoming engagements.
that might have opened up.
DECISIVE LOSS
If the players choose to try and seize the initiative, A decisive loss constitutes a significant blow for any
any ships not able to participate in the advance due naval power. Failure to achieve strategic objectives
to significant damage must drop back for repairs – alone is not enough to constitute a decisive loss; fleet
they simply do not have the capacity or structural destruction must be near absolute, as well, with 10
integrity to continue on. This doesn’t mean players percent or less of player ships surviving. Further,
will go into battle with fewer points to spend on their such a loss will almost certainly claim a staggering
battlegroup, but it means that they may need to number of lives. If this is their first loss in the
narratively borrow reinforcements, which gives them campaign, the losing side might have their resolve
a chance to try new builds and tactics as well as hardened for the next battle; if it is the second or
introduce new characters. third in a series, they might be broken or pushed to
the brink of desperation. They may consider pulling
If the players choose to maintain their current position, back to consolidate their remaining forces and
they’ll be able to ensure that all of their ships protect their borders, or even open diplomatic
(assuming their fleet has sufficient supply lines) are channels to negotiate a ceasefire.
resupplied, rearmed, and repaired. However, they’ll
lose any advantage they may have had going into the A decisive loss also shakes individuals to their core.
next engagement, as the enemy will have enough time The survivors will have watched many of their
to repair their own ships and reestablish their line. comrades die in battle and may even bear wounds
themselves. Unfortunately for them, a decisive loss
does not necessarily mean the end of the war, though
it might set the stage for a climax of some sort.

Section 4 // Campaign Play


[161]
THE CAMPAIGN TREE
You don’t need to plan out every step of your After each engagement, you can follow the outcome
campaign in advance, and in many cases you to the next engagement and repeat the process,
shouldn’t try to plan too far ahead. After all, neither sketching out a new set of possible outcomes and
you nor the players know how any given engagement consequences, playing to see what happens, and so
will go until the shooting starts. That said, if you want on, all the way to the end of the campaign.
to visualize the stakes of each engagement while also
keeping an ongoing record of a campaign that you Once a campaign has concluded, the campaign tree
can look back on later, you can create a campaign that you created serves as a historical record of sorts
tree to chart this out. for future campaigns in both Battlegroup and Lancer.
To flesh this out further, you might go back over the
A campaign tree is a simple set of branching campaign tree at the conclusion of the campaign and
outcomes that can show the stakes for an give a denouement to the events that took place.
engagement and help lay the groundwork for future After all, even the smallest naval campaign is
engagements. While planning out your campaign impactful enough that its consequences will be felt
tree, there are three types of outcomes you’ll want to long after the players’ involvement has ended.
have in mind for each engagement:
For each engagement that took place during the
• The players achieve victory. campaign, go around the table and decide what
• The players achieve a Pyrrhic victory. lasting consequences it had. For engagements where
• The players suffer a loss. the players succeeded, one of the players can
decide. For engagements where the players were
The consequences of a victory or defeat are generally defeated, the GM gets to decide. For Pyrrhic
clear, though you’re certainly free to add some victories, you can randomly determine who gets to
wrinkles here and there. A Pyrrhic victory, on the establish consequences first and then allow the other
other hand, is one in which the outcome is less than side to add their own details. If the GM gets to
desirable for both sides. The players may have determine the initial consequences, a player then
accomplished their primary objectives, but have also gets to add to it, or vice versa. Try to avoid simply
suffered significant losses that will cause them as ignoring or overruling the consequences established
many complications as they caused for the enemy. by the other party. Both sides should be allowed to
have their input stand – instead of “no”, think more
For an example of what outcomes might look like, “yes and” or “yes but”.
imagine a mission that tasks the players with
securing a strategically located shipyard while enemy
forces attempt to do the same. If the players win,
they gain control over the shipyard; if the players
lose, then the enemy does. A Pyrrhic victory for the
players might mean that they prevented the enemy
from seizing control over the shipyard, but the
shipyard itself took significant damage during the
fight, rendering it inoperable without significant
repairs. Alternatively, both sides might have wound
up too battered and bloodied to prevent a third
faction from seizing control of the shipyard instead.
These are still victories of a sort – the players did
indeed prevent the enemy from achieving their goals
– but these complications will doubtlessly shift the
course of the campaign in an unforeseen direction.

Section 4 // Campaign Play


[162]
BATTLEGROUP AND LANCER
BATTLEGROUP AND LANCER
Battlegroup isn’t just a standalone game – it also serves
to broaden the scope of action within the Lancer setting.
While both Battlegroup and Lancer are designed to be
played on their own, they can also be woven together,
Playing out boarding actions in Lancer is a great
opportunity to make use of that game’s own sitreps
(Lancer, pp. 267–273), including Control, Gauntlet, and
Holdout. The interiors of capital ship interiors might be
4
the outcomes and consequences of one game serving large enough for mechs to board them, but quarters are
to inform the direction that the other takes. likely to be cramped, with plenty of chokepoints, cover,
and obstructions to navigate, as well as potential
Bringing Lancer into Battlegroup can be as simple as hazards like power storage systems, ordnance
zooming in to follow a squad of mech pilots tasked magazines, automated internal defenses, and even
with a critical naval mission, such as boarding an stray weapons fire from other ships. Other sitrep types
enemy ship. At a suitable moment during an can be used as well. With a bit of creativity, an Escort
engagement, the action can shift from commanders sitrep could easily involve players retrieving a damaged
giving orders to their battlegroups to pilots breaching shuttle or escape pod with a critical VIP aboard, for
the enemy’s hull and advancing through the corridors example. You may even choose to adjust the scale of
toward their objective. Once the mech pilots have the map and measurements involved in such a mission
completed (or failed) their mission, gameplay might to account for the vastly different scale of naval combat
zoom out once more to Battlegroup’s perspective as opposed to terrestrial combat (Lancer, p. 59).
and resume from there, with the outcome of the
mission affecting the remainder of the engagement. The same principles apply when using Battlegroup to add
another dimension to a Lancer campaign. The outcomes
Note that it would be somewhat impractical to play out of major naval battles are significant, pivotal events that
full-fledged tactical mech combat each time a boarding can establish the backdrop and tone for an entire series
action is undertaken; a single combat encounter in of missions, and playing these out using Battlegroup is
Lancer can take several hours to complete, and one way to provide your group with a stepping-off point
Battlegroup can involve numerous boarding actions for determining the shape of things to come.
in the course of a single engagement. Such a thing is
best reserved for special objectives with equally special For example, the successful establishment of a secure
outcomes, such as those found in sitreps. beachhead in orbit around a planet would have a dramatic
effect not just on the sorts of missions mech pilots will be
Perhaps a group of mech pilots have been tasked tasked with, but also their opportunities to acquire
with spearheading an assault to commandeer an reserves like fire support, satellite recon, and orbital
enemy vessel, with a successful assault turning the insertions. Enemy forces will probably be operating on the
ship against its allies. Fail, and the enemy battle lines defensive, with their own supply lines and orbital assets
will be reinforced. Or maybe some pilots are sent in contested by blockades, and their strategic objectives
to acquire command codes that will allow their allies may involve taking control of anti-orbital defenses to try
to deactivate the local defensive installations and punch a hole in fleet coverage, or striking at port
protecting a critical target, or to steal intelligence vital facilities to deny the players reinforcements and resupply.
to future operations, which can influence the
environmental modifiers used in upcoming Conversely, if the players suffer setbacks during the initial
engagements. Whatever the mission objective, it naval battle then pilots on the ground might find
should be significant and impactful within the context themselves essentially operating behind enemy lines. Their
of either Battlegroup or an ongoing Lancer campaign. options for reserves will be limited until they achieve key
objectives and enemy forces will have the benefits of
Other examples of potential objectives for Lancer orbital superiority. Missions may have to be timed carefully
pilots within a naval engagement and their effects around gaps in fire-support coverage while enemy
could include (but aren't limited to): reinforcements will arrive via reentry shuttles or drop pods.

• Infiltrating an enemy ship to disable a powerful Of course, naval battles can do more than set the stage.
long-cycle weapon, adding CHARGE counters to it They also make for suitable climaxes for mission arcs. As
or even destroying it outright. the players progress through their missions, they may
• Being tasked with engaging and eliminating an have the opportunity to lay the groundwork for a naval
enemy ACE, fighting through their wingmen before battle meant to decisively secure victory within the theater.
confronting the ace pilot themselves, removing Sabotaging defenses, gathering intelligence, and
that unit from play if successful. participating directly in the final engagement can all be
• Joining a boarding action with orders to plant critical steps necessary to tip the odds in their fleet’s favor.
demolition charges in a ship's magazines or
reactor systems, causing significant damage to, if
not destroying, an enemy ESCORT. Section 4 // Battlegroup and Lancer
[163]
NON-PLAYER CHARACTER BATTLEGROUPS
NPC battlegroups are composed of two main parts: Then for each ESCORT or ACE assigned to a CAPITAL
the CAPITAL SHIP, which is the centerpiece of its SHIP, that battlegroup may perform one additional
battlegroup, and its ESCORTS, which are the attendant maneuver or use one additional tactic during its turn.
ships under its command. Optionally, NPC This additional maneuver or tactic can only be spent
battlegroups may also incorporate an ACE, a powerful on a maneuver or tactic granted by that ESCORT or
and unique WING. ACE. If the ESCORT or ACE doesn’t have a maneuver or
tactic associated with it, then it does not grant
Battlegroup doesn’t provide a predefined catalog of additional actions. ESCORT and ACE attacks and
NPCs. Instead, there are a number of basic NPC ship abilities are considered to have come from that ship
archetypes including CAPITAL SHIPS, ESCORTS, and for the purpose of systems and effect triggers. Other
ACES. These archetypes can be combined to build a abilities granted by ESCORTS or ACES, such as traits,
wide range of fully customized battlegroups. A brief CHARGE weapons, and Systems, can be used
summary of what each archetype does and their role whenever they would normally be used.
in combat is included in their description.
NPC battlegroups may surrender or retreat from battle
Creating enemy fleets for players to face is a three- following the same guidelines as players: they can
step process: surrender at any time in the round before the Logistics
Phase, while the decision to eject from battle or not is
1. Decide on the ratio of NPC battlegroups to player made beginning from the start of Round 5, also before
battlegroups (with a default ratio of 1:1, or one the Logistics Phase. They do not have to worry about
NPC battlegroup per player, for an “even” match). moving out of Point-Blank range to do so (because
2. Choose one CAPITAL SHIP to be the centerpiece of NPC battlegroups do not occupy range bands the
each NPC battlegroup. same way as PC battlegroups do), but from Round 8
3. Choose one to three ESCORTS to accompany each onward, any NPC battlegroups that remain in the fight
CAPITAL SHIP. One ESCORT is a somewhat easier may no longer retreat.
challenge, two provides a solid mix of additional
capabilities and is a good “default” choice, and
three represents a more significant threat. POSITION AND MOVEMENT
Unlike player battlegroups, NPC battlegroups do not
Optionally, you may assign ACES to one or more of have positions on the gyre. Although they are
these battlegroups. considered to be within the scope of the active battle,
their exact positioning is abstracted. The GM doesn’t
need to worry about whether an NPC battlegroup is at
ACTIONS AND TURNS Extreme Range or Scope Range because the
Like a group of player battlegroups, multiple NPC player’s position determines whether their battlegroup
battlegroups are considered a fleet. Individual NPC can attack an NPC and whether an NPC can attack
battlegroups alternate with player battlegroups in the their battlegroup. To put it a different way, the range
turn order, with the first NPC battlegroup acting after bands on the gyre indicate the position of player
the first player has acted (unless otherwise stated). battlegroups in relation to the NPC fleet.

NPC battlegroups act along the same lines as player Similarly, NPC battlegroups do not move along the
battlegroups: on their turn, they may perform one gyre as player battlegroups do. Instead, NPC
maneuver and use one tactic, or they can trade out battlegroup movement is represented by abilities that
their maneuver to use a second tactic. Where NPCs force player battlegroups to move, representing the
differ is that they don’t have a standardized list of way that the lines of battle shift throughout combat.
maneuvers and tactics to choose from the way An NPC battlegroup that aggressively moves toward a
players do. Instead, each ship (or group of ships, in player battlegroup may pull them forward into closer
the case of Escorts) has a unique set of maneuvers range, while an NPC battlegroup that wants to put
and tactics listed on its profile. The one maneuver more distance between themselves and hostile forces
and one tactic (or two tactics) that each battlegroup will do so by pushing player battlegroups back.
starts with can only be used for the maneuvers and
tactics listed in the CAPITAL SHIP’s profile.

Section 4 // NPC Battlegroups


[164]
NPC BATTLEGROUPS
4
Note that NPC battlegroups do not have access
to generalized maneuvers or tactics such as NPC PROFILES
those that players do. This means that the only Like player ships, NPC ships have HP and DEFENSE values
way they can move player battlegroups is that function in the same way. When an NPC ship is
through the specific abilities unique to them. reduced to 0 HP or less, it is destroyed. NPC CAPITAL SHIPS,
Keep this in mind when constructing NPC fleets much like player FLAGSHIPS, also have Interdiction that
to challenge your players. If none of the applies to their battlegroup.
battlegroups in an NPC fleet have ways of
pushing player battlegroups back, for example, When a trait, maneuver, or tactic in an NPC archetype’s profile
then there may be little to discourage close- refers to “enemies” or “allies”, it is from that ship’s perspective.
range ships from simply remaining within their Players are their enemies and other NPC ships are their allies.
optimal range throughout the entire
engagement. Look at how the various NPCs use many of the same rules and tags that players do,
components of an NPC fleet complement each though some may work slightly differently:
other and how they might respond to player
battlegroups at various ranges. Traits: These are passive qualities or abilities that most
NPCs possess based on their archetype. Traits are always
in effect and do not require activation.
NPCS AND INFORMATION
It’s important to provide some information about Systems: These abilities require active use on the part of
your NPCs to players. Specifically, no matter NPC battlegroups. A system’s profile tells you how and
what their custom name, the archetypes of all when it can be used and what it costs, if anything.
ships in an NPC battlegroup should always be
public knowledge, available to players upon Range: When an NPC weapon or system lists a range, it
request. By sharing this, players are encouraged refers to the range bands that it can affect. For example, an
not just to learn the game, but also to learn the NPC weapon with Range 3–1 can fire at player battlegroups
specific capabilities of different NPC ships and between Scope Range (3) and Close Range (1), but cannot
the tactics against them. The result is that the attack battlegroups outside of those range bands. Put another
capabilities of certain NPCs feel fairer. way, players attack from range bands, while NPCs attack
toward range bands. NPC attacks are affected by range band
Other information, such as the details of specific modifiers as well, determined by the position of their target.
weapons, systems, and abilities, can be hidden For example, an NPC battlegroup firing at a target that is at
from the players to begin with, given out during Close Range (1) will receive the benefits of that range band.
briefings, learned using certain pre-battle uptime
actions, or simply be public knowledge, Payload: Because NPCs do not occupy specific range
depending on how you want to run your game. bands, the flight times of their Payload attacks are based on
the range band occupied by their target at the time they’re
You should also notify players whenever an fired. For example, a normal PAYLOAD attack fired at a target
NPC ship is reduced to half HP or less, or in in Scope Range (3) will start with 3 Flight Counters.
the case of some ESCORTS that represent
multiple ships at once, half of their effective Boarding: NPCs use special boarding rules and actions
fighting strength. instead of the ones granted to players. These are described
in the relevant systems and abilities. NPC boarding actions
can target any Capital Ship under player control.

Charge/Reloading: These weapons and abilities work the


same as they do for player battlegroups.

Wings: Some NPC ships carry a complement of WINGS and


have special command abilities they can use to order them
into battle. These commands can only be used on the
fighters, bombers, or mounted chassis equipped to that
particular ship. A CAPITAL SHIP’S ability to give commands to
its WINGS can’t be used to give a command to the wings
carried by one of its accompanying ESCORTS, for example.

Boarders/Greywash: NPC CAPITAL SHIPS may either purge


all boarders or clear all Greywash Counters from their
battlegroup by spending a maneuver to do so.

Section 4 // NPC Battlegroups


[165]
SHIP ARCHETYPES
CAPITAL SHIPS
The CAPITAL SHIP is the “featured” or “face” enemy – the main thing the players should be targeting or hunting, the
vessel on which important NPCs are stationed, the target of boarding actions, and so on. All NPC CAPITAL SHIPS are
considered FLAGSHIPS for in regards to rules and effects that specifically count or affect those, such as sitreps.

HP 25 DEF 10* INTERDICTION 1D6*

Section 4 // Ship Archetypes


[166]
HP 25 DEF 10 INTERDICTION 1D6
HP 25 DEF 10 INTERDICTION 1D6

Section 4 // Ship Archetypes


[168]
SHIP ARCHETYPES
4
SCRAPCASTER RAIDING PARTY
Maneuver, Superheavy, Single-Target, Tactic
Inaccurate, Overkill, Reloading 2 The Corsair scrambles up to two of its mounted
[Range 2–0][4d6 damage] chassis WINGS and assigns them each one of the
Hit or miss, all single-target attacks against the Corsair following commands (either the same or different):
receive +1 DIFFICULTY until the end of its next turn.
• Marauders: Deal 1 damage to a hostile CAPITAL
This particular configuration of heavy mass SHIP, or deal 1d3 damage to a hostile ESCORT or
driver is frequently employed by pirates WING and take that much damage in return.
and navies with limited manufacturing • Uninvited Guests: This WING boards a hostile
bases. A comparatively unsophisticated CAPITAL SHIP. During the Boarding Phase, issue it
weapon, the aptly named “scrapcaster” is a one of the following commands and then roll
wide-aperture, spinal-mounted magnetic 1d20, succeeding on an 8+:
accelerator that launches enormous volleys • Deploy Targeting Beacons: All single-target
of ferromagnetic material ranging from attacks against the boarded ship gain +1
shaped kinetic penetrator bundles to loose ACCURACY until the end of its next turn.
debris and even clouds of micrometeorites. • Plant Demolition Charges: The boarded
Crude and cumbersome but devastatingly battlegroup must use a maneuver to repel
effective at closer ranges, this weapon is boarders during its next turn or this ship takes
capable of severely damaging or even 1d6 damage that ignores OVERSHIELD and
destroying other ships outright in a single cannot be prevented in any way at the end of
blast of high-velocity shrapnel. that turn. This boarding command can be
stacked up to a maximum of 3d6 damage.
• Disable Life Support: The boarded ship
LEGIONSPACE SIREN cannot remove Refresh Counters from
Maneuver, Legionspace RELOADING weapons or upgrades during the
The Corsair advances a hostile battlegroup one range next Logistics Phase.
band forward. That battlegroup must then choose one:
If this boarding roll doesn’t succeed, it may be
• Until the end of its next turn, it cannot take or attempted each Boarding Phase until it either
benefit from actions or effects that would move it succeeds or the boarded ship repels the boarders.
back any number of range bands.
• A CAPITAL SHIP in that battlegroup’s range band, The challenge of boarding a ship begins
chosen by the Corsair, takes 1d6 damage. immediately upon contact with a hostile
vessel, as the task falls to boarders to
Not every legionspace attack has overtly find a way to inside. While a variety of
dramatic effects. Overlaying false signals tools can be useful, from fusion cutters to
and navigational overrides onto a legion’s electronic systems overrides, the most
subjectivity allows operators to expedient (if least subtle) approach is the
surreptitiously adjust a target’s heading use of high-explosive breaching charges, a
without immediately alerting it, drawing method that works best when capturing the
ships and even entire battlegroups off ship intact is merely a secondary objective
course. Frequently used to lure merchant rather than a primary one.
vessels into ambushes, such systems have
obvious military applications as well.

Section 4 // Ship Archetypes


[169]
HP 20 DEF 10 INTERDICTION 1D6+4

Section 4 // Ship Archetypes


[170]
SHIP ARCHETYPES
HP 30 DEF 8 INTERDICTION 2D6 4

Section 4 // Ship Archetypes


[171]
K-DRONE PACK SAPPER DRONES
Maneuver, Primary, Payload System, Reloading 2
[Range 4–2]
When this spread of weaponized drones is fired, The Hivequeen launches a spread of long-flight
choose its configuration: drones that remain powered down until they detect
nearby enemy vessels. During the Logistics Phase,
• A single-target attack that deals 1d6+6 damage. choose one range band from 5–4. Until the start of
• An area-target attack that deals 1d6+3 damage. the next Logistics Phase, any hostile battlegroup
that ends its turn in the chosen range band takes
The Hivequeen may also choose to add or remove 1d6+1 AREA-TARGET damage, and all ships in that
1 Flight Counter from it. battlegroup receive +1 DIFFICULTY to single-target
attacks until the end of their next turn.
While this PAYLOAD attack is in flight, the Hivequeen
may (as a maneuver) deal 2 damage to a hostile Long-loiter sapper drones are often seeded
CAPITAL SHIP with LOCK ON and push that ship’s in volleys across predicted approach
battlegroup back one range band. vectors, operating on minimal power until
targets come into range. Once activated
The difference between a drone and a they quickly home in and affix themselves
missile is measurable only in end-states. to ships, injecting viral attack code
directly into compromised systems, which
triggers cascading malfunctions until the
INFESTATION code can be purged by damage control teams.
Tactic, Boarding
[Range 4–0][Tenacity 11]
The Hivequeen LOCKS ON to a hostile CAPITAL SHIP
and then launches a breaching pod that disgorges a
drone swarm into that ship’s interior. During the
Boarding Phase, roll 1d20: on 8+, the target takes
3 damage and automatically gains LOCK ON at the
start of the next Action Phase. On 7 or less, this
boarding action may be attempted in subsequent
Boarding Phases until it succeeds or the boarders
are repelled. The Hivequeen may board up to three
ships this way at one time.

Similar in principle to the Cornicen’s


special munitions, the Hivequeen’s
seemingly endless breaching pods pack
hundreds of tiny drones aboard solid-state
payloads. Upon penetration of the target
vessel, the drones deploy from the initial
point of impact, broadcasting sabotage
protocols while simultaneously providing
allied units with real-time targeting data.

Section 4 // Ship Archetypes


[172]
MAN O’ WAR

SHIP ARCHETYPES
HP 30 DEF
Capital Ship
6 INTERDICTION
Tyrants of the gyre, Man o’ Wars are massive
ships with equally large weapons, built out
2D6
COUNTER-BATTERY FIRE
Maneuver, Primary, Single-Target, Reliable 2
[Range 4–0][6 damage]
On hit, the target’s single-target attack rolls all
4
of the Corregidor Group’s Titanyards. Crewed receive +2 DIFFICULTY until the end of its next turn.
by hundreds to thousands of cosmonauts and
officers (depending on the ship’s size, age, Commanders on great ships know that they
and level of automation), Man o’ Wars are are unlikely to avoid incoming fire, so
rarely anything other than the flagship of they adopt different strategies instead.
their fleet. A warship above all others, the Counter-battery fire is one such aggressive
Man o’ War dominates the battlefield. defensive measure: by destroying the guns
that threaten your ship, you thus ensure
you will not be hit by them in turn.
TACTICS
The Man o’ War is a well-rounded, robust ship that INEXORABLE ADVANCE
can be the centerpiece of a variety of battlegroup Maneuver
compositions. Its Demisolar Lance is slow to charge The Man o’ War gains 5 OVERSHIELD. Advance a
but acts as an impending threat that grows as the hostile battlegroup forward one range band.
fight goes on. While the lance is charging, the Man o’
War can lay down Counter-Battery Fire and blanket The feint, the parry, maneuver and
the battlefield with Pulse-Pack Missiles, steadily deception, these are the strategies of the
damaging and disrupting enemies and preventing frail. There is only one way to advance –
them from launching coordinated counterattacks. straight toward the enemy.

PULSE-PACK MISSILES
DEMISOLAR LANCE System, Reloading 2
Charge, Superheavy, Single-Target,
Accurate, Charge 4, Critical The Man o’ War launches a massive volley of multi-
[Range 5–3][20 damage] warhead missiles that blanket an area in devastating
explosions and deadly radiation. During the
Each time this weapon removes a Charge Counter, deal Logistics Phase, choose one range band from 4–3.
2 damage to a hostile CAPITAL SHIP within Range 5-3. Until the start of the next Logistics Phase, any
hostile battlegroup that ends its turn in the chosen
Despite the name, demisolar lances don’t range band takes 2d6 AREA-TARGET damage.
literally draw half of a star’s energy;
however, they demand and output truly Pulse-pack missiles detonate in stages after
staggering wattages. Even a demisolar’s release from a single warhead, blanketing an
targeting laser can devastate a ship: a area spanning hundreds of kilometers with
square hit will take anything out of the sky. nuclear radiation. Ships without sufficient
shielding face immediate lethal consequences
for their personnel, and even those hardened
against that degree of radiation struggle to
withstand proximal detonations.

Section 4 // Ship Archetypes


[173]
HP 16 DEF 10* INTERDICTION 1D6*

Section 4 // Ship Archetypes


[174]
SHIP ARCHETYPES
HP 25 DEF 12 INTERDICTION 1D6 4

Section 4 // Ship Archetypes


[175]
ANCIENT STAR SPATIAL DISTORTION
Maneuver, Superheavy, Single-Target, System, Reloading 2
Payload –1
[Range 5–2][10 damage] The Needleship briefly warps space in a localized
This weapon deals +1d6 damage when launched at area. During the Logistics Phase, choose one:
targets at Range 3, or +2d6 damage when fired at
targets at Range 2. When fired at targets within • Collapse: Hostile battlegroups at Range 5-4 at
Range 5-4, remove 1 Flight Counter from it. the beginning of their turn are advanced one
range band forward; hostile battlegroups at
So-called “ancient star” torpedoes are unique Range 2–0 at the beginning of their turn are
to Needleships. Each weapon represents millennia pushed one range band back. Battlegroups at
of potential energy, held in containment, Range 3 are unaffected. A battlegroup may spend
waiting to meet its explosive, terrible end. a tactic to ignore this effect.
Firing even one ancient star means the end • Shunt: Until the start of the next Logistics
of a journey many thousands of years long. Phase, hostile battlegroups cannot enter Range
3. Whenever they move into it, they “skip” it and
move to the next furthest or closest range band
SHATTERED REFLECTION based on the direction of their movement. A
Maneuver, Primary, Single-Target, battlegroup may ignore this effect and move into
Accurate, Legionspace Range 3 by taking 1d6+1 AREA-TARGET damage.
[Range 4–1][3 damage] Battlegroups already in Range 3 are unaffected by
This disruptive systemic attack has different effects this until they leave that range band.
depending on its range from the target:
Are these strange systems the end result of
• Range 4–3: On hit, the target must choose one: some abandoned experiment in pre-blink FTL
take an additional 5 damage, or it cannot gain propulsion? Were they meant to be a weapon?
ACCURACY on attack rolls until the end of its next Whatever the case, the effect is undeniable
turn except to cancel out DIFFICULTY. as invisible waves render mass and inertia
• Range 2–1: On hit, the target must choose one: take mere suggestions rather than constants.
an additional 5 damage or all of its attacks and
abilites deal half damage until the end of its next turn.

The Needleship steers itself toward you,


opening comms, and for a moment it’s your own
fleet you see on the scopes looking back at you.

Section 4 // Ship Archetypes


[176]
PALADIN

SHIP ARCHETYPES
HP 25 DEF
Capital Ship
8 INTERDICTION
The Paladin is a modern ironclad built out of
the Corregidor Group’s flagship campus, the
2D6
SUPERNOVA MULTI-STAGE TORPEDOES
Maneuver, Primary, Area-Target, Payload
[Range 3–0][8 damage]
If this weapon’s damage is not completely
4
Purview Starworks. These vessels are the interdicted, the target battlegroup takes 2d6 AREA-
svelte cousins of the Man o’ War. With TARGET damage if it remains in the same range
advanced systems and weapons, they compose, band at the end of its next turn.
hold, and dominate the battle line – assuming
one can afford their equally impressive cost. The latest in close- to mid-range naval
munitions, these advanced torpedoes employ
a staggered payload delivery sequence that
TACTICS unleashes multiple waves of warheads
The Paladin is a “jousting” ship that excels at against targets, overwhelming close-in
crossing lances with other ships. Enemies hit with the defense screens with successive barrages.
Paladin’s RED GIANT Solar Lance during the
Impact Phase will be forced to make a difficult
decision even before they’ve had a chance to make COORDINATED ADVANCE
any attacks of their own, which can disrupt their Maneuver
window of opportunity for firing CHARGE weapons. Choose one of the following effects. The Paladin
Meanwhile, Low-Albedo Plating provides an may not choose the same effect twice in a row:
enhanced defense whenever incoming fire is
expected. While the Paladin’s main armaments both • The Paladin targets a hostile battlegroup, which
operate on a delay, Coordinated Advance allows it must choose one: advance one range band
to serve in a support role while it waits for the RED forward, or the Paladin gains 5 OVERSHIELD.
GIANT Solar Lance to charge and its Supernova • An allied CAPITAL SHIP of the Paladin’s choice
Multi-Stage Torpedoes to hit. gains 5 OVERSHIELD.
• LOCK ON to up to two hostile CAPITAL SHIPS.

RED GIANT SOLAR LANCE The Paladin’s advanced systems and robust
Charge, Superheavy, Single-Target, Charge 3, CIC design allow its fleet legion to
Critical, Reliable 5 coordinate multipronged offensive advances
[Range 5–2][15 damage] across the entire theater.

Whenever the Paladin fires this weapon during the


Impact Phase, it always rolls to hit first, before any LOW-ALBEDO PLATING
other attacks. On hit, the target suffers catastrophic System, Reloading 2
ionization and must choose one: receive +1
DIFFICULTY on all of its single-target attack rolls and During the Logistics Phase, the Paladin may
have all of its System upgrades disabled until the expose its low-albedo armor stripes, confounding
end of its next turn, or this attack deals +5 damage. active targeting systems and gaining +4 DEFENSE
until the start of the next Logistics Phase.
The successor to the demisolar lance, the
RED GIANT is a large-format pulsed Borrowing from Ras Shamra’s library of passive
particle beam designed for modern ship-to- defensive systems, Paladin-type vessels are
ship combat. Trading “paint” damage for outfitted with low-albedo, antiphoton
impact and ionization effects, the RED OVERPLATE sheathes designed to absorb direct
GIANT runs cooler than the demisolar, and background light, as well as confound
though its effect on target is no less conventional laser targeting systems.
impressive than its older sibling.

Section 4 // Ship Archetypes


[177]
HP 20 DEF 15 INTERDICTION 1D6

Section 4 // Ship Archetypes


[178]
SHIP ARCHETYPES
HP 25 DEF 10 INTERDICTION 1D6 4

Section 4 // Ship Archetypes


[179]
HP 30 DEF 6 INTERDICTION 3D6

Section 4 // Ship Archetypes


[180]
SHIP ARCHETYPES
HP 35 DEF 6 INTERDICTION 1D6 4

Section 4 // Ship Archetypes


[181]
ESCORTS
On their own, CAPITAL SHIPS usually aren’t sufficient to DESTROYED CAPITAL SHIPS
truly challenge players. To increase the difficulty of When a CAPITAL SHIP with multiple ESCORTS is
NPC battlegroups and flesh out their capabilities, you destroyed, one of its ESCORTS is also destroyed
should also choose up to three ESCORTS to accompany (chosen by the attacker). Perhaps it was caught in the
each CAPITAL SHIP. A CAPITAL SHIP may take multiple explosion, or perhaps it simply flees the battle. Then
ESCORTS of the same archetype (e.g., two Diluvias or the other remaining ESCORTS are reassigned to other
two Stalwarts) unless otherwise noted. CAPITAL SHIPS as you see fit. If a CAPITAL SHIP only has a
single ESCORT when it’s destroyed, that ESCORT takes
Unlike player ESCORTS, NPC ESCORTS have their own 1d6 damage assigned however you like among the
DEFENSE values, meaning they can be attacked directly ships in its group, after which you may reassign it to
with conventional weapons, much like the CAPITAL another CAPITAL SHIP. If all CAPITAL SHIPS are destroyed,
SHIPS they accompany. Each one also brings some all remaining ESCORTS surrender or flee.
mix of additional attacks, abilities, and systems to their
battlegroup. Note that SUPERHEAVY weapons receive +1
DIFFICULTY on attacks against NPC ESCORTS. SPECIAL TAGS
Some ESCORTS are Templates, a special type of
Narratively, NPC ESCORTS are generally framed as ESCORT that directly enhances its CAPITAL SHIP,
various types of subline vessels in line with player modifying that ship’s HP and DEFENSE value directly.
options, but they can always be reflavored if you Templates cannot be targeted or destroyed
wish. For instance, the Brothers in Arms ESCORT independently, and cannot be reassigned if their
could easily be reflavored as a strike frigate CAPITAL SHIP is destroyed, as they are essentially a
accompanying its battlegroup’s flagship. However, part of that ship. Outside of this, Templates still
this reflavoring does not affect the targeting follow the usual rules for ESCORTS, granting the
requirements and restrictions of attacks and abilities battlegroup they’re a part of additional attacks,
that affect (or do not affect) ESCORTS. abilities, and systems (which count as coming from
the CAPITAL SHIP), and an additional maneuver or
tactic each turn in which to use them. Each CAPITAL
ESCORT GROUPS SHIP can only ever have one Template.
Some ESCORTS are made up of multiple ships. In
these cases, their profile lists the HP of each ship Some Templates also come with their own WINGS,
(i.e., X/Y/Z). AREA-TARGET damage is assigned to all but their commands can still only be used to give
ships in an ESCORT group, while single-target damage orders to the strike craft that come equipped with
is assigned to a specific ship in the group, chosen by that specific Template. A CAPITAL SHIP that already
the attacker. As long as a single ship within a group has WINGS can’t use the commands that come with
remains intact, all benefits from that ESCORT persist, those WINGS to give orders to the WINGS carried by its
including traits, additional maneuvers, and so on, Template, and vice versa.
although some will suffer reduced performance if
parts of the group are destroyed. Several ESCORTS are also UNIQUE, which means there
can only be one per battlegroup.
For example, the Brothers in Arms E����� has 8/8
HP, indicating that it’s a pair of destroyers
accompanying their C������ S���. If a player deals 3
damage to the E����� with a single-target attack,
they choose which one of the two ships takes the
damage. Now the Brothers in Arms have 8/5 HP.

Later, that same E����� takes 5 damage from an


A���-T����� attack that slips through. This
damage is applied to both of the ships’ HP pools,
leaving the Brothers in Arms with 3/0 HP. One of
the destroyers has fallen, but the other remains
intact and continues to grant its bonuses and
abilities to its C������ S��� and battlegroup.

Section 4 // Ship Archetypes


[182]
SHIP ARCHETYPES
HP 10/10 DEF 8 TAGS UNIQUE 4

Section 4 // Ship Archetypes


[183]
HP 6/6/6/6 DEF 10 TAGS -

HP 8/8 DEF 8 TAGS -

Section 4 // Ship Archetypes


[184]
SHIP ARCHETYPES
HP +5 DEF +0 TAGS TEMPLATE
4

Section 4 // Ship Archetypes


[185]
HP 18 DEF 8 TAGS - HP +20 DEF -2 TAGS TEMPLATE

[186]
SHIP ARCHETYPES
HP +0 DEF +0 TAGS TEMPLATE
4
HP 20 DEF 8 TAGS UNIQUE

Section 4 // Ship Archetypes


[187]
HP 8/8 DEF 10 TAGS -

[188]
SHIP ARCHETYPES
HP 10/10 DEF 8 TAGS -
4

Section 4 // Ship Archetypes


[189]
STALWARTS WARDOGS
Escort Escort

HP 10/10 DEF 8 TAGS - HP 8/8 DEF 10 TAGS -

Aged and ironed, these cruisers burn bright They bolt on to your battlescape from an
against the night’s backdrop. They may not uncharted trajectory, sending your escorts
be as modern, but their hulls are sturdy scrambling to reorient. Two destroyers,
and their weapons are still fearsome enough sleek and slim, their weapon ports open and
to present a significant threat. charging. Your blood runs cold – they have
you flanked.

TACTICS TACTICS
Stalwarts are a well-rounded ESCORT option that Wardogs grant a battlegroup a mix
adds several attack actions to battlegroups that of all-range support and close-range
otherwise lack them. Forward Kinetic Batteries is a firepower. At longer distances, Relay Target Data allows
basic single-target attack with some movement to go a battlegroup to LOCK ON to multiple targets at once,
along with it, while Longbow Torpedoes provide any while up close their Rapid-Fire Mass Drivers make
CAPITAL SHIP the ability to launch PAYLOAD attacks. them a powerful weapon against ships of all types.
This pairs well with other PAYLOAD weapons, allowing
battlegroups to coordinate volleys meant to
overwhelm enemy defenses. RAPID-FIRE MASS DRIVERS
Maneuver, Primary, Single-Target,
FORWARD KINETIC BATTERIES Accurate, Critical
Maneuver, Primary, Single-Target [Range 2–0][5 damage]
[Range 3–0][5 damage] The Wardogs can either attack with this weapon
While both ships remain in this ESCORT group, it may normally or automatically deal 2 damage to up to
advance a hostile battlegroup within Range 5-4 one two ESCORTS or WINGS.
range band forward before or after making this attack.
Within closer ranges, volume of fire begins
Fixed forward kinetic batteries lack the to overtake single-shot accuracy as the
punch of long-spool weapons or the coverage primary approach to gunnery. Conical
of turreted designs, but their stable kinetic projectors and kill-cloud munitions
housing allows for continued fire even are common tools for achieving projectile
while approaching the enemy at speed. saturation, but just as common are rapid-
fire weapons such as magnetically
LONGBOW TORPEDOES accelerated mass drivers, capable of
Maneuver, Primary, Single-Target, Payload –1 tracking and engaging multiple targets
[Range 4–2][6 damage] without interruption.
While both ships remain in this ESCORT group, this
weapon can attack two targets at a time, firing
separate PAYLOAD attacks that are tracked individually. RELAY TARGET DATA
Tactic
Fired in volleys designed to overwhelm The Wardogs act as a relay for their CAPITAL SHIP’S
enemy point defenses through sheer numbers, targeting systems. LOCK ON to one hostile CAPITAL
subcapital torpedoes frequently trade the SHIP for each remaining ship in this ESCORT group.
sheer killing power of capital-grade
munitions for speed and maneuverability, Telemetry, trajectory, and triangulation
allowing them to more quickly achieve are the foundations upon which all
positive effect on targets. effective firing solutions are built.

Section 4 // Ship Archetypes


[190]
[UNKNOWN]

SHIP ARCHETYPES
HP +5 DEF
Escort

0 TAGS

The only designation your sensors can give


- METAFOLD BREACH
System
4
you is a single word: UNKNOWN. Silhouette This system can be activated after the Impact
analysis returns an 87 percent match but Phase, but before anyone takes a turn in the Action
the broadcast blisters and unfamiliar Phase. Choose one: advance or push back a hostile
weapons lining its hull make its purpose, battlegroup one range band or pick two hostile
if not its exact capabilities, clear. battlegroups up to two range bands apart from one
another and force them to switch range bands.
TACTICS Switching range bands this way does not count as
A CAPITAL SHIP with the UNKNOWN Template is movement for the purposes of any effect and does
outfitted with strange and unfamiliar paracausal not trigger effects that are triggered by movement.
technologies. Metafold Breach is a potent
repositioning tool that allows you to not only move This system may only be used during even-
enemies but swap their positions, which can disrupt numbered rounds (i.e., round 2, round 4, etc).
and disorient carefully planned battle lines, while the
Naophoros Omnigun scales up in damage as the Space lurches and twists around you,
fight goes on. This weapon’s output begins low and folding in upon itself. The impossible,
seemingly unthreatening, but as ships take more however improbable, is briefly made
damage over the course of a fight it becomes harder possible, and the lines of battle are
and harder for them to operate without being suddenly redrawn.
destroyed by it.

NAOPHOROS OMNIGUN
Charge, Superheavy, Single-Target,
Charge [ERROR]
[Range 5–0]

This weapon is a piece of experimental hardware so


advanced that it defies physics. Unlike a normal
CHARGE weapon, it doesn’t have Charge Counters.
Instead, it adds an Omnigun Counter each
Logistics Phase. During the Impact Phase, it deals
damage to a CAPITAL SHIP or ESCORT equal to the
number of Omnigun Counters it has, to a
maximum of 6 damage. This doesn’t count as an
attack, hits automatically, and its damage can’t be
prevented or ignored in any way. No rule in this
book or any other supersedes this.

The blackness of the sphere stands out


even against the backdrop of the void,
dark and hungry. It coruscates, contracts,
and with terrifying certainty a ship winks
out of existence.

Section 4 // Ship Archetypes


[191]
ACES
Another way to increase the power of a CAPITAL SHIP’S traits and systems, can be used whenever they would
battlegroup is to assign it an ACE. ACES are powerful, normally be used. Aces are considered to belong to
specialized WINGS that enhance a battlegroup’s capabilities the CAPITAL SHIP they’re assigned to for the purpose of
and present memorable threats for players. Like ESCORTS, effects and abilities, but can’t be used with any
ACES have their own HP and their own selection of commands that ship might give to its own
maneuvers, tactics, traits, and/or systems, which are added complement of WINGS; ACES stand apart from the rest.
to their assigned battlegroup’s overall pool of options.
Unlike NPC ESCORTS, ACES don’t have DEFENSE values. Each CAPITAL SHIP can only have one ACE assigned to it,
They can only be affected by weapons and abilities that and each NPC fleet can only have one instance of each
specifically affect WINGS; capital-tier weapons simply aren’t ACE at a time. If one CAPITAL SHIP has a SOLAR VALKYRIE, for
capable of effectively tracking such nimble targets. ACES, example, then it cannot take any other ACES, and no other
like all WINGS, are also immune to area-target damage. battlegroup in its fleet may take another SOLAR VALKYRIE.
ACES do not count toward a CAPITAL SHIP’S ESCORt limit.
A CAPITAL SHIP with an ACE assigned to it may make
one additional maneuver or use one additional tactic If an ACE’S CAPITAL SHIP is destroyed, reassign it to
during its turn, which must be one of the ones granted another CAPITAL SHIP that doesn’t have one assigned.
by that ACE. Attacks and abilities granted by an ACE If there are no remaining CAPITAL SHIPS without
are considered to have come from it for the purpose of assigned ACES, or if all CAPITAL SHIPS have been
systems and effect triggers. Other abilities, such as destroyed, then the ACE surrenders or flees instead.

ALBEDO CAVALIER HP 10

Wing
Like a spark dancing atop a flame.

Section 4 // Ship Archetypes


[192]
ENDLESS COSMONAUT

SHIP ARCHETYPES
Wing
It does not want to die, and so it does not.
HP 6

Section 4 // Ship Archetypes


[193]
SOLAR VALKYRIE Wing
HP 10

In blinding light, unconquered.

Section 4 // Ship Archetypes


[194]
VIGILANT SHEPHERD

SHIP ARCHETYPES
Wing
Where they fly, death follows close behind.
HP 10

Section 4 // Ship Archetypes


[195]
SECTION 5
THE DAWNLINE INCIDENT
PLACES, EVERYONE 198
PORT OF CALL: DAWNLINE SHORE 200
CAMPAIGN ARCS 208
PLACES, EVERYONE
The Dawnline Shore is a proximal expansion zone of stopped; the war on New Creighton was bound to
densely packed habitable worlds. A rich prize coveted spiral out into the whole of the Dawnline Shore unless
by the Karrakin Trade Baronies and Harrison Armory – Union immediately intervened. When tasked with
two rival interstellar powers nominally subject to predicting the outcome of war across the Dawnline
Union’s hegemony – the Dawnline Shore has Shore, GALSIM’s choir of bicameral artificial
previously been a site of conflict, but under Union’s intelligences, the Five Voices, entered a state of
Third Committee, the Shore has largely remained a protective calculation. This was an answer, of a sort:
region of peaceful development and colonization. the variables were too complex to model, the
However, as terrestrial states have grown over the outcomes too myriad. Action was necessary. Left
centuries, local power struggles have fed into galactic with no other choice, the Union Navy dispatched a
appetites and ambitions. Just as Union prepares to fleet to a distant front, prepared for war.
activate the Dawnline Shore’s first blink gate, a long-
simmering local conflict seems poised to draw the Immediately, Harrison Armory and the Karrakin Trade
galaxy into its first war between major powers… Baronies raced to position their Shoreside forces for
maximum advantage while engaged in hot conflict
There are twelve habitable terrestrial worlds in the across and above New Creighton from the end of
Dawnline Shore. Among these is New Creighton, a 5019 through 5020u.
world long torn between loyalties as it has, at various
times, been ruled by either the Karrakin Trade The year is now 5021u. Both the Armory and the
Baronies or Harrison Armory. Baronies have multiple fleets engaged in open combat
across the sector as they maneuver to annex worlds
In 5016u, a group of Karrakin-aligned states on New they have long desired. In the shadow of their navies,
Creighton allied together to create a power-sharing local powers fight along multiple tangled lines of
bloc called the Concordant Administration. This loyalty. Some are pledged to the aubergine banner of
alliance is comprised of many developing nations and the Armory, some to the Baronies, others to Union, and
two major second-power nations seeking to create a the rest to themselves. Only now does Union arrive in
single world government, which would be able to join strength, seeking to stop the conflict from growing
Union under the protection of the Karrakin Trade beyond the stellar borders of the Dawnline Shore.
Baronies. In opposition to the Concordant
Administration is New Creighton’s sole superpower,
the Perfect Ministeriat, and its various territories and THE ROAD
protectorates on the world. The Perfect Ministeriat The seeds for this latest iteration of an old conflict
also seeks a unified world, but one unified under its were planted well before the present day – in the
banner as a Purview state of Harrison Armory. 4600s, when a young Harrison Armory clashed with
the expanding Karrakin Trade Baronies. This was the
In late 5019u, vanguard forces of the Concordant First Interest War: a colonial expansion rush triggered
Administration mounted a surprise attack on key by Union’s growing blink network that turned into
installations belonging to the Perfect Ministeriat and open conflict between the two powers in the early
its satellite nations. The move drew sharp years of the Third Committee’s administration. The
condemnation from Harrison Armory, which had war was quick and brutal, ending in a settlement
personnel present in the territories that were negotiated by Union – negotiations the modern
attacked, and an immediate rebuke in the form of a committee views as a misstep, a hurried series of
series of surgical strikes on Concordant military concessions and mollifications made to end a war and
targets. These strikes killed dozens of Baronic enter a peace-through-gritted-teeth, not a just end.
personnel. The Karrakin Trade Baronies responded
with its own retaliatory attacks on Ministeriat With the First Interest War concluded and Union’s
installations. Diplomatic channels on both ends attention focused on the inner rings, a second war
closed; war began on New Creighton. began, quieter and longer than the first. The Armory
and the Baronies, not content with the modest
Union responded quickly, shutting down the recently holdings awarded to them by a hegemon whose
activated (and as yet unnamed) Dawnline Shore blink authority they did not yet recognize, carved up the
gate to all traffic save for Union-flagged naval ships. Dawnline Shore between them. They annexed whole
Grim forecasts from GALSIM (Union’s secret, galaxy- worlds with little more than pledges and assurances
level forecasting and predictions department) noted made to ThirdComm that they would be stewards,
that the momentum behind this conflict could not be comporting to the standards of this new Union, rather

Section 5 // Places, Everyone


[198]
PLACES, EVERYONE
5
than colonial masters. While their representatives on The Dawnline Incident threatens to upend that largely
Cradle negotiated terms of incorporation, both peaceful work of integration-by-acceptance. Seeing
Harrison Armory and the Baronies oversaw proxy thing, the Union Navy was dispatched following a
conflicts across the Shore; their diplomatic overtures contentious, narrow vote orchestrated by a coalition
did not match the reality. To guarantee claims over opposed to CentComm’s core non-interventionist
the worlds they desired, the two powers identified wing. Union ground, air, and orbital elements in the
sympathetic local factions and cultivated them as Dawnline Shore engaged Armory and Baronic targets
allies using common colonial manipulation tactics: in combat almost immediately. Union’s mandate – to
exploitation of local power divisions, massaging of be the “good” tyrant, the kind hegemony, the utopia –
existing factional interests, cultural conditioning is chipped away with each bullet fired. The Central
through favoritism, granting material rewards to Committee must find an end to this crisis in the
collaborators and sympathizers, and so on. Dawnline Shore, and fast: war, horrible though it is,
may not be the worst outcome of this conflict.
Union, for its part, was not ignorant of these events
for long. Reports from forward-observation probes
across the human-inhabited galaxy flowed into the TRAVEL TIME
Central Committee, proving what the If one were to flatten the Dawnline Shore onto a piece
corpropessimists among the revolutionaries feared: of paper, the twelve worlds of the shore and their stars
across the galaxy, their utopian revolution had failed. would be arranged roughly in a line, numbered one to
Like a king tide raging inland and then receding, their 12, from left to right. Though it isn’t the Shore’s
revolution made a utopia only of the Galactic Core. astronomical “center”, New Madrassa (DS4) the entry
The Diaspora – the vast majority of humanity – was point for most people coming from Union space as it is
not yet liberated. Even worse, the Core enjoyed the the beneficiary of the sector’s only blink gate. However,
fruits of Union’s labor and gave nothing back. This it is not uncommon for ships to arrive at the ports of
had to change. Motivated and clear-eyed, San Simeon (DS9) and Arkady II (DS2) from longer-haul
ThirdComm began the long, attritional work of trips across the Long Rim. Though construction of
reconnecting the galaxy, building a new practice of another blink gate isn’t planned to begin until the
liberation from the inside out. completion of the current gate above New Madrassa,
San Simeon will likely be host to the next blink gate,
In the Dawnline Shore, the Union Administrative significantly reducing travel times end to end.
Department, acting on orders from CentComm,
embarked on a massive infrastructure and Of the worlds in the Dawnline Shore, DS1–DS6 are in
administrative integration plan, seeding the closest proximity to one another, with an average
populated worlds of the Shore with Union personnel. subjective travel time of three months between
At first, this was limited to administrative attaches, worlds at .9 c nearlight speeds. Between DS6 and
auxiliary trainers, and various engineering and DS7 is a gulf of space known as the Palisade Strait, a
bureaucratic personnel, then later representatives of largely empty sector of space that takes about six
the Department of Justice and Human Rights, staff months (realtime) to cross before reaching the next
and engineers from the Union Omninet Bureau, and cluster of worlds, DS7 through DS12.
so on. The tide, once recessed, was now creeping
back in. The ocean would soon follow. End-to-end travel across the Dawnline Shore
(departing DS1 and burning for DS12) takes an
However, the sudden explosion of hostilities in 5019u average of three to four years, realtime, depending on
threaten everything that ThirdComm has worked so stops, course adjustments, and so on.
long to repair. Turning from its ancestors in the
Second Committee, ThirdComm built a connected
galaxy on the back of strict non-interventionist
practices and the slow work of offering something
better than what came before. Though its beginning
was bloody, the ideologues of ThirdComm prioritized
stubborn adherence to a distanced approach to
reconnection with the rest of the galaxy, assured that
the Utopian Pillars would see worlds returned to the
fold when they were ready. It has been a long and
imperfect process, but one that CentComm’s leading
parties believe has worked.

Section 5 // Places, Everyone


[199]
PORT OF CALL:
DAWNLINE SHORE
It is the early days of 5021u. The Dawnline Shore has This flow of partisans, private security forces, and
gone hot, and the next few months of maneuvering and ordnance is steady, but alone it is not enough to give
engagements will decide whether or not the conflict either side the edge. For the forces of the Baronies, the
spreads out to the rest of the galaxy. Armory, and – to a lesser degree – Union already in the
sector, their major lifelines are their home ports: heavily
With the outbreak of fighting on and above New defended worlds with established infrastructure and
Creighton, Union has shuttered the Shore’s sole blink supply lines capable of supporting naval groups.
gate, isolating the sector from the rest of the galaxy.
The Armory and the Baronies have each sent a fleet This section lays out some of the key ports and
to the Shore; if they aren’t called off, these fleets will worlds in the Dawnline Shore that are relevant to this
arrive toward the end of 5022u. Meanwhile, ships conflict. It includes a brief summary of the primary
already traveling through the Long Rim continue to ports of interest to each faction, some detail on the
arrive daily. As the gridlock around the blink gate world itself, and a short list of the defenses in place
grows more and more desperate, Union struggles to at the beginning of the campaign.
contain the steady flow of ships. Both the Armory
and the Baronies have begun using this to their own
advantage: omninet comms are still online, and both
powers have tapped their contacts in the Rim – pirate
groups and Enterprises both (see The Long Rim for
more information) – to smuggle equipment,
personnel, and even ships into the Shore.

WORLDS OF THE DAWNLINE SHORE


The table below lists the worlds of the Dawnline Shore (detailed later in this section) and provides
a broad overview of their affiliations. These affiliations will help you decide what naval forces are
likely to appear where in the course of a campaign.
DESIGNATION LOCAL/UNION NAME ARMORY NAME BARONIC NAME AFFILIATION
DS1 Wali Harrison’s World Rosegift HA
DS2 Barr Arkady II Underthrone HA
DS3 Hadii Cruz’s Landing Stone Harbor HA
DS4 New Madrassa New Madrassa New Madrassa Union
DS5 Verdevilla Emerald Harbor Viridian KTB
DS6 Lluvilla Langley Longmont KTB
DS7 Jabal Montcalhoun Crowngarden KTB
DS8 Upper Laurent Upper Laurent Upper Laurent KTB
DS9 San Simeon San Simeon San Simeon KTB
DS10 Maseca Dosantos Crossland KTB
DS11 Mesa Legionrest Gloria KTB
DS12 Odeland New Creighton Odeland HA
R1 Terminal Solar 3 Solar 3 KTB

DS = Dawnline Shore; HA = Harrison Armory; KTB = Karrakin Trade Baronies; R1 = Ring 1. Ring 1 is a partial-
ring habitat located at New Madrassa Lagrange 4 and providing power for New Madrassa. It is a KTB
mega-engineering project that has been underway since the Second Expansion Period and is currently an
independent polity under protection of the KTB.

Section 5 // Port of Call: Dawnline Shore


[200]
KEY ARMORY PORTS

PORT OF CALL: DAWNLINE SHORE


HARRISON’S WORLD (DS1)
Harrison’s World was the Armory’s first territory in the
Dawnline Shore. Taken during the First Interest War, it has
since been transformed from a failed, desolate colony into
a bustling industrial center with a population numbering
ARKADY II (DS2)
Like its sisters, Harrison’s World and Cruz’s Landing
(DS3; a largely non-industrial center for commerce
and diplomacy), Arkady II considered to be fully
within the Purview. Much of Arkady II outside of its
5
around 1.2 billion souls. Harrison’s World is a common capital city, Arkady, is a derelict rock dotted with
recruitment site for Dawnline Shore–local colonial legions meteorological monitoring stations, power plants,
and naval groups, and features one of the only large-scale and communication relays. However, Arkady II’s
chassis fabrication facilities in the Shore. DS1 is known as poles are rich with water ice; because of this, the
Rosegift by the Karrakin Trade Baronies and Wali by world is an important fueling and freshwater site for
Union. The capital city of Harrison’s World is Orontez, and both Armory vessels arriving from the Long Rim
its chief officer is Executive Director Augil deCosta. and in-sector naval groups. Arkady II is known as
Underthrone by the Karrakin Trade Baronies and
LOCAL POWER Barr by Union. Its capital city is Arkady, and its chief
Harrison’s World is guarded by two defensive satellite officer is Executive Director Blythe Beck.
(DefSat) constellations located at its northern and southern
lines of latitude. DefSat constellations are series of orbital, LOCAL POWER
networked defense platforms built to shield a world from As a portable water supply world, Arkady II enjoys
natural threats (debris, asteroids, etc) and hostile forces. a healthy defensive network and a steady stream
of naval groups:
Two Hippolyta-class DefSat constellations:
• Northern Constellation – Tropic of Industry • One Hippolyta-class DefSat constellation:
• Southern Constellation – Tropic of Grit Ogmios Equatorial
• One battlegroup-strength detachment on
Harrison’s World is defended by two naval battlegroups: permanent patrol: 1st Arkady, Planetwatch
• 1st Harrison’s World, Planetwatch • Additionally, there is a local legion garrison:
• 2nd Harrison’s World, Planetwatch Legion I Arkady II.

Harrison’s World has three legions on the ground: WORLD BRIEFING


• Legion I Orontez Arkady II’s capital city is Arkady, a socket arcology
• Legion II Maquinera Industrial built into and above the world’s northern pole. Vast
• Legion III Antiomenes water-ice mining operations spread out from the
arcology, reaching deep into the crust ice of the
WORLD BRIEFING terrestrial poles. This critical endeavor guarantees
Harrison’s World has a dominant biome defined by tropical and Armory ships and legions in the Dawnline Shore
subtropical grasslands, prairies, savannas, and broadleaf have a reliable supply of potable water. The city’s
forests. Its cities are mostly clustered around the equator, which stepped domes are large enough to modestly
enjoys consistent rainfall and off-year monsoons. The Armory’s increase Arkady II’s geometric albedo.
major military presence on Harrison’s World is relegated to the
southern pole, where desolate high-altitude plains allow for The interior of Arkady proper is primarily
quick shuttle flights between orbit and the world’s surface. residential and urban – it is where the permanent
population and those on shore leave live, spend
Orontez, the capital city of Harrison’s World, is a dense their leisure time, trade, raise new generations,
metropolis built into and between the columnar islands and study for their socials, and engage in non-
islets of a titanic equatorial bay. A popular destination for extractive, service, and other professional
in-sector naval officers and legionnaires, Orontez is known industries. This is also where the planetary
for its gambling, nightlife, and unique local cuisine, which administration keeps its offices, and where the
features bioluminescent dishes sourced from the Armory legion keeps its barracks.
crustaceans native to Harrison’s World’s equatorial oceans.
Arkady II is one of the few ThirdComm-era worlds built
Harrison’s World’s most important feature is the Maquinera, with land-anchored space elevators. The Armory’s
often just called the Maq, a sprawling, largely automated factory mission on the world demands industrial commitment,
complex as big as a city. The Maq produces roughly 50 percent and the installation of heavy-lift elevators was
of all Armory chassis in the Dawnline Shore; as well, it is the necessary to meet the logistical demands of the
primary storage site for the Armory’s dormant, in-system NHP Armory’s plans for the Dawnline Shore. Both of
cores. It is heavily defended by orbital platforms and ground- Arkady’s elevators, Polar North and Polar South,
based security forces. The Maq is located in the northern link to the Ogmios Equatorial constellation.
hemisphere and is serviced by the nearby city of Antiomenes.
Section 5 // Port of Call: Dawnline Shore
[201]
KEY BARONIC PORTS
UPPER LAURENT (DS8)
DS8 is the primary Dawnline Shore campus of the House Upper Laurent is home to the Boulder Company’s
of Stone. Around the size of Cradle, DS8 features a mix main garrison in the Dawnline Shore. The
of biomes and a rich indigenous history stretching back company doctrine of the Boulder Company
to the First Expansion Period, well before it was mandates that seven centuries be garrisoned on
colonized by the Baronies. Now, DS8 hosts the local Upper Laurent at all times, unless a greater
capital of House di Khayradi, of the House of Stone, and mobilization is necessary.
the main garrison of its military force, the Boulder
Company. Upper Laurent’s population has surged in As one of the BUC’s major Dawnline Shore
recent years owing to the significant social, civic, and campuses (second only to San Simeon), Upper
military investment that the House of Stone has poured Laurent also has a standing guard of roughly 1
into the world, and is now home to a staggering 10 million soldiers, with another 2–3 million in
billion. The BUC’s main secondary campus is located on reserve through ignoble readiness programs.
Upper Laurent, as are a number of the Federal Karrakin
Monarchy’s shipyards. WORLD BRIEFING
In many ways, Upper Laurent is the opposite of
Outside of rawmat and industrial goods, Upper Laurent’s the House of Stone’s homeworld, Khayradin.
primary exports are foodstuffs, spices, textiles, inks, and Lush and not yet picked over by centuries of
precious luxury minerals. The House of Stone considers extractive resource harvesting, Upper Laurent
its most important export to be personnel and cultural enjoys a healthy flow of tourists and pleasure
capital. craft in addition to military traffic.

All powers active in the Dawnline Shore acknowledge Canopy City, in the north, is the primary garrison
Upper Laurent as the formal name for DS8. Upper for the Boulder Company. It also serves Canopy
Laurent’s capital city is Canopy City, and its planetary Lombard, Upper Laurent’s northern statite.
governor is Stonelord Hermine Atlia, of House Atlia.
Constantinopolis, in the southern hemisphere,
LOCAL POWER serves Canopy Constantine and houses the
Upper Laurent is covered by two polar canopy statites primary BUC garrison on Upper Laurent.
(canopy-style defensive installations unique to the
Baronies, often deployed in permanent orbit over polar Laureline is an autonomous commune spread
caps) and an equatorial defense constellation: across an archipelago of hundreds of islands in
• Northern Pole Statite – Canopy Lombard Upper Laurent’s equatorial sea. It is one of the
• Southern Pole Statite – Canopy Constantine few vassal-states in the Baronies that retains its
• Equatorial Defense Constellation – EDC I, colloquially own governors and limited sovereignty.
called “Le Mur”

Additionally, Upper Laurent has three light-proximity


defense installations with picket groups in rotation:
• Cabaret LP1
• Theater LP1
• Opera LP1

Upper Laurent is protected by four battlegroup-


strength detachments:
• Naval Group 1 Canopy City
• Naval Group 2 Lombard
• Naval Group 3 Constantine
• Naval Group 4 Laurentine

Section 5 // Port of Call: Dawnline Shore


[202]
PORT OF CALL: DAWNLINE SHORE
SAN SIMEON (DS9)
San Simeon is the center of Baronic power in the
Shore, a Core-status world with a single state, the
self-styled House of Promise, which is currently in the
San Simeon is a common R&R stop for house
company forces rotating in and out of the Shore. At
any given time, it plays host to several centuries from
5
process of becoming the Baronies’ newest major any of the house companies deployed to the
house. The House of Promise is comprised of minor Dawnline Shore.
houses founded in the Dawnline Shore during the
first Baronic expansion into the sector along with a San Simeon is not just a second-line deployment site
minority of recent immigrant houses. for BUC ground and naval forces in the Shore, but
the BUC’s single largest recruitment base in the
With a population of around 6 billion on a world only sector. Around 1 million active-duty BUC soldiers – a
90 percent the diameter of Cradle, San Simeon is a mix of local troops and those on deployment from the
densely populated planet, heavily trafficked by Concern – are garrisoned on San Simeon, with
Baronic personnel from all major houses. The bulk of another 3–4 million reservists within reactivation
the Baronic naval forces in the sector count San windows.
Simeon as their home port, and its orbital structures
are heavily defended by layers of gun platforms, WORLD BRIEFING
orbital defense ships, and BUC naval groups on rear- San Simeon’s capital city is Ignatius. Located in the
line duty. world’s southern hemisphere, Ignatius is known for
its ten peaks and its wide bay. The governing bodies
DS9 is known as San Simeon by all powers active in of the House of Promise keep their main
the Dawnline Shore. Its capital city is Ignatius, and its administrative buildings in Ignatius.
planetary governor is Governor Gaizka Otxoz. As
Governor Otxoz is a Karrakin Republican, they do not The other major cities on San Simeon are Baliza,
belong to any minor house but are an elected Euria, Zuhaitz Altuak, and Baratzeak. Most cities are
representative of the House of Promise. located between the world’s tropics; Zuhaitz Altuak is
the only major city in San Simeon’s northern
LOCAL POWER hemisphere.
San Simeon is protected by multiple layers of orbital
defenses. Two canopy statites cover the poles and a San Simeon’s major civilian spaceports are stationed
mobile statite orbits the equator. Five light-proximity above Ignatius and Euria. The BUC has a heavy
defensive installations patrol the world’s orbital space presence in Baliza, where it keeps the majority of its
(three at LP1 and two at LP2) chassis and armor fleets. Representatives of the major
houses can be found in all of San Simeon’s cities.
Three canopy statites:
• Northern Pole Statite – Canopy Promise A loose ring of BUC airdocks and shipyards encircle
• Southern Pole Statite – Canopy Fortune San Simeon; military personnel use these stations as
• Mobile Equatorial Statite – Canopy Singer their primary starports.
Equatorial

Five light-proximity installations:


• Antzerkia LP1
• Dantza LP1
• Aretoa LP1
• Kluba LP2
• Kluba 2 LP2

San Simeon is protected by four battlegroup-


strength detachments:
• Naval Group 1 Ignatius
• Naval Group 2 Baliza
• Naval Group 3 Ruia
• Naval Group 4 Baratzeak

Section 5 // Port of Call: Dawnline Shore


[203]
GLORIA (DS11)
Gloria is the Shoreside capital of the House of Gloria is home to the main base for the House of
Remembrance and a popular destination for Remembrance’s house company, the Crimson
representatives of the minor houses looking to curry Memory, as well as the BUC’s primary shipyard,
favor with House Alexander, the minor house that rules central armory, and NHP repository in the Dawnline
the House of Remembrance back on Arrudye. Once a Shore. As such, it is heavily defended by the BUC,
burgeoning trade capital in proximity to the Long Rim, with many layers of orbital defense platforms and
Gloria was bitterly contested during the First Interest planetside hardened bunkers.
War. The series of battles fought across and above
Gloria were some of the first to pit early Armory WORLD BRIEFING
legions against pre-chassis house companies. The Gloria bears the scars of an old war and the industry of
world was devastated by these battles, its indigenous the next. Its population is concentrated in three major
populations and rich biomes scoured by long, cities: Riyya, Aumberjede, and Hannagloria, all founded
attritional ground warfare. In the wake of the First by House Alexander after the First Interest War. House
Interest War, Gloria has been rebuilt, but scars remain, Alexander’s main campus on Gloria is in Riyya. The
and its position as a strategically important source of federal Karrakin government maintains offices and
fresh water and air has only been heightened by the war colleges in Aumberjede and Hannagloria.
BUC’s campaign of militarization on the world.
Deconstruction continues in Gloria’s old capital,
Gloria has a population of 1.2 billion, and is known to Mesa City, which was all but leveled during the war.
the Armory as Legionrest, and to Union as Mesa. Much of the continent is still crossed with old trench
Gloria’s capital city is Riyya, and its planetary governor lines and crater lakes; salvage is a thriving industry,
is High Lord Vysia Alexander, of House Alexander. though dangerous. Those ruins not scheduled for
deconstruction and salvage have been converted to
LOCAL POWER BUC mock-fire training and acclimatization grounds
San Simeon is protected by multiple layers of orbital for recruits from the Dawnline Shore and new arrivals
defenses, screening the world from high orbit to low. to the region.
These static installations are bolstered by a high
rotation of inbound Karrakin fleets, as well as four
local native battlegroups and plentiful ground forces.

Three canopy statites:


• Northern Pole Statite – Canopy Gloria
• Southern Pole Statite – Canopy Alexander
• Mobile Equatorial Statite – Canopy Crimson Orbital

Six light-proximity installations:


• Casilda LP 1
• Oriol LP 1
• Didacus LP 2
• Isidore LP 2
• Theodemer LP 3
• Olegarius LP 3

Gloria is protected by four battlegroup-strength


detachments:
• Naval Group 1 Riyya
• Naval Group 2 Riyya
• Naval Group 3 Aumberjede
• Naval Group 4 Aumberjede
• Naval Group 5 Hannagloria

Section 5 // Port of Call: Dawnline Shore


[204]
PORT OF CALL: DAWNLINE SHORE
KEY UNION PORTS
DLS BLINK GATE (BLINK 1)
The Dawnline Shore’s newly completed blink gate
awaits a formal name: for now, it is informally called
Blink 1. The blink gate is a ThirdComm standard
LOCAL POWER
Blink 1 features a robust defensive suite tasked with
covering incoming Union and civilian ships, as well as
a number of battlegroups and a persistent legion. The
5
pattern: a stack of toroid habitats built around a commanding officer of Union’s naval forces in
realspace anchor, which is tethered to a stabilized Dawnline Shore is Vice Admiral Noe Estienne. The
dyson panel. The toroid habitats are known gate has the capacity to dock and support two more
collectively as “Beachhead Station”. The functional battlegroup-strength forces, and to transport at least
components are the realspace anchor and the dyson two more battlegroups per day into the Dawnline
panel, the latter of which powers the station and its Shore. Local defenses include:
blink infrastructure. Blink 1 has sufficient capacity to
transit thousands of ships per day, if it were active. • Portcullis Garrison: A network of three free-orbit
Likewise, its skyscraper-stack toroid habitat rings defense platforms, which provide additional
could house roughly twenty million souls at capacity. firepower alongside forward coordination and
Its local population currently numbers in the low guidance for station-mounted batteries.
millions (not counting military personnel), with only • Spikenet EWAR Installation: Spikenet
one of the six toruses active. The civil director of installations are Union signals intelligence and
Blink 1 is Colette Saunier. electronic warfare facilities, commanded by a
persistent legion and a corps of synthetic and
Blink 1 and its immediate environs represent Union’s organic operatives.
zone of control in the Dawnline Shore. With access to
the gate limited only to Union vessels and the facility Additionally, Blink 1 has two battlegroups
itself under Union command, it is a constant, active assigned to the station:
terminal for all auxiliary and regular personnel in • Battlegroup Griffon
transit between their gates of origin and the Shore; it • Battlegroup Thunder
is heavily defended by both dedicated patrols and
whatever battlegroups happen to be in local space. WORLD BRIEFING
Blink-1 is a self-contained station, and as such has
Despite the isolation of the gate from the greater blink few (siloed-off) biomes. The bulk of the station’s
network, non-Union ships still arrive at Beachhead mass is given over to the maintenance, generation,
almost daily via conventional travel. Transit corridors and day to day running of the blink station; its
through the Long Rim aren’t “closed” – it is, habitable area is miniscule in comparison.
essentially, impossible to close space – but Union
attempts to track and intercept all ships inbound to The population centers of the station are the
the Shore. This steady accumulation of civilian and habitable, spin-gravity toroids built around the
corpro vessels at Beachhead is a logistical nightmare station’s realspace anchor. There are six toroids
for Union, and some ships, inevitably, break through stacked on top of each other, numbered one through
the blockade. The Armory and the Baronies both use six. These habitats hold the entirety of the local and
this to their advantage, directing friendly elements in transient population of the station, as well as all
the Long Rim to smuggle supplies, personnel, maintenance, administrative, commercial, logistical,
ordnance, and ships into the Shore. and infrastructural facilities. There are two ports on
the station: one on Toroid 1, the currently populated
toroid, and another at Toroid 6, which has recently
been opened to handle the influx of refugees and
military personnel from all sides.

Section 5 // Port of Call: Dawnline Shore


[205]
NEW MADRASSA (DS4)
New Madrassa is a fulcrum world in the WORLD BRIEFING
Shore and the closest world in proximity to The Armory’s main foothold on New Madrassa is Green Zone
Union’s new blink gate, Blink 1. New Alhambra, an eight by eight kilometer block across the Alhambra
Madrassa’s capital city, Avicenna, is home to and Oldtown districts of Avicenna. It is centered around the
around 21 million people. New Madrassa’s Grand Stupa Royal Hotel, an Armory-owned luxury resort near
sovereign government is called New the city’s bay, and access is prohibited to anyone not cleared by
Madrassa United (NMU), a metagovernment the Armory’s legionnaires or internal security forces. Citing a
that acts as a high-level legislative body for responsibility and right to protect Armory personnel from attack,
various constituent states across the globe. the Armory has begun to dispatch “counterterrorism” patrols out
into New Madrassa. This has prompted widespread protests and
Before the outbreak of hostilities on New calls for NMU to respond with force.
Creighton, New Madrassa was in the process
of petitioning for Core status. As such, it hosts Green Zone Alhambra’s checkpoints are under constant
diplomatic and military representatives from pressure from permanent protest camps set a few hundred
both Harrison Armory and the Karrakin Trade meters back from the gates. The situation is steadily
Baronies on opposite sides of Avicenna. The deteriorating as the Ungratefuls and other local resistance
Armory has carved out a walled “green zone” groups have become more brazen in their attacks on Armory
across parts of Avicenna’s Alhambra and Old personnel and the green zone itself. Likewise, Armory patrols
Town districts. The Baronies have an embassy have become far more aggressive, and there have been some
in Avicenna’s Averroe district, on the opposite instances of Armory legionnaires trading fire with ground
side of the city. troopers from the Boulder Company – House of Stone
security forces employed by the Baronic embassy. Union has
Union, the Armory, and the Baronies all yet to mount a ground campaign beyond peacekeeping and
know DS4 by the name New Madrassa, and civil support forces, but speculation assumes that some
it is governed by Premier Adham Radi. measure of intervention is imminent.

ORBITAL DEFENSES The primary Baronic presence on New Madrassa is in Baron


New Madrassa is defended by a Hardy Plaza, a quiet, open campus in Avicenna’s Averroe district,
constellation of defense platforms and almost on the opposite side of the city from Green Zone
skyhooks strung around the equator and Alhambra. Baron Hardy Plaza is a public park in the wealthy
cap stations at its north and south pole. Khamseen neighborhood, overlooked by the historic Plaza
Additionally, New Madrassa is defended by House estate, which now serves as the Baronic embassy on
a planetary defense force with a small navy, New Madrassa. Unlike the embattled Green Zone Alhambra,
as well as a Union battlegroup. Baron Hardy Plaza and the embassy are both heavily, peacefully
trafficked by Madrassans and Baronic personnel both. Viceroy
• The NMU Dayside Defense Fleet (DDF) is Hardy-Alto is the Baronic ambassador on New Madrassa; he
New Madrassa’s first-line “lightsky” orbit keeps Plaza House as his ambassadorial residence.
fleet, tasked with defense of the world in
low, medium, and high orbits, as well as Madrassa Uplift is New Madrassa’s main spaceport, located
limited local-space patrol. The DDF fields around 100 km outside of Avicenna. Madrassa Uplift also hosts
a battlegroup-equivalent force of GMS Camp Crown, the main BUC base on New Madrassa. Camp
ships comprising frigates, two carriers, Crown is a joint base, hosting NMU security forces, BUC soldiers,
one battleship, and a number of subline and dragoons from the Boulder Company. Despite hosting
squadrons. Camp Crown, Madrassa Uplift is not a military spaceport.
• The NMU Nightside Defense Fleet (NDF) is
New Madrassas’s reserve force, made up NMU is led by Premier Adham Radi, who is serving his
largely of older subline ships, heavy fighter second term in that role. Radi is tolerated by the people of
wings, and mil-spec civilian vessels. Old but New Madrassa, who see him as trying to navigate a third path
operational, NDF units either operate in when sides must be chosen in the street battles between the
support of DDF ships engaged in low- to Armory, the Baronies, various New Madrassan independence
medium-orbit operations or on their own as movements, and local factions affiliated with the great
a low- to medium-orbit police and search powers. He keeps a close correspondence with Administrator
and rescue force. Park Jun-seo, Union’s highest-ranking civil representative in
• Battlegroup Palladium, a Union the Dawnline Shore. Prior to the current hostilities, NMU was
battlegroup, is currently assigned to the petitioning Union for Core status.
defense of New Madrassa.

Section 5 // Port of Call: Dawnline Shore


[206]
PORT OF CALL: DAWNLINE SHORE
OTHER ENTITIES IN THE DAWNLINE SHORE
The Dawnline Shore is a dense bit of space. Territories are well defined and interests
clearly staked, but there is still room for other actors to get involved – those looking to
carve the stars for their own gain, and those who cross space with different missions.

LOS VOLADORES
5
There have been several sightings of a group of los Voladores crossing New
Madrassa’s orbital plane. Their ship, the Ojala, is a conventional Volador vessel: part
market-station, part traveling home. It measures just over a thousand meters in length
and seven hundred meters in width. Incapable of atmospheric flight, the Ojala can be
accessed via chaperoned shuttle when it is in-system and los Voladores are accepting
trades. Specifics around trade goods and rituals can be
found in The Long Rim (pp. 26–27). The Ojala’s suite of
weapons is unknown. If attacked, it will carve away.

THE ALBATROSS
Also present in the Dawnline Shore are
forward elements of an Albatross
makteba, MK Siha. Following the outbreak
of hostilities between the Armory
and the Baronies, MK Siha
dispatched two patrol-strength
groups of corvettes and mounted
mechs to act as a rapid-response
force to monitor and, if necessary,
intervene in the fighting to protect
civilians. These patrols can be
combined into a single battlegroup-
strength force. Their commander is
Loyal Wing Farda Baia-4990.

ENTERPRISES
Two of the Long Rim’s enterprises,
Mastodon and the Brigade Legion, are
operating in the Dawnline Shore in small
numbers. Mastodon units have been
sighted providing security for Baronic
personnel at Beachhead, while Brigade
Legion security personnel have been seen
doing the same for Armory executives.

IPS-N
IPS-N has also recently established a single
starbase in the Dawnline Shore: Lighthouse
Station, a trade port that caters to
resource haulers and
Cosmopolitans serving the
Dawnline Shore. It is open to all
who dock there (with clearance
from the harbormaster, of course)
but it is not a luxury getaway.

Section 5 // Port of Call: Dawnline Shore


[207]
CAMPAIGN ARCS
Below are three parallel campaign arcs that take each beat examines the same basic events from the
place in the Dawnline Shore from 5019u to 5022u. point of view of the players’ faction. These beats can
These arcs outline the scope of the conflict between serve as battlefronts (see Campaign Play, p. 158)
Harrison Armory and the Karrakin Trade Baronies in containing one or more engagement, and together
the Dawnline Shore, plus Union’s efforts to quell the they can serve as a framework for a campaign running
conflict before it spirals out of control. Each arc from the beginning of the Dawnline Shore conflict to
represents one faction’s point of view of this conflict its ultimate conclusion, determined by your group.
and contains a series of story beats that move player
groups through the course of the crisis. As these Beats may also include suggested sitreps to use
campaign arcs are intended to run in parallel, during combat (see Sitreps, p. 152), environmental
whichever one you and your players decide to run is modifiers (see The Field of Battle, p. 149), or other
the “canon” campaign. unique objectives and engagement parameters.

The simplest way to play through this story is to BEGINNINGS


choose one campaign arc and play through it with Each of the campaign arcs provided here assume
your group, mapping each beat of the one campaign that the players’ commanders are officers present in
your group plays to missions your GM draws up. the Dawnline Shore before the first beat occurs.
Depending on which campaign arc you choose, they
BEATS will be officers of either Union (“Controlled Burn”, p.
Each arc is broken into five beats – story moments that 209), Harrison Armory (“A More Perfect Union”, p.
mark a “before” and “after” in the course of a campaign. 212), the Karrakin Trade Baronies (“A New Throne”,
These campaigns are intended to run in parallel; thus, p. 214), or the local allies of one of these powers.

RANKS
Use the table below as a reference for ranks across the different navies. The asterisk (*) next to some Armory
ranks indicates commissions that can be purchased, avoiding the lengthy meritorious or “time-in”
progression otherwise necessary to attain them. Union ranks are identical across regulars and auxiliaries.
UNION NAVAL DEPARTMENT ARMORY NAVAL COMMAND BARONIC UNIFIED COMMAND
RING ADMIRAL EXECUTIVE* ARMADIER
ADMIRAL LORD DIRECTOR FLEETMASTER
VICE ADMIRAL DIRECTOR* VICE FLEETMASTER
FLEET COMMANDER LORD COMMANDANT LORD CAPTAIN
LINE COMMANDER GROUP CAPTAIN* LINE CAPTAIN
COMMANDER STRIKE CAPTAIN LANCE COMMANDER
CAPTAIN COMMANDANT COMMANDER
CHIEF WARRANT OFFICER (4-5) CHIEF PETTY OFFICER (5) MASTER CHIEF (5)
WARRANT OFFICER (1-3) PETTY OFFICER (1-4) CHIEF (1-4)
LIEUTENANT LIEUTENANT LIEUTENANT
LIEUTENANT, JR. LIEUTENANT, JR.* ATTACHÉ
ENSIGN DECK OFFICER* ENSIGN
ENLISTED (1-6) ENLISTED (1-6) ENLISTED (1-6)

Section 5 // Campaign Arcs


[208]
CAMPAIGN ARCS
CONTROLLED BURN
UNION AND NEW MADRASSA UNITED

Union knows that both Harrison Armory and the


Karrakin Trade Baronies have devised flimsy legalistic
justifications for the hostilities following the flare-up
BEATS
BEAT 1: OPERATION CORRIDOR GOLD – LATE
5019U
5
on New Creighton. However, in the interest of Vice Admiral Estienne tasks her frontline battlegroups to
preserving galactic peace, CentComm demands a establish and hold an evacuation corridor off of New
measured approach to address this conflict. Creighton for civilians and Union personnel to evacuate
Documentation, peacekeeping, prioritizing the the world. While the Armory and the Baronies fight on
protection of local states, and so on, will ensure and above the world, Union works to protect New
Union’s position is as strong as possible when high- Creighton’s people. Union’s rules of engagement prohibit
level negotiations conclude. The only acceptable its forces from launching preemptive or hostile attacks;
outcome is a cessation in hostilities, a drawdown of they can, however, fight defensively. Right now, the plan
forces, and reconciliation – not the elimination of the is to observe engagements between the Armory and the
Armory or the Baronies, despite what some elements Baronies, gather data, and ensure the evacuation
in CentComm desire. Achieving this peace will take corridor is established and held; it is very likely that this
time – though it can be achieved. conflict will, regardless of what Union does here or back
in Core space, spiral out of control. It is in this context
Until then, it’s the Union Navy’s job to put a stop to, in that, as Union ships hold the corridor open, an Armory
the words of Vice Admiral Noe Estienne, “this bullshit” battlegroup approaches with a demand to intercept a
as fast and professionally as possible. This is going to shuttle: the vessel holds hostile targets of interest, ones
be a hard job, as the Navy faces down a plethora of Armory command wishes to capture and interrogate.
complicating factors: with only a handful of Union refuses, and the Armory ships open fire…
battlegroups in the system, their people will need to
stop two large, technologically advanced, strategically The PCs will be the only battlegroups around New
competent, and tactically sound antagonists with Creighton for this beat, arriving after the world has
robust in-system ground and naval strength, supply burst into war, and their orders require them to hold
lines, and personnel from burning down twelve an evacuation corridor open for personnel evacuating
populated worlds in their attempts to conquer them. New Creighton. Treat this as a normal combat
Mission success in this theater is going to be a engagement, but due to the proximity of civilian
balancing act involving peacekeeping, dispersal, traffic as well as the planet itself, both the Collateral
evacuation, deterrence, and the precise application of Damage and Threading the Needle environmental
force. The first step in achieving this occurs prior to modifiers are in play.
the first beat of the campaign: Union orders the
Dawnline Shore blink gate shuttered. Save for comms
via the omninet (which Union decides against closing,
as that would negatively affect the unaffiliated states in
the Shore alongside the Armory and the Baronies),
Union’s forces in the Shore are on their own.

Union’s only administrator currently in the Dawnline


Shore is Administrator Park Jun-seo, who is assigned
to New Madrassa. Union’s top naval commander in the
sector is Vice Admiral Noe Estienne. There are three
Union battlegroups in the Dawnline shore in addition to
the player groups: Battlegroups Griffon, Thunder, and
Palladium, which together make up the 1st Dawnline
Response Fleet. Union’s strongest local ally is New
Madrassa United, the metagovernment of New
Madrassa, a world in the Shore that is nearing Core
status and is in close proximity to Union’s blink gate.

Section 5 // Campaign Arcs


[209]
BEAT 2: OPERATION WINGCLIPPER – EARLY 5020U BEAT 3: OPERATION SUNRUNNER – LATE 5020U
Sparks flare up across the Dawnline Shore, combining A rapid communique from the Union Intelligence
into a conflagration. This is a war. Union needs to Bureau to Vice Admiral Etienne sees Union forces
respond in the interest of local forces and escalate its dispatched to Terminal, a ring station above New
advantage: the Navy decides to launch a surgical Madrassa, arriving just in time to catch Harrison
strike against the Armory’s major chassis fabrication Armory and the Karrakin Trade Baronies engaged on
facility located on Harrison’s World – the Maquinera. and above the station’s habitable band. With
The Maq is a massive, largely automated factory Battlegroup Palladium held in reserve, Union attempts
complex run by Harrison Armory; a targeted strike to strike and recover a VIP hunted by both the Armory
against it will massively slow down the Armory’s ability and the Baronies. The vice admiral is adamant that
to produce mechanized chassis and reinforce existing this VIP must be recovered, but is not allowed to tell
ground units, as well as destroying a major supply of her officers why this person is so important…
NHP cores. It is heavily defended by local naval
patrols and geosynchronous orbital defenses and is The PCs are ordered to intercept and rescue a critical
nestled far behind enemy lines: the last place anyone VIP that is being pursued by both Armory and
would expect a hit-and-run strike… Baronic forces. Choose one of these forces to be
holding the VIP when the PCs arrive, and treat this as
The objective of this special sitrep is to strike the an Extraction sitrep.
Maquinera from orbit and then eject. To accomplish
this, they'll need to punch a hole through its orbital Under the rules of engagement for this operation,
defenses in order to have a unimpeded shot at the death of the VIP is not an acceptable outcome
facility on the ground. Prepare enemy forces as regardless of circumstances, and will constitute a
normal, and then add an additional NPC battlegroup failure. Should this happen, the PCs can expect to be
consisting of a Triton with the Giant template, along seriously reprimanded, but the developing situation in
with 1-2 additional ESCORTS and/or 1 ACE the Dawnline Shore is too critical to relieve them of
accompanying it to represent a portion of the command. Nonetheless, it will remain a black mark
Maquinera's defenses. on their records.

At the beginning of the 5th round, if the Triton has


been reduced to half HP or less, then the PCs have
achieved a strategic victory; though unable to
decisively hold an orbital bombardment position for
long, the Maq still suffers significant damage in the
resulting strike and the Armory’s production will suffer
major setbacks as a result. If the Triton has been
destroyed then the victory is a decisive one, with the
PCs shutting down the Maquinera completely. They
are then able to eject from the engagement without
needing to roll on the Nearlight Ejection Table.

Losses of PC ships may adjust these victories


somewhat depending on how costly the operation
was. Failure is defined by dealing insufficient damage
to the Triton before the beginning of the 5th round or
being defeated altogether.

Section 5 // Campaign Arcs


[210]
CAMPAIGN ARCS
5
BEAT 4: FULL CONTAINMENT NECESSARY BEAT 5: OPERATION GUILLOTINE – LATE 5021U
– EARLY 5021U The Armory launches a “liberation” attack on New Madrassa,
Union’s long-range stations detect incoming seeking to secure Green Zone Alhambra by pacifying the
Armory and Barony reinforcements nearlighting NMU government and the Baronic forces there, both of
in via multiple documented routes across the which the Armory sees as hostile combatants targeting their
Long Rim. Vice Admiral Etienne reserves legally occupied land. The BUC counterattacks, deploying
Battlegroup Palladium for the defense of New the banner companies of the Houses of Stone,
Madrassa and Blink 1, and dispatches Remembrance, and Promise to the world, with naval forces
Battlegroups Griffon and Thunder to stop the engaging Armory ships above. Union must now fight on
encroaching Armory forces at the Long Rim three fronts: on the ground, supporting the NMU against the
nadir beachhead. A tense wait plays out as Armory and against the house companies, and above New
representatives from the two forces meet with Madrassa, against the clashing fleets of the Armory and the
the relevant Union admirals in the no-man’s- Baronies. This battle might produce odd allies: either way,
lands between them, negotiating entry into the the sovereignty of New Madrassa is paramount.
Shore past the Union fleets; meanwhile,
Baronic forces arrive at the Long Rim apex This is the final engagement of the Dawnline Incident. The
beachhead, where they are promptly engaged Armory nominally seeks to relieve its ground forces on New
by Armory forces. Union forces there step in to Madrassa, which are encircled in an 8x8 km “green zone” by
stand both sides down, and the first three-way a mix of local and Baronic ground forces. The Baronies
battle of the Dawnline Incident begins. cannot let them do this: New Madrassa, owing to its
immediate proximity to the Dawnline Shore’s blink gate, is
Treat this as a Holdout sitrep to represent the the most critical world in the Shore. To let the Armory claim
sheer volume of ships that the PCs must stand it, directly or indirectly, is to let it own the Shore. Union does
against during this chaotic three-way battle. not want either faction to have command over New
Narratively the Armory and Baronic forces will Madrassa, so they are operating in support of the NMU.
also be engaging each other in addition to Union’s targets are the Armory’s invasion orbitals and
attempting to break past the Union blockade. Baronic fleet command; the fight on the ground is, for now,
out of the Navy’s control.
Failure in this beat means the players will face
stronger resistance during the next beat. To begin with, the PCs will face a normal combat
engagement to establish theater control within proximity of
New Madrassa. A failure during Beat 4: Full Containment
Necessary will mean the PCs will be harder pressed to
deal with the freshly reinforced Armory and Baronic forces,
represented by the Ambush environmental modifier. Other
environmental modifiers may be brought into play as well.

Success here begins to stem the tide of battle. Following


hasty repairs and resupply, the PCs are then ordered to
reinforce the NMU defensive line in orbit, supporting their
orbital defenses against Armory naval forces seeking to punch
a hole through them. Treat this as a Defense sitrep. If the PCs
failed or only achieved a Pyrrhic victory during the previous
engagement of this beat, the situation becomes increasingly
unstable and an emergency evacuation of critical personnel is
ordered. The PCs are charged with securely evacuating one of
these VIPs ahead of the Armory’s ground invasion of New
Madrassa. Treat this as an Escort sitrep.

An overall defeat here will mean that the Armory is able to begin
their invasion of New Madrassa in earnest. With their orbital
dominance above the planet, Union and Baronic forces have
no choice but to retreat. A brutal ground campaign ensues,
with the defenders facing overwhelming odds until
reinforcements can be mustered. Should success be achieved,
however, both the Armory and the Baronic navies withdraw,
routed or standing down. Union is then free to turn its attention
directly towards the ground war on New Madrassa, awaiting
naval reinforcements due within months via Blink 1…

Section 5 // Campaign Arcs


[211]
A MORE PERFECT UNION
HARRISON ARMORY & THE PERFECT MINISTERIAT

At the outbreak of hostilities in 5019u, Harrison BEATS


Armory rushes to defend its ally, the Perfect BEAT 1: NOVUS ORDO SECLORUM – LATE 5019U
Ministeriat. Though the overt cause is the defense of Harrison Armory and its local ally, the Perfect Ministeriat,
their ally, some elements deployed to the Shore act begin their campaign on and around the world of DS12
with a more predatory purpose: the frontier is ripe for (New Creighton). Here, the Armory’s fleet, the 1st
the taking, and the chance to outmaneuver the Dawnline Shore, engages the Karrakin forces, Naval
Baronies is too great an opportunity to ignore. Group 1 & 2 Riyya (dispatched from DS11) in orbit
above the world. As New Creighton burns with
The Armory’s push is prompted by the machinations of widespread conflict on the ground and in low orbit, the
the Steward Council. Immediately following the flare in Armory attempts to win a decisive early victory by
hostilities on New Creighton, the Council calls upon defeating the Baronicc naval forces above New
the legal power of per nomen Dei to declare the Creighton, ensuring victory on New Creighton below…
Dawnline Shore a protected region of the Purview - the
Armory’s sovereign territory, essentially - citing the Treat this as a normal combat engagement. Success
treaties and obligations won after the end of the First in this beat is not determined by victory condition;
Interest War, a conflict fought centuries ago between the next beat will occur regardless of whether or not
the Armory and the Baronies. the players achieve a victory, Pyrrhic victory, or
defeat. Outcomes here may set the tone for later
Union immediately calls upon the Armory to cease its beats, however, as commanders that struggle to
maneuvers in the shore. The Steward Council drags establish a solid foothold early can expect
its feet, pointing to absence of the current leader of heightened pressure from above.
the Armory as a barrier to negotiations with Union.
This engagement in the Dawnline Shore, the Council
argues, is internal politics, not something Union BEAT 2: HOMELAND SECURITY – EARLY 5020U
needs to worry about. As the Council sees the After the Battle of New Creighton, both sides hurry to
Dawnline Shore as part of the Purview, aggression by activate their reserves in the Shore. There is little
Baronic proxies is well within the Armory’s rights to room for stealth in deep space; within days of the
police; any escalation is evidence of Baronic guilt. Armory firing up its shipyards on DS1 (Harrison’s
World), the Shore is cut off as Union halts blink
As negotiations continue, Armory forces in the access to the sector. Immediately following this
Dawnline Shore begin their campaign under the development, the Armory’s monitoring stations detect
direction of Lord Director Angel Bernal. a Baronic fleet on approach. A defense is necessary
or vital shipyards will be destroyed, Union’s calls for
peace be damned…

To succeed in this beat, the players will need to


defend the shipyards above Harrison’s World from
the attacking Karrakin forces. Treat this as a Defense
sitrep: Defeat in this beat quiets the Armory for
months, and should find the players facing stiffer
opposition from the Baronies in in Beat 3: Terminal
Engagement.

Section 5 // Campaign Arcs


[212]
CAMPAIGN ARCS
5
BEAT 3: TERMINAL ENGAGEMENT – LATE 5020U BEAT 5: ANNUIT COEPTIS – LATE 5021U
An Armory strike force realigns into realspace from With the bulk of Union’s naval forces in the Shore beaten
nearlight travel above R1 (Terminal), far from the back and the 2nd and 3rd Expeditionary Fleets at their
current battle lines, and launches landing vessels full operational strength, the Armory decides to launch a
crowded with Armory legionnaires. This strike force is strike on New Madrassa (DS4). Though this is nominally
in a hurry: they’re hunting a key target of interest on to liberate the Armory’s embattled green zone on the
Terminal. Terminal is under Baronic command, and world, it is clear that it is an attempt to take the world.
soon Baronic naval forces are tasked to intervene… Union and the Karrakins join forces against the Armory.
This is the final battle of the war: the winner will control
While Armory ground troops fight across Terminal, New Madrassa, pushing their foes off the world and
Armory naval forces must keep Baronic ships from holding the Dawnline Shore under their command – until
providing ground support to their own soldiers. Union can muster a response, if its leaders dare…
Additionally, once the legionnaires have completed
their objective, the players must escort them and This is the final battle of the Dawnline Incident. Armory
their captive off the installation and cover the strike high command seeks to relieve its besieged forces
force until it bolts away. Treat this as an Escort inside Green Zone Alhambra, an 8x8 km, walled-off
sitrep. Baronic forces will stop at nothing to retrieve complex built into the heart of New Madrassa’s capital
the VIP, and have diverted some of their most city; once relieved, the Armory plans to establish orbital
advanced solid-state ships to intercept the PCs. and aerial command over the world and begin a
Treat this as an NPC battlegroup comprised of a campaign to defeat the local opposition forces. New
Cornicen accompanied by Battlethreads, along Madrassa is the most important world in the shore, as
with 1-2 additional ESCORTS and/or 1 ACE it is the closest to Union’s blink gate: after this
accompanying it. This can be in addition to the resumption of hostilities, it is unacceptable that the
standard number of NPC battlegroups if an Baronies be the dominant force there.
additional challenge is desired.
The Armory’s fleet is massive, composed of multiple
Defeat in this beat sees the Karrakins rescuing the battlegroups operating in support of numerous legions
VIP. The PCs will be reprimanded for this failure, but as they gear up for a ground invasion. To begin with, the
the ongoing fight is desperate, and their battlegroups PCs will face a normal combat engagement to establish
will continue to be first on the line. Success, theater control within proximity of New Madrassa. A
however, will be an intelligence coup for the Armory’s failure during Beat 4: So Below will mean the PCs
further efforts in-system. face stiffer resistance from Union and/or Baronic
forces as well as the Defensive Emplacements
environmental modifier. Other environmental modifiers
BEAT 4: SO BELOW – EARLY 5021U may be brought into play as well.
The Armory’s 2nd and 3rd Expeditionary Fleets arrive
via the Long Rim nadir transit route, encountering A success here rallies Armory forces, and word is handed
Union’s blockade at the termination shock line before down that the PCs are, after hasty repairs and resupply (or
DS2 (Arkady II). Union orders the ships to turn back; in the case of destroyed ships, reinforcements), ordered to
Lord Director Bernal orders them forward. The Armory spearhead a bold and decisive decapitation strike to
engages Union’s Battlegroups Griffon and Thunder remove an enemy fleet commander from the picture,
directly in order to defend the 2nd and 3rd Fleets as preferably alive in order to secure diplomatic concessions.
they warm up from their long stasis. These are key Treat this as a Hijack sitrep against the naval commander
reinforcements, so defending them from Union of either the Union or Baronic forces, whichever one is
interdiction is critical; dealing Union a bloody nose to currently in the strongest narrative position. Should the
remind the hegemony of its limits is a nice bonus… PCs have failed or only achieved a Pyrrhic victory during
the previous engagement of this beat then a more
Treat this as a Holdout sitrep. The PCs are tasked conservative approach is adopted, and they are instead
with defending the inbound Armory Expeditionary tasked with protecting Armory orbital platforms as they
Fleets from the Union blockade. Success in this beat work to drop soldiers and armor into GZ Alhambra while
means that the allied ships are bought enough time holding off enemy forces. Treat this as a Defense sitrep.
to shake down from stasis and bolt to safety. Failure
in this beat means the players will face stronger Overall failure of this beat results in the Armory withdrawing
resistance during the next beat. from New Madrassa, given no choice but to abandon its
ground forces to fight unsupported against the combined
strength of local opposition and BUC soldiers. The
Steward Council resumes active negotiations, sensing
that they have lost the Dawnline Shore – for now.

Section 5 // Campaign Arcs


[213]
A NEW THRONE
THE KARRAKIN TRADE BARONIES & THE
CONCORDANT ADMINISTRATION

In 5019u, the situation in New Creighton explodes BEAT 2: WEIGHT OF STONE – EARLY 5020U
into all-out war. Baronic Unified Command (BUC) While the bulk of the Baronic naval forces push to trap
scrambles forces in support of the Concordant the Armory’s strength at DS1, thousands of transport
Administration, the Baronies’ planetside ally. The ships struggle to ferry the combined forces of the
BUC was caught off guard by the Administration’s Boulder Company, the BUC’s ground troops, and a
sudden attack on the Perfect Ministeriat, but with the number of other free companies up from DS8 (Upper
Armory escalating the Baronies has no choice but to Laurent) before an Armory interplanetary missile strike
match and overwhelm its rivals. hits the world. These soldiers are bound for New
Creighton and, secretly, DS4 – New Madrassa –
Struggling under the weight of its old Concern, the making a successful defense of the operation critical…
Baronies seek to ride the momentum of this sudden
flare-up to secure its holdings in the Dawnline Shore Success here is predicated on the PCs destroying an
– thus expanding its territory into a new frontier with inbound kill vehicle containing a payload of orbit-to-
room to house its massive population. Baronic surface missiles and destroying it before they can hit
representatives on CentComm point to Armory’s Upper Laurent. Treat this as an Intercept sitrep. Failure
aggressive response as a casus belli for Baronic may not impact the naval battle above New Madrassa
escalation; with this justification, they argue they are in later beats, it certainly impacts the ground fighting
fighting a defensive war and are thus entitled to that will happen there as evacuating Baronic forces
respond in a swift and devastating fashion. suffer heavy losses in the bombardment.

The Baronic forces in the Dawnline Shore are under


the command of the BUC’s Fleetmaster Alia BEAT 3: PROMISE RING – LATE 2020U
Boudelier. The house companies of the Houses of Armory forces land on Terminal, the massive ring
Stone, Remembrance, Water, and Promise in the habitat and power station above New Madrassa. This
Shore are activated, their mounted chassis tasked to unexpected assault on the Baronic backline prompts
Fleetmaster Boudelier’s command. Though a swift call for reinforcements to intercept and destroy
independent while deployed on the ground, they are the Armory strike force above the ringworld. In the
powerful naval assets while in transit. Unified on the course of this defensive action, a coded communique
field of battle for the first time since their loss in the comes in from Baronic Intelligence: this is not just a
First Interest War centuries ago, the Baronic forces simple attack on New Madrassa’s infrastructure, but
fight not only for land, but revenge, glory, and the a targeted strike on one of their VIPs. It is critical that
restoration of Karrakin honor. this VIP does not fall into Armory hands, no matter
what it takes…

BEATS To succeed in this mission, the PCs must stop the


BEAT 1: CASUS BELLI – LATE 5019U Armory forces from escaping with the VIP by carrying
The Concordant Administration, the Baronies’ allies on out a daring rescue operation before the enemy can
New Creighton, launch a global attack on their bolt away. Treat this as an Extraction sitrep.
longtime enemies, the Perfect Ministeriat. Furious at
their reckless actions, the BUC nonetheless steps up In extremis, the PCs can opt to destroy the ship with
to support them, engaging the Armory 1st Dawnline the VIP aboard rather than letting them fall into
Shore Fleet above the planet while attempting to Armory hands, but this is far from an ideal outcome.
support Baronic and Concordant forces on the ground. While their superiors will ultimately stand by such a
New Creighton is the bellwether: if they fail here, decision as better than the alternative, the VIP’s
confidence in the BUC will be shaken at home… familial relation to a powerful and influential figure
within the Baronic nobility will result in political fallout
Treat this as a normal combat engagement. Success and consequences for the PCs both within this
for the PCs in this beat is predicated on defeating the campaign and further on in their careers. Success, on
Armory’s forces. Victory, whether total or Pyrrhic, is the other hand, will both earn them praise and open
enough. Losing here shakes noble confidence in the several doors for them.
BUC and might lead to disciplinary actions (if the
PCs’ commanders even survive), but is not a major
setback for the Baronies’ campaign in the Dawnline
Shore: there are many more ships and many
thousands more soldiers to throw at the problem.

Section 5 // Campaign Arcs


[214]
CAMPAIGN ARCS
5
BEAT 4: AS ABOVE – EARLY 5021U BEAT 5: VIVAT REX – LATE 5021U
At long last, Baronic reinforcements arrive The long-expected invasion comes at last. Armory forces,
via two major nearlight routes: the Long Rim bolstered by reinforcements, arrive in numbers above New
apex route, a public route used by all Madrassa, broadcasting on all channels that they have come to
factions and defended by Union, and a relieve the “siege” of Green Zone Alhambra – the Armory’s
second, more direct route linking the Baronic embattled terrestrial base. Unmoved by this obvious ploy, the
Concern to DS11 (Gloria) – this one BUC declares that it will defend New Madrassa from the
defended by the Armory. Shoreside BUC Armory’s invasion forces. The NMU and Union call for peace;
forces are tasked with meeting and escorting as the guns of the opposed fleets open up in the skies above, it
their allies, defending them as they is clear that peace is not an option…
shakedown from stasis…
This is the final engagement of the Dawnline Incident. The
Choosing to punch a hole through Union’s Armory nominally seeks to relieve its ground forces on New
defenses is the more straightforward of the Madrassa, which are encircled in an 8x8 km “green zone” by
two options, as the Union commanders a mix of local and Baronic ground forces. The Baronies
along the Long Rim apex beachhead have cannot let this happen: New Madrassa, owing to its
been spread thin. Treat this as a normal immediate proximity to the Dawnline Shore’s blink gate, is the
combat engagement, though a next- most critical world in the system. To let the Armory claim it,
generation Union battlecarrier design has directly or indirectly, is to let it own the Shore.
recently been deployed to this route to
bolster its defenses. Treat this as an NPC If the PCs opted to fight the Armory instead of Union during
battlegroup comprised of a Paladin with the Beat 4: As Above then Union offers them assistance in the
Den Mother template, along with 1-2 form of three banked dice that can be spent by any players
additional ESCORTS and/or 1 ACE during this beat to either add ACCURACY to their own single-
accompanying it. This can be in addition to target attack rolls or add DIFFICULTY to enemy single-target
the standard number of NPC battlegroups if attack rolls. Otherwise, Union forces are more focused on
an additional challenge is desired. escorting civilians as they flee the world.

If the players choose to battle the Armory, To begin with, the PCs will face a normal combat engagement
they’ll also have to contend with an to blunt the first wave of Armory ships arriving to invade New
experimental vessel boasting unusual Madrassa. A failure during the previous beat will mean the
gravitic/blinkspace manipulation capabilities. PCs face stiffer resistance from Armory forces, and that the
Removing this vessel from the equation is wreckage of the first-wave ships and defense platforms has
imperative in order to allow allied formed a Debris Field environmental modifier. Other
reinforcements to safely spool up to environmental modifiers may be brought into play as well.
nearlight. Treat this vessel as a Needleship
with the Mastermind template, along with Success here throws the Armory’s naval advance into disarray
1-2 additional ESCORTS and/or 1 ACE and places them on the back foot. Forced to settle in for a
accompanying it. Treat this engagement as a more protracted siege, they begin maneuvering orbital
Hijack sitrep, with the target vessel being platforms into position to begin dropping reinforcements
the Needleship. Destroying the target ship directly into Green Zone Alhambra, and following repair and
creates a morass of gravitic anomalies and resupply the PCs are ordered to spearhead an assault to
blinkspace wormholes that disrupt ship destroy these platforms before they can begin deployment.
systems and dangerously interfere with Treat this as an Intercept sitrep. If the PCs failed or only
transit through the route until they subside, achieved a Pyrrhic victory during the previous engagement of
counting as a failure. this beat, then the Armory presses forward implacably and it
falls to them and the remaining defenders to stem the tide
Failure in this beat means the players will before it’s too late. Treat this as a Holdout sitrep.
face stronger resistance during the next
beat. Choosing to defend against Union in Overall defeat here sees Baronic forces retreating to San
this beat will also mean they lose additional Simeon, Union pulling back to the blink gate, and the Armory
assistance during the next beat as well. establishing control over New Madrassa, beginning a brutal
ground war to pacify the world. Baronic, Union, and local
ground forces join together against the Armory, but the fight is
likely to be hopeless as the Armory controls the skies. Baronic
representatives move to protest in CentComm, demanding
intervention to hold the Armory’s aggression on New
Madrassa. Union, slow to act, begins to plan a more direct
method by which to stop the Armory’s maneuvers…

Section 5 // Campaign Arcs


[215]
SITUATION REPORT
10 HOURS TO ATTACK

Donec mollis justo


sed justo
pellentesque
sollicitudin. Duis
Duis bibendum
adipiscing nibh.
Maecenas diam

DAGGERFLIGHT WING
Threat risk: Low
LEGION advice:
Keep busy with
BATTLETHREAD clouds
At this point, you’ve got everything you
need to play Battlegroup and dive into STATE CHARACTER STATE ORGANIZATION
the Dawnline Shore conflict. For those
who want to read more, this section 1-2 Tyrannic 1-2 Monarchy
contains additional details about the
navies and naming conventions of the 3-4 Egalitarian 3-4 Oligarchy
various galactic powers, as well as
assorted worldbuilding tools, random 5-6 Democratic 5-6 Theocracy
tables, and setting information
pertaining to naval matters within the 7-8 Communal 7-8 Anarchy
world of Lancer.
9-10 Tribal 9-10 Federation

DIASPORAN STATES 11-12 Plutocratic 11-12 Confederation


Diasporan fleets are rarely large enough
to contend with the great powers of the 13-14 Imperialist 13-14 Hegemony
galaxy. Even SSC, which maintains a
comparatively small standing navy, 15-16 Dynastic 15-16 Corporate
outclasses and outnumbers all but the
most developed Diasporan fleets. 17-18 Ancient 17-18 Republican
Regardless of this disparity, some
Diasporan states have the organizational 19-20 Revolutionary 19-20 Protectorate
capacity and resources to deploy and
maintain fleets of appreciable size and
strength, maintain regular battlegroup- STATE AFFILIATION ROLL 1D20
sized patrols, and go toe-to-toe with
other major players. 1-2 None – Isolated/FirstComm

You can use the following tables to 3-4 None – Pariah


generate the character, organization, and
affiliation of any non-canon Diasporan 5-6 None – Split Allegiance
state. Character describes the current
prevailing national tone, history, and 7-8 Union – SecComm
dominant culture. Organization describes
the current and prevailing governmental 9-10 Union – ThirdComm
structures. Affiliation describes any
diplomatic relationships it has. 11-12 Union – ThirdComm (Derivative/Offshoot)
Additionally, you may choose to further
complicate the current politics or culture 13-14 Harrison Armory – Colony
of this generated state by choosing either
the Interesting Times or From the 15-16 Harrison Armory – Purview
Ashes of the Old modifier.
17-18 Karrakin Trade Baronies – Concern

19-20 Karrakin Trade Baronies – Interest

OPTIONAL MODIFIERS
Interesting Times Roll twice for State Organization: the first
result is the old form of state power, the
second is the emerging form.

From the Ashes of Roll or choose from State Organization,


Old then roll twice on the State Character table.
The first roll is the old character, the second
roll is the emerging one.

Section 6 // Campaign Arcs


[218]
CAMPAIGN ARCS
OBJECTIVE VESSELS & VERY IMPORTANT PERSONS
Use these tables to quickly generate an objective vessel or VIP for missions, sitreps, and narrative purposes.

ICONIC TRAIT ROLL 1D20


6
1-2 A storied vessel, this ship (or its namesake) has a venerable history that goes back centuries.

3-4 This vessel is fresh from the shipyard, perhaps undergoing shakedown or on her maiden voyage.

5-6 Something about this vessel is deceptive; it may appear to be a different class, or possess
hidden capabilities a ship of its type isn’t ordinarily expected to.

7-8 This ship is considered to be cursed by those who’ve served aboard her, with a history of
misfortune following in her wake.

9-10 A prototype vessel, this ship is equipped with experimental cutting-edge technology of some sort.

11-12 The history of this ship is a grim one, a participant in numerous bloody engagements in which no
quarter was given.

13-14 One of the PCs has a personal history with this ship, a memorable encounter or even a rivalry.

15-16 A particularly ostentatious and opulent vessel, as much a symbol of prestige (or vanity) as it is a
warship.

17-18 The design of this vessel matches no known class or manufacturer; it could be bespoke or the
product of an unknown shipwright.

19-20 According to records, this ship once belonged to another navy, perhaps even your own, before
being captured or salvaged after battle.

ICONIC VIP ROLL 1D20

1-2 The ship’s captain

3-4 One of the ship’s crew, such as a senior officer or engineer

5-6 A defector, to be extracted or protected

7-8 A scientist responsible for top-secret technology

9-10 A diplomat whose safety is paramount

11-12 A spy, one of yours or one of theirs

13-14 A prisoner of war, in need of transport or rescue

15-16 A noble scion or high-ranking official

17-18 An NHP, either the ship’s own or a different one

19-20 A fleet admiral, traveling aboard the ship in question

Section 6 // Campaign Arcs


[219]
SHIP NAMING CONVENTIONS
Ships are known by their names in addition to their deeds; in fact, their names usually precede their deeds.
You can use this table to narrow down the naming scheme of player or NPC ships if necessary.

THEME ROLL 1D20

1 Mythic heroes and places

2 Cities, states, and administrative districts

3 Alphanumeric designations (i.e., “B-384” or “A24-V” and so on)

4 Rivers, lakes, and oceans

5 Creatures associated with air, the sea, and space

6 Mountains, valleys, and craters

7 Famous generals and admirals from history

8 Famous politicians, monarchs, and nobles from history

9 Valor, piety, and other virtuous traits

10 Gods and demigods

11 Mythic items, relics, or artifacts

12 Aspirational qualities associated with state character

13 Qualities, nouns, and virtues associated with state organization

14 Painters, sculptors, or composers

15 Ironic phrases, maxims, and puns

16 Victorious or commemorated battles

17 Famous leaders, currently alive

18 Months, named years, ages, weather phenomena, and seasons

19 Short code phrases composed of two nouns

20 Demons, devils, and gods of death or chaos

Section 6 // Campaign Arcs


[220]
CAMPAIGN ARCS
GENERAL HOOKS AND COMPLICATIONS
If you need Lancer-flavored hooks and complications on the fly, you can use this table to quickly establish a
narrative framework to build from.

HOOK
1 Beset by pirates, you have no other option but
ROLL 1D20

11 Out along the terminal shock, the enemy battlegroup that


6
to turn and fight… you’ve been tracking disappears, via some advanced
stealth tech or something else. The only way you’ll
2 A corrupt station keeper has refused to let your know where they went is if you go hunt them down…
ships depart after completing paid-for repairs
and refittings. Surrounded by their guardships, 12 You realign at nominal distance from the enemy shipyard;
you decide to fight your way out… despite larger numbers of enemies on your scope
than you expected, the attack must still go through…
3 A VIP and their retinue has hired your ships to
escort them to their destination. They told you 13 The eggheads planetside are sure of it: the asteroids
to expect trouble, but you didn’t expect that to hurtling toward the planet are on a collision course.
include Union chasing you… First, your ships will have to deal with them; then,
you’ll have to deal with whoever threw them…
4 You intercept a distress call from a floundered
Trunk Security cutter and head to assist. En 14 A dead ship appeared in local space, and every boat
route, you detect another group of ships above the world died. After it blinked away and you
heading their way, weapons hot… spent a week on repairs, your ships were ready. Now
all that remains is to track it down via its conspicuous
5 While you’re chartered to escort a caravan of nearlight radian…
mining rigs from their plots to a nearby
processing station, a desperate group of 15 The battle rages around your ships, allies and enemies
pirates attack… trading fire on all sides. You’ve navigated your
battlegroup through the sprawling mess, and now the
6 You’re smuggling supplies and weapons to enemy’s flagship lies vulnerable before you – or would,
Free Sanjak when a Baronic Unified if it weren’t for its retinue of ships. One last fight…
Command patrol starts getting suspicious. As
they come in close to board and inspect, you 16 There is a secret war boiling in Purview space, with
rebels taking a stand against the appetite of the
prepare for a close-up fight…
Armory’s legions; you’ve just nearlighted into the
7 Your gig ferrying low–social credit citizens middle of the fight, and the Armory’s guns have
through the Purview has been sweet; however, decided you’re hostile…
when some “taxmen” and their ships come
17 A group of gas miners held hostage aboard their
calling, you have no choice but to shoot your
way out… platforms wait for rescuers that are fighting deck to
deck to free them. You and your ships must hold a
8 A spin-colony ship being towed for cordon against the pirates’ inbound relief forces…
decommissioning suddenly lights up, flying on
its own. The ship refuses to respond to remote 18 An Armory force projection unit has launched without
autopilot commands, and worse, when a team notifying flight control of their intent to depart. They have
boards to attempt to wrest manual control, it aligned along a trajectory well outside of any acceptable
jumps away, leaving a flight of hostile drones flight plan, and – according to records back at port, have
behind. After mopping them up, your group has outfitted themselves for combat deployment. No one
been tasked to hunt the “stolen” ship down… knows where they’re headed, and they’re not
responding to any hails. Time to investigate…
9 You’re on a boring but important duty:
19 A Trunk Security unit has requested assistance taking
escorting a fully loaded water-ice mining
down a notorious interstellar pirate group. You arrive
convoy from the field to the larger fleet. Surely
at the rendezvous point to find the “pirate group”
nothing will happen on this milkrun…
flying Karrakin flags…
10 A life-flight of polytemporal Cosmopolitans is
20 In the course of a normal cruise, a damaged Volador
bound for an IPS-N realignment world.
ship snaps into realspace realignment. Before you can
Normally, this wouldn’t call for anything more
hail it, a Constellar Skyhook appears and orders you
than regular security; however, one of the
to stand down as it spools up their guns. Los
Cosmopolitans on board is carrying a secret –
Voladores, meanwhile, message you to ask for help…
a secret SSC is willing to kill for…

Section 6 // Campaign Arcs


[221]
NOTABLE SHIPWRIGHTS
JANUS COMBINE ARMADA SHIPYARDS
The Janus Combine is a conglomerate of scientific A venerable, middle-tier shipwright now operating as
foundations and deep-space engineering firms based an autonomous subsidiary wholly owned by IPS-N,
on Umara, the capital world of the House of Water, in Armada Shipyards produces a vast number of
the Karrakin Trade Baronies. Devoted to the functional, no-frills, and affordable hulls marketed
development of parasubjective strategic solutions that toward developing Diasporan states. Armada, like IPS-
blend operator and platform together in lossless N’s internal Titan-Enceladus Field Project, is run as a
harmony, the Janus Combine is a moderately powerful lithe corpro that can develop new products
player in the field of non-NHP inorganic minds. independent of IPS-N’s larger bureaucratic structures,
Primarily commissioned by the Baronic Unified while benefiting from its vast resource libraries.
Command (BUC), some Diasporan states have
purchased fleet orders of Janus Combine hulls, Fleet licenses with Armada Shipyards are subject to a
subalterns, and cogent minds. Under the Federal lengthy evaluation process overseen by the Union
Karrakin Monarchy’s Agreements on the Rights and Naval Department’s Diasporan Licensing Board (and
Duties of Noble Ventures, the Janus Combine provides a nominal approval process by Armada and IPS-N).
30 percent of its annual production for use by the BUC Of the several Diasporan states that enjoy long-
and other federal deep-space ventures. The remaining standing contracts with Armada, the most notable
70 percent of the Combine’s output is leased for are New Madrassa United and San Simeon, both of
private sale, usually fleet contracts to Diasporan states which are key worlds in the Dawnline Shore.
and private entities with the necessary funds.

CORREGIDOR GROUP
SYNGIN-DUAT After Ras Shamra and IPS-N, Harrison Armory’s third
Syngin-Duat is an independent, minor corpro affiliated most prolific naval supplier is the Corregidor Group,
with a gnostic–monastic HORUS sect endemic to an enclave corpro founded under Harrison II and
SSC’s Constellation. Syngin-Duat technology is widely bequeathed to his niece, Emile Salvacruz, of the 2
used aboard Skyhook-class vessels and Constellar percent Creighton-Cruz forking line.
Gendarme and Midnight subliners. Primarily a producer
of systems and materials, Syngin-Duat does produce a The Corregidor Group produces two distinct hull
range of limited-release monocoque hulls popular with lines: The first is made up of licensed IPS-N clones
EWAR specialists and navies that adhere to more built to Ras Shamran specifications. The second is
esoteric doctrines. Syngin-Duat monocoques can be bespoke vessels for the Armory’s steward classes
encountered among SSC’s gendarmerie, in use as and officers wealthy enough to purchase
private yachts for the security forces of Karrakin nobility, commissions and supplement their existing
and among the ranks of the BUC’s EWAR vessels. commands. Built to accept Legion-standard fittings,
munitions, and powerplants, Corregidor Group hulls
In addition to their own proprietary technologies, are considered by Ras Shamran high command as
Syngin-Duat vessels utilize many Union Science complementary to existing, state-produced vessels; if
Bureau-cleared HORUS technologies and systems. one is wealthy enough to add specialized Corregidor
Documentation shows no clear link between SSC Group hulls to their state-provided command, the
and Syngin-Duat, though the connection between the legion will allow it, and prestige likely demands it.
two corpros is plainly visible.

Section 6 // Notable Shipwrights


[222]
NOTABLE SHIPWRIGHTS
ATELIER CELESTE
Of the Constellation’s ateliers, Atelier Celeste is the
most venerable and lauded supplier of Skyhooks and
6
chassis mounts to the diplomatic and security arms
of Smith-Shimano’s Constellar Congress. The Atelier
(though there are many, Atelier Celeste is referred to
simply as “the Atelier”) can trace its roots back to the
founding of SSC, where it began as the firm’s in-
house design studio for engineers and designers
working on producing reliable long-distance vessels
and exo-suits for deep-space operations.

Building from a core series of pre-Union Cradelian


plans enhanced by access to SSC’s library of
materials, construction methods, and signature
design notes, the Atelier’s Skyhook-class vessels are
unmatched in build quality. Each Skyhook is hand-
built by Atelier craftspersons and then finished by
Atelier furnishers, outfitters, and designers. No more
than 100 are produced each local year.

Skyhooks made by an atelier – whether Atelier Celeste


or another – are rare and valuable, not only for their
exclusivity and opulence but for their ability to operate
in stable low orbit, and serve as transit points for
atmospheric ships entering and leaving space.

UNION NAVY
Even in its scaled-down form under the Third
Committee, the Union Navy is the largest and most
capable navy in the galaxy by orders of magnitude. It
has outposts, docks, installations, battlegroups, and
patrols in almost every sector of space – those in
which it does not have a presence, it can reach with
priority access to the blink network. Union naval
strength is best imagined as an inexorable
accumulation rather than a limited resource: without
fail, Union has the strength to respond to a threat or
provocation – the only constraint on the application
of such force is the amount of time it takes for
battlegroups to arrive. Union can field any vessel of
any type, from the largest, most unique
dreadnoughts, to the smallest fighters.

Section 6 // Notable Shipwrights


[223]
BATTLEGROUPS
Battlegroups are led by officers of commander rank
or higher and are the standard force composition in UNION RING FLEETS
the Union Navy. The workhorses of Union’s fleets and Union ring fleets (URFs) are the largest naval forces a
the most common structure for patrols, battlegroups hostile power could expect to engage. Encompassing
are equipped to respond first to any distress calls, the entire naval and ground strength of a ring, a URF can
provocations, or flashpoints within Union’s sphere of bring thousands of capital ships to bear alongside tens of
influence within a month. If Union is dispatching an thousands of subline ships. A URF, should it be called, is
auxiliary peacekeeping force, an interdiction force, or commanded by a ring admiral, a temporary rank created
a DoJ/HR liberation team to address a critical specifically for such a purpose. In most cases, the ring
scenario, it will be a force of battlegroup strength. admiral reports directly to CentComm and NAVCOMM,
and enjoys priority access to GalComm iteratives. No
The presence of a Union battlegroup in an area acts threat faced by Union has yet justified the deployment of
as a demonstration of Union’s ability to rapidly transit a URF, though contingency plans do exist based on low-
forces to the theater: a battlegroup, even on its own, confidence GalComm forecasts. For the Union Naval
is never really alone; it is almost always in constant Department, the URF is more of an administrative
omninet communication with its parent fleet, which is designation than a strategic or tactical one.
in turn in communication with the ring fleet to which it
belongs (see below). Though the full strength of On paper, it is possible to engage and defeat a URF,
Union’s naval forces might never be brought to bear though unlikely and not without knock-on complications.
in an engagement, each battlegroup represents just While not all of Union’s 11 rings are as built up as those
the point of a much mightier spear. closer to Cradle, any one of them could respond with
strength should a URF from a neighboring ring be
In addition to blink codebooks that allow them to defeated. Another consideration is that, when engaging
bypass public queues at blink gates, Union’s Union directly, one must plan to lose access to the
battlegroups also benefit from onboard NHPs, which omninet and blinkspace. As it stands, these
assist with navigation, ship management, strategy, and advantages enjoyed by Union – size, communications,
tactics. A battlegroup’s NHPs also have the ability to and logistics – make it all but impossible for an
form a gestalt subjectivity called a fleet legion. The enemy force to chart a course to total victory.
presence of a legion allows for near-perfect, instant
information-sharing between ships, coordination, and Should a URF be deployed, it would be far too large
power management, as well as predictive targeting to deploy in one massed battle (even acknowledging
and defense beyond what isolated NHPs can handle. that the overall scale of engagements would be much
Additionally, many battlegroups carry large larger than in conventional interstellar warfare). URFs
detachments of marines and mechs aboard their stream into combat theaters in a steady, increasing
carriers for conducting ground operations; even those accumulation of battlegroups and fleets. Bolstered by
battlegroups that are more purely naval in purpose still unfettered access to the omninet and blinkspace,
have decent complements of marines. URFs do not suffer from the logistical hazards and
pitfalls one would expect from a fleet of such size;
Battlegroups are typically composed of two to six fighting one would not just mean fighting the
capital ships and their escorts, not counting strike collected strength of an entire ring, but fighting
craft such as fighters or bombers. When multiple against the very infrastructure of what makes
allied battlegroups operate in a theater, they are interstellar travel and communication possible in the
collectively referred to as a fleet, which is itself galaxy. Should a URF come into play, then, it is best,
commanded and coordinated by an admiral. These to represent it with a clock or otherwise accumulatory
ad hoc fleets are distinct from ring fleets, which are defeat condition, not necessarily as an enemy for
made up of the combined forces of an entire ring. players to fight (save for, say, pivotal scenes involving
particularly important events, locations, or NPCs).
RINGS AND LINES
Rings are the concentric circles used to mark out
Union’s territorial and administrative divisions. SHIP DESIGNATIONS
They are also known as lines (i.e., the Andes Union naval vessels have the following designations:
Line, the Himalaya Line, the Annamite Line, etc.; • Frigates: UNS-LS (Union Naval Ship – Line Ship)
see Lancer, p. 340). There are currently 11 rings • Carriers: UNS-CV (Union Naval Ship – Carrier Vessel)
in Union’s administrative space. • Battleships: UNS-BB (Union Naval Ship – Battleship)

Section 6 // Battlegroups
[224]
BATTLEGROUPS
NAMING CONVENTIONS
Whether they are operating under the direct
SUBLINE SHIPS
Subline ships draw on a vast range of possible
6
command of the Union Navy or in support of DoJ/HR naming schemes, from cities and towns, to figures
missions, the names of specific Union ships, and creatures of legend and myth – anything deemed
battlegroups, and fleets themselves tend to fall on appropriate by the Union Naval Department Board of
the “dry” (or “professional”) side. They are usually Names and Registers.
named after figures or events from history,
geographic and geologic features found on Cradle, WINGS
and other proper nouns. While there is some Wings are typically given an alphanumeric
variance, some principles tend to remain true. designation: a letter based on their division
placement (i.e., a ship’s first wing would be “A”) and
BATTLEGROUPS AND FLEETS a number based on their proximity to their command
Union battlegroups typically adopt single-word element (the commanding officer of a wing, for
codenames, usually proper nouns. There are few fighters, bombers, and mounted mechs, or the
restrictions. Fleets are named in the order that they commanding ship in the case of larger subline
are raised. vessels; i.e., “1” for the commander). For example,
the command element (“1”) of the UNS-CV Tompkins
Battlegroup examples: Battlegroup Comet, Square’s first wing (“A”) would be “A-1”. In voice and
Battlegroup Ceremony, Battlegroup Orchard. text comms, the officer or command vessel would
likely respond to a phonetic corresponding to their
Fleet examples: 1st Fleet, 2nd Fleet, 3rd Fleet. “A” designation. As a wing, they would be known as
“Able-One”, “Assassin-One”, “Archer-One”, or
FRIGATES something along those lines.
Frigates are generally named for inland seas and
lakes found on Cradle, seasons and months on All other wings in the A group would be numbered
Cradle, cities (extant or long gone) found on Cradle, consecutively from their command element: A-2, A-3,
and folk heroes and figures from labor history. A-4, and so on. Individual pilots are referred to by
their callsign, save for the wing commander, who is
Frigate examples: UNS-LS Tahoe, UNS-LS referred to as “[phonetic] Actual” (i.e., Able Actual,
November, UNS-LS Kinshasa, UNS-LS Joe Hill. Assassin Actual, Archer Actual, etc).

CARRIERS
Carriers are generally named for rivers and canals
found on Cradle, forests on Cradle, folk heroes and
events in labor history, capital cities (extant or
ancient) on Cradle, and so on.

Carrier examples: UNS-CV Nile, UNS-CV Daintree,


UNS-CV Tompkins Square, UNS-CV New York.

BATTLESHIPS
Battleships are generally named for naturalists and
environmentalists, mountain peaks and canyons on
Cradle, large geographic features on Cradle, theorists
and writers, and so on.

Battleship examples: UNS-BB William Keith, UNS-BB


Shasta, UNS-BB Highveld, UNS-BB Friedrich Engels.

Section 6 // Battlegroups
[225]
KARRAKIN TRADE BARONIES
The combined strength of the Karrakin Trade considerations – logistics, navigation, and space/
Baronies is second only to Union in terms of potential orbital combat – are handled so that the house
fleet size; however, as a uniquely structured company (or companies) billeted aboard its ships can
federation of states and noble dominions, bringing perform their duties.
the total united strength of the Baronies to the field
would be an unprecedented undertaking. Regardless, Most house company missions consist of between
each Karrakin world is capable of fielding a eight and twelve ships of the line and their escorts.
tremendous amount of naval power, whether alone or Unlike most BUC naval groups, house company
within a temporary strategic structure. missions often field carriers laden with house
company soldiers, chassis, and ground personnel.
By Karrakin law, warships can only be authorized and Such missions are still commanded by BUC group
fabricated by the Federal Karrakin Monarchy and commanders, though they likely have the command
organized under the BUC. The federal Karrakin staff of the house company they are escorting
armed forces crews and commands the Karrakin breathing down their neck.
navy. Although it is technically illegal for the noble
houses to possess naval forces of their own, many Union considers house companies to be private
do in the form of converted yachts, barges, and other organizations; as such, they have no priority access
pleasure-craft armed for “self-defense.” in blink gate queues.

NAVAL GROUPS FREE COMPANY EXPEDITIONARY


The most common naval force structure found in the GROUPS
Concern and the Interest is that of the BUC- Unlike house companies, the Free Companies are wholly
commanded naval group. House companies are not private entities. As such, Baronic law entitles them to
allowed to field their own naval-tier ships; thus, the field their own naval ships and personnel as long as their
responsibility for pursuing the interstellar ambitions of full strength is registered with the BUC, they are
the Baronies falls to the BUC – the Federal Karrakin maintained to BUC readiness standards, and they will
Monarchy’s own forces. The BUC controls both the comply with any calls to arms from the BUC, if ordered.
Baronic navy and any ground forces that fall outside
of the house company system. It is responsible for Free Company ships run the gamut from
the every element of the Baronies’ naval professionally crewed, purpose-built ships of the line
infrastructure, from logistics to force application. built by master shipwrights, to cheap, converted
civilian vessels upgraded with various weapons and
BUC naval groups are usually outfitted for a wide variety tactical systems. The quality of the ships in a group is
of possible encounters. They range in size from a handful directly proportionate to and indicative of the power
of ships to many dozens, though most contain six to of its company: the larger, wealthier, more powerful,
ten ships of the line and their escorts. Each naval and better connected the company is, the better their
group is commanded by a group commander. supporting ships are likely to be.

Although BUC naval groups do tend to use NHPs,


they don’t have blink codebooks. As military vessels SHIP DESIGNATIONS
belonging to a recognized state in Union, they may enjoy Baronic naval vessels have the following designations:
some faster cycling through blink queues, but they
certainly don’t have unfettered access to the network. • Frigates: FKS-RE (Federal Karrakin Ship – Rasée)
• Carriers: FKS-CV (Federal Karrakin Ship – Carrier)
• Battleships: FKS-BC (Federal Karrakin Ship –
HOUSE COMPANY MISSIONS Battlecruiser)
Baronic house companies must lease ships from the
BUC if they mean to engage in naval warfare or For example, the full designation for the Baronic
interplanetary maneuvers. The house (or houses) battlecruiser Invincible is “FKS-BC Invincible”.
hoping to lease ships must submit a detailed
application to the BUC describing the extent of the
intended mission and must pay the salaries of the
personnel that will crew and command the ships.
Assuming a mission is approved, the BUC enjoys
total oversight and, for its part, ensures that all naval

Section 6 // Battlegroups
[226]
BATTLEGROUPS
NAMING CONVENTIONS
BATTLEGROUPS AND FLEETS
Baronic fleet-strength forces are called “armadas”,
while battlegroup-strength detachments are called
“naval groups”. Both types of force are numbered in
SUBLINE SHIPS
Like frigates, Baronic subline ships carry the names
of genera, species of flowering plants, and ignoble
officers who have retired from the service or been
6
the order in which they are raised, following which is killed in battle.
a name. Naval groups are either given the
designation “Federal”, named after the house with WINGS
which their commanding officer is associated, or Wings are numbered according to their position in
named after the house company they are supporting. their carrier’s (or group’s) deck organization and carry
Armadas take the name of the world to which their the name of their parent carrier, sometimes
commanding fleetmaster is sworn. For example: abbreviated for convenience. For example, wings
assigned to the carrier FKS-CV Baron Bilal would,
Naval group examples: Naval Group 2 Federal, beginning with the uppermost command element, be
Naval Group 1 Yond, Naval Group 33 Boulder. designated 1-Bilal, 2-Bilal, etc.

Armada examples: Armada 1 Khayradin; Armada 5 Bo. Individual pilots are referred to by their callsign, save
for the wing commander for that ship, who is referred
FRIGATES to as “[carrier] Leader” (i.e., Bilal Leader). Baronic
Baronic frigates are referred to as “rasées”. They are pilots place a great deal of importance on their
usually named after families, genera, and species of callsigns, and performing notable deeds is often
flowering plants. They may also be named for ignoble accompanied by a ceremony in which their callsign is
officers who have retired from the service or been “graduated” to reflect this personal glory. The
killed in battle. exception is the wing commander whose callsign
always remains the same, as the honor of leading a
Frigate examples: FKS-RE Dendrobium, FKS-RE Didier wing is considered great enough to not require
Haillet, FKS-RE Berthe Bonnel, FKS-RE Aberrans. further elevation.

CARRIERS
Baronic carriers are named for heroes of Karrakin
myth and history, legendary weapons, and cities
across the Concern. Carriers may also be named for
living Karrakin nobles.

Carrier examples: FKS-CV Anaxandron, FKS-CV


Alouette, FKS-CV Baron Bilal.

BATTLESHIPS
Baronic battleships are called “battlecruisers” and are
named for heroes of Karrakin myth and history, worlds
of the Concern, warrior virtues, and the major signs of
the Karrakin deck of fates. Battleships may also be
named for living figures of Karrakin high nobility.

Battleship examples: FKS-BC Passacaglia, FKS-BC


Umara, FKS-BC Valor, FKS-BC Broker’s Demand.

Section 6 // Battlegroups
[227]
HARRISON ARMORY
Harrison Armory is a robust, centralized corpro-state NAMING CONVENTIONS
with an incredible ability to punch above its weight. BATTLEGROUPS AND FLEETS
Proven in numerous critical battles against Baronic Armory battlegroups are numbered based on the
forces, the Armory enjoys unparalleled logistical and order in which they were raised and named for the
strategic vision backed by powerful, cutting-edge world from which they were raised, followed by their
weaponry. Centuries of imperial expansion have role (i.e., planetwatch or force projection). They may
driven the Armory’s military development, creating a also have an agnomen, depending on their history.
martial culture that produces disciplined officer corps Armory fleets are temporary force organizations, as
and professional enlisted soldiers. Its broad territorial legion commanders can be territorial about their
holdings are directly administered by its central command, and are named for the task they are
government on Ras Shamra. formed to accomplish.

The Armory’s entire naval power is comparable in size Battlegroup examples: 3rd Ras Shamra,
to the federal naval forces allotted to a single Baronic Planetwatch; 1st Cordoban, Force Projection.
world, but the Armory’s command over logistics,
strategy, and center-point tactics makes it a nimble, Fleet examples: 1st Expeditionary Fleet, 2nd
comparatively fearsome threat with the ability to win Expeditionary Fleet, 5th Purview Defense Fleet.
wars in a single, rapid strike.
FRIGATES
Armory frigates are named for heroic figures of human
BATTLEGROUPS and Armory myth and history, warrior virtues valued by
Modern Armory battlegroups evolved from orbital the Armory, and ranking legionnaires, as well as c-suite
support fleets. Only recently has Ras Shamra began to Armory executives.
produce naval forces organized for full-scale combat.
As a result, while the Armory’s ships and personnel are Frigate examples: PCV-L Marco Polo, PCV-L
equipped with some of the finest technologies, Alacrity, PCV-L Praetor Charles Clemens, PCV-L
systems, and weapons in the galaxy, they are largely Director Joseph Columbus.
unproven in real battle. The fluid state of Armory naval
doctrine manifests in a tendency toward the adoption CARRIERS
of radical, unconventional strategies – and, just as Carriers are named for heroic figures from ancient
likely, the potential for disaster. Cradle, virtues, and heroes and executives of the
Armory. They may also be named for “matronly”
Armory fleets are organized according to one of two adjectives and qualities, Purview metropolises, and
doctrines: planetwatch and force projection. women of myth.
Planetwatch fleets are configured to support Armory
ground legions and ensure total theater dominance. Carrier examples: PCV-GC Gawain, PCV-GC
Force projection fleets, meanwhile, are the Armory’s Steadfast, PCV-GC Dutiful, PCV-GC Fearsome.
standard naval groups, meant to engage in a range of
ship-to-ship actions. BATTLESHIPS
Armory battleships are called “dreadnoughts” and are
named for leaders of the Armory, as well as monarchs,
SHIP DESIGNATIONS conquerors, and composers from Cradelian history and
Harrison Armory naval vessels have the following myth. They may also be named for heroic or virtuous
designations: qualities, worlds of the Purview, and gods of power and
import from various human religions and mythologies.
• Frigates: PCV-L (Purview Command Vessel – Line)
• Carriers: PCV-GC (Purview Command Vessel – Battleship examples: PCV-DN Creighton II, PCV-
General Carrier) DN Charlemagne, PCV-DN Indefatigable, PCV-DN
• Battleships: PCV-DN (Purview Command Vessel – Orwell, PCV-DN Odin.
Dreadnought)
SUBLINE SHIPS
For example, the proper designation for the Armory Armory subline ships are named for minor cities in
frigate Hannibal is Purview Command Vessel – Line the Purview, minor heroes of Cradelian myth, and
Hannibal, or, PCV-L Hannibal. middle-tier Armory executives.

Section 6 // Battlegroups
[228]
BATTLEGROUPS
6
WINGS
Armory wings are alphabetically designated in order of Individual pilots are referred to by their callsign, save for
their position on the carrier’s force organization chart the wing commander for that ship, who is referred to as
and named for their parent ship, sometimes “[carrier] One” (i.e., Gawain One). When in flight with a
abbreviated for convenience. For example, wings wing, this can also be combined with that wing’s own
assigned to the carrier PCV-GC Gawain would, designation. For example, when in flight as part of
beginning with the uppermost command element, be Gawain-A, the wing commander’s callsign would more
designated Gawain-A, Gawain-B, etc. In voice and formally be Gawain One-A or Gawain One-Alpha,
text comms, the officer or command vessel may though in common practice this is often elided.
assign a phonetic corresponding to their alphabetic
designation, such as Gawain-Alpha, Gawain-Beta, etc.

NORTHSTAR GALACTIC COMMAND


Northstar Galactic Command (NGC) is a proactive SHIP DESIGNATIONS
security force recently revived by IPS-N to manage NGC vessels are deputized by the faction, group, or
the transportation and reactive defense of clients, entity that has contracted them. In addition to
goods, and resources outside of the Galactic Core. bearing the flag and designation of their client, NGC
vessels have their own internal designations.
Unlike the ships produced by clients through IPS-N’s The proper designation for an NGC vessel on
commercial hull licensing schemes, NGC vessels are contract conforms to the client’s organizational
owned and operated by IPS-N at all times, even when structure; the proper internal designation for an NGC
contracted to clients. When contracted out to a state vessel is based on NGCs own markers:
or entity, NGC vessels continue to be maintained and
operated by IPS-N staff, but are integrated into the client’s • Frigates: NGCS-FF (Northstar Galactic Command
command structure, operating much like mercenary forces. Ship – Frigate)
• Carriers: NGCS-CV (Northstar Galactic Command
The burgeoning conflict in the Dawnline Shore will be Ship – Carrier)
NGC’s first test. For the first time, NGC detachments • Battleships: NGCS-BB (Northstar Galactic
have been brought on by groups of private citizens and Command Ship – Battleship)
various Karrakin houses to provide security and
interplanetary transportation in the sector. NGC’s forces For example, the full internal designation for the NGC
in the Dawnline Shore are widespread, but contracted frigate Professional would be NGCS-FF Professional.
out to multiple parties. Because of this, although NGC
may be strong in a one-off fight, it is not considered to be
a threat on par with Union, the Baronies, or the Armory. NAMING CONVENTIONS
NGC ships adopt the naming conventions and
IPS-N also oversees Trunk Security, a galaxy-wide designations of their clients for the duration of their
anti-piracy force tasked primarily with reactive contracts. Internally, they follow the same naming
defense of interstellar shipping lanes, as well as conventions as Trunk Security and other IPS-N vessels.
limited proactive operations.
FLEETS
NGC does not operate independently; its ships
ESCORT/SECURE PREMIER PACKAGE integrate into the organizational structure of their
The standard interplanetary escort and VIP package clients. Trunk Security, on the other hand, is
that NGC offers to new clients, the Escort/Secure structured as a policing and reactive security force,
Premier (E/S-P) package, is built around a core pair of rather than a proactive force projection navy. Its
carriers, escort mech wings, rapid defense frigates, battlegroup-strength forces are called “force patrols”,
and a healthy complement of marines. E/S-P and are named according to their area of operation
packages are intended to defend and rapidly transport and the order in which they were raised. Trunk
NGC’s clients, with the ships outfitted accordingly. Security does not have a fleet-strength organization,
but multiple force patrols are grouped into divisions.

Trunk Security battlegroup examples: Dawnline


Force Patrol 15, Charlie’s Gap Force Patrol 2.

Section 6 // Battlegroups
[229]
FRIGATES SUBLINE SHIPS
NGC frigates are named for simple qualities NGC subline ships are named for large or
associated with IPS-N virtues and mythic creatures carnivorous fish, sharks, and aquatic mammals found
associated with flight or the sea. across the galaxy.

NGC frigate examples: NGCS-FF Keen, Trunk Security subline ships have a wide variety of
NGCS-FF Thunderbird. names, but are denoted first by a four-character
alphanumeric key, split by a hyphen, with one letter in
Trunk Security frigates are identified with simple two- the second digit: 9A-38, or 2B-99, or 8Z-21, and so on.
or three-digit alphanumeric tags, with additional
phonetics to differentiate between frigates with WINGS
duplicate numbers. Wings are named following their parent ship,
sometimes abbreviated for convenience, and
Trunk Security frigate examples: 34-Charlie, 56- numbered according to their order on the flight deck.
Kilo, 203-China. For example, wings assigned to the carrier NGCS-CV
Chaac would, beginning with the uppermost
CARRIERS command element, be designated Chaac-1,
NGC carriers borrow their names from North, Central, Chaac-2, etc. Trunk Security wings use the
and South American gods and mythologies. Additionally, accompanying phonetic of their parent ship where
they are often named using qualities related to IPS-N’s applicable. For example, wings assigned to the
internal virtues. carrier 1900-Gold would be designated Gold-1,
Gold-2, etc.
NGC carrier examples: NGCS-CV Chaac, NGCS-
CV Honest Deal. Individual pilots are referred to by their callsign, with
wing commanders given specific callsigns that are
Trunk Security carriers are identified with simple, four- particular to their parent ship. For example, the wing
digit alphanumeric tags, with additional phonetics to commander aboard the NGCS-CV Chaac is always
differentiate between carriers with duplicate numbers. designated THUNDER, while the wing commander
aboard the carrier 1900-Gold is always designated
Trunk Security carrier examples: 1100-Kilo, 1900- JACKKNIFE.
Gold, 1001-Hotel.

BATTLESHIPS
NGC battleships are named for islands found across
Cradle and IPS-N’s conservation worlds; they may
also, like frigates and carriers, be named for qualities
related to IPS-N’s internal virtues. Trunk Security
does not field any battleships.

NGC battleship examples: NGCS-BB Gibraltar,


NGCS-BB Ithaca, NGCS-BB Unshakable.

Section 6 // Battlegroups
[230]
BATTLEGROUPS
CONSTELLAR SECURITY
Constellar Security is the official body responsible for
a number of Smith-Shimano Corpro’s security and
intelligence organizations (both on-book and off-
book), organizing them within a single force structure
for operations outside of the Constellation. Constellar
NAMING CONVENTIONS
FLEETS
Constellar Security does not have a fleet-equivalent
force structure. Its largest force organizations are
around battlegroup size. These forces are referred to as
6
Security itself is an arm of the Constellar Congress, “missions” (abbreviated to “M.”) and given code names.
Smith-Shimano’s civic governing body; as such,
Constellar Security groups, vessels, detachments, Battlegroup examples: M. Capital, M. Signet, M.
and so on, are organized under the auspices of the Crown.
Constellar Congress, not Smith-Shimano.
CARRIERS
Most Constellar Security forces in the Dawnline Skyhooks are, by function, carrier ships. Constellar
Shore are based on the ground. Tasked with naming follows internal SSC bicode terms,
providing security for Constellar Congressional combining two nouns into a code phrase.
delegations, diplomats, and development officers,
these forces operate from unique, low-orbit mobile Carrier examples: C-HK Sightline Green, C-HK
platforms – Skyhook-class carriers. Constellar Canopy Atlas, C-HK Pinnacle Dome.
Security only fields few other ships: a mix of
corvettes and mounted chassis wings, all rated for SUBLINE SHIPS AND WINGS
atmospheric and vacuum operations. Constellar Security identifies both subline ships and
wings as “gunboats” , and both carry the same
Agents of the Constellar Midnights – SSC’s off-book prefix: GB. They are differentiated by a marker
deniable operations force – are rumored to be character, either “C” for large subline vessels or “W”
operating in the Dawnline Shore. As of yet, this has for fighters, bombers, and mechs, and are named in
not been confirmed. reference to their Skyhook. For example, C-GB
Pinnacle 1, C-GB Pinnacle 2, and C-GB Pinnacle 3
are corvettes assigned to the C-HK Pinnacle Dome.
SKYHOOKS W-GB Canopy 1 and W-GB Canopy 2 are two fighter
Large ships that blur the line between space station wings assigned to the C-HK Canopy Atlas.
and carrier, Skyhooks have massive internal and
external carrying capacity: in transit, a Skyhook can Individual strike-craft pilots are referred to by their
support a dozen mounted mech wings stored callsign, save for the wing commander for that ship, who
internally and multiple externally mounted corvettes is referred to as “[carrier] Alpha” (i.e., Canopy Alpha).
and gunboats, along with up to a thousand personnel
in well-equipped and comfortable quarters.

When deployed, Skyhook carriers allow for long-


term, self-sufficient ground-to-space transportation;
when converted for space travel, they are suitable for
interplanetary and interstellar long-hauls.

SHIP DESIGNATIONS
Skyhooks are denoted by the designation C-HK
(Congressional - Skyhook).

Section 6 // Battlegroups
[231]
COMMS CHATTER
If you’re playing Battlegroup via text (whether in real IDENTIFYING SPEAKERS
time or play-by-post) and want to be “in character” or In ALLCOMMS messages, the speaker is indicated
write an after-play summary, this section offers some by a three-letter label and parenthetical official
tips on presenting your communications in the style designation, all within square brackets, following the
of in-game comms chatter, much as would play out open comms marker, like so:
during an engagement.
>//[AUG(UNS-LS_03272)]:: SEND MESSAGE

OPEN COMMUNICATIONS In this example, the message originates from a Union


Open-channel, ship-wide, and fleetwide frigate, UNS-LS_03272 August. The ship’s short
communications – ALLCOMM (or ACM) text – share a identifier, AUG, comes from its name (August), and its
simple format, usually dictated by commanding official designation, UNS-LS_03272, stands for “Union
officers or those authorized to issue such messages. Naval Ship – Line Ship, hull number 03272”. The
In ALLCOMM text, messages are relayed in all-caps identifier and the message are separated by two colons.
and new speakers are introduced with an open
channel symbol: >// Initial responses follow the same format (i.e., a three-
letter label and a parenthetical official designation,
ALLCOMM text is a catch-all designation for all types both contained within square brackets). After this, both
of communications, and is specific enough for the parties shift to an abbreviated format for condensed
kinds of communications that tend to take place in transcripts. In standard Union transcripts, the
Battlegroup. Other formats – some more private, abbreviated format only lists the three-letter designation
some coded differently, and so on – do exist, but and the last two digits of the official designation, like so:
ALLCOMM is the Union-space standard
communications format. >//[AUG(UNS-LS_03272)]:: SEND MESSAGE
>//[MKH(UNS-LS_03738)]:: RECEIVE
>//[AUG72]:: WE HAVE YOU ON LRD SWEEP
MARKERS MKH38+++DO YOU SEE US?
ALLCOMM communications happen in real time, >//[MKH38]:: AFFIRM+++WE SEE YOU
meaning they don’t need to be introduced with date,
time, or location markers; however, if you would like In subsequent messages, formal ALLCOMM
to add markers (either at the time or in retrospect), conventions stipulate that the speakers be addressed
then note the date, the purpose of the message, and using this shortened form.
the issuing authority using the following template:

TIMESTAMP: IN-LINE PUNCTUATION


CODE+++PURPOSE: Instead of standard written punctuation, ALLCOMM
DISTRIBUTION: chat uses a blend of replacement symbols and 1:1
MESSAGE TO FOLLOW::: punctuation marks drawn from written English (as a
side note, Battlegroup, like Lancer, is written in
You might fill this marker out as follows: American English, though the actual linguistic
constructions used in the setting may be different).
TIMESTAMP: (4.3.5016u 0600 CrST)
CODE+++PURPOSE: TOWER GOLD+++MISSIVE The most important replacement symbol to know for
TO BATTLEGROUP accurate ALLCOMM chatter is that the period (“.”) is
DISTRIBUTION: TAG “BG_COMET” replaced with a series of three unspaced plus
MESSAGE TO FOLLOW::: symbols (“+++”). This mark can function as a break
and as a full stop, but, as in the following example, is
Here, “CrST” stands for Cradle Standard Time, a time not needed to end a message:
system used throughout the Milky Way. Cradle
Standard Time uses a month/day/year format for >//[AUG72]:: WE HAVE YOU ON LRD SWEEP
dates, but you can use whichever format works best MKH38+++DO YOU SEE US?
at your table. >//[MKH38]:: AFFIRM+++WE SEE YOU

By contrast, commas (“,”), question marks (“?”), and


exclamation point (“!”) all remain the same in
ALLCOMM text.

Section 6 // Comms Chatter


[232]
COMMS CHATTER
LISTS
Lists of objectives, units, navigational points, and so
on, are frequently found in ALLCOMM text. The
beginning of a list is indicated three unspaced colons
>//hello world
>>//hello you
>>>//hello all
>>>>//goodbye
6
(“:::”), with the list itself appearing in parenthesis and >//goodbye
individual items separated by commas, like so:
In subtext, it is not usually necessary to indicate in-
>//[AUG72]:: [MKH38] PROCEED VIA THE text who is speaking, as the number of arrows fills
FOLLOWING ROUTE:::(NAV 1, NAV this role. As with normal text communications,
2, NAV 3)+++CONFIRM though, subtext can differ in format depending on the
>//[MKH38]:: WILCO+++PROCEEDING users interacting with it!

Some commanders forego the formal construction Subtext tends to use normal, American English
and simply separate their lists with “+++”. This is punctuation (i.e., no “+++” or “===” notation,
acceptable, though it can make for difficult record necessarily) and tends to be presented only in lower
keeping down the line. If one were to apply this less case, though case change is acceptable.
formal method to the above text, it would look like this:

>//[AUG72]:: [MKH38] PROCEED VIA THE EXAMPLE CONVERSATION


FOLLOWING ROUTE+++ NAV 1+++NAV Below is an example of what a standard, formal
2+++NAV 3+++CONFIRM ALLCOMM text conversation looks like rendered on the
>//[MKH38]:: WILCO+++PROCEEDING page, with the “end transmission” punctuation (“===”)
included. This punctuation is used in transcription to
indicate that a connection has been broken and
ABBREVIATIONS transmission from the speaker has ceased.
The text of messages following the speaker tags is
abbreviated wherever possible; however, do note that TIMESTAMP: (4.3.5016u 0600 CrST)
text isn’t abbreviated simply for the sake of shortening CODE+++PURPOSE: TOWER GOLD+++MISSIVE
messages, but to remove extraneous text while TO BATTLEGROUP
preserving the intended meaning (i.e., “objective” is DISTRIBUTION: TAG “BG_COMET”
often shortened to “obj”, “torpedo” to “torp”, etc). MESSAGE TO FOLLOW:::
There is nothing official about what is abbreviated and >//[AUG(UNS-LS_03272)]:: SEND MESSAGE
what isn’t; abbreviations (as well as acronyms, >//[MKH(UNS-LS_03738)]:: RECEIVE
nicknames, and so on) are often implicitly agreed upon >//[AUG72]:: WE HAVE YOU ON LRD SWEEP
by the groups that use them. Text can also include MKH38+++DO YOU SEE US?
links to data packets, formatted as necessary. >//[MKH38]:: AFFIRM+++WE SEE YOU
>//[AUG72]:: [MKH38] PROCEED VIA THE
FOLLOWING ROUTE+++ NAV 1+++NAV
SUBTEXT 2+++NAV 3+++CONFIRM
Unlike ALLCOMM messages, which are a simple back- >//[MKH38]:: WILCO+++PROCEEDING
and-forth, private communications between officers on >//[AUG72]:: FLASH COMMS WHEN YOU ARRIVE
the same ship or officers in the same battlegroup or [MKH38]
fleet play out as threaded comments under an original >//[MKH38]:: WILCO+++COMMS AT ALL NAV
or opening post. This is the officers’ subtext: a thread of POINTS?
comments shared by officers in private or open >//[AUG72]:: CORRECT+++COMMS AT ALL NAV
conversation amidst the clamor and general comms of POINTS
battle. There are usually no more than two people >//[MKH38]:: WILCO+++REDSHIFTING, [MKH38]
engaged in any given thread, although a third or fourth CLOSING COMMS
may sometimes be brought in. >//[MKH38]:: ===
>//[AUG72]:: ===
In any given subtext thread, the original post appears
first and is identified with a single right arrow (“>”)
followed by the usual two slashes (“//”). The next
speaker is marked as “>>”, the third as “>>>”, and
the fourth as “>>>>”, like so:

Section 6 // Comms Chatter


[233]
INDEX
Advancement General Rules Terminology
Commendations 121 Accuracy 7
Legacies 126 Attacks 7
Reputations 128 Checks 7
Commander 19
Backgrounds 20 Damage 8
Difficulty 7
Boarding Engagement 8
Commands 42 Hit Points/HP 8, 55
Deploy Boarders Tactic 42 Interdiction 7, 56
Issuing Commands 42 Scene 8
Multiple Boarders 43 Traits 19
NPC Boarders 43
Repelling and Recalling 42 Gyre
Range Bands 46
Building a Battlegroup Tipping Point 45
Battleships 88
Capital Ship Classifications 65 Kill Table 53
Capital Ship Summary 97
Carriers 80 Narrative Play
Frigates 66 Advanced Narrative Play Rules 11
Hull Statistics Consequences 10
Defense 63 Uptime Checks 10
Escorts/Wings 63
Hit Points/HP 63 Naval Combat Terminology
Systems 63 Ally/Allied 55
Traits, Maneuvers, and Tactics 63 Attack 55
Weapons 63 Battlegroup 55
Leftover Points 62 Bolstered 55
Manufacturers 65 Capital Ship 55
Counters 55
Dawnline Incident, The 198 Critical Hit 55
Campaign Arcs 208 Fleet 55
A More Perfect Union 209 Flagship 55, 62
A New Throne 211 Hostile 55
Controlled Burn 213 Lock On 41, 65
Dawnline Shore 200 Maneuvers 40, 56
Key Armory Ports 201 Movement 56
Key Baronic Ports 202 Ships 38
Key Union Ports 205 Tactics 40, 41, 56
Other Entitied in the Dawnline Shore 207 Turns 38
Travel Time 199 Weapon Types
Area Target 57
Detail of a Round 38 Auxiliary 57
Primary 57
Engagement Single Target 57
Action Phase 40 Superheavy 57
Boarding Phase 42 Uptime 56
Logistics Phase 38
Impact Phase 39 Nearlight Ejection 54
Order of Events 38
Retreat 39 NonPlayer Character Battlegroup
Surrender 39 Aces 192
Turn Order Quick Reference 42 Actions and Turns 164
Capital Ships 166

Section 6 // Index
[234]
INDEX
Escorts
Destroyed Capital Ships
Escort Groups
Special Tags
182
182
182
Sitreps
Reinforcements
Sitreps and Boarding Actions
152
153
153
6
NPCs and Information 165 Structure of a Battle
NPC Profiles Example Objectives 34
Boarders/Greywash 165 Stage One: Briefing 33
Boarding 165 Stage Two: Forecast 35
Charge/Reloading 165 Stage Three: Preparation 35
Payload 165 Stage Four: Engagement 35
Range 165 Stage Five: Aftermath 36
Systems 165
Traits 165 Weapons and Upgrades
Position and Movement 164 Escorts and Wings
Ace Squadrons 118
Posture and Uptime Actions Escorts 111
Posture 48 Wings 114
Uptime Actions Systems 104
Consult Gunnery and Engineering 49 Weapons
Consult Navigation and Intelligence 50 Auxiliary 103
Consult Senior Officers 50 Primary 100
Plot a Course 51 Superheavy 98
Power At a Cost 51
Set a Posture 49 Weapon and Upgrade Tags
Accurate 57
Reserves 52 Boarding 57
Charge X 57
Running Battlegroup 140 Critical 58
Battlegroup and Lancer 163 Escort 58
Campaign Play 158 Greywash 58
Environmental Conditions and Modifiers 149 Inaccurate 58
Rules of War 148 Legionspace 58
Limited X 58
Setting and Worldbuilding Overkill 58
Artificial Intelligence and NonHuman Persons 13 Overshield 58
Battlegroup and Naming Conventions Payload/Payload X 58
Constellar Security 231 Reliable X 59
Harrison Armory 228 Reloading X 59
Karrakin Trade Baronies 226 System 59
Northstar Galactic Command 229 Tenacity 59
Union 224 Unique 59
Comms Chatter 233 Wing 59
Communications 12
Diasporan States 218
General Hooks and Complications 221
Gravity 13
Fleet Legions and Legionspace 14
Notable Shipwrights 222
Objective Vessels & Very Important Persons 219
Robotics and Drones 14
Ship Naming Conventions 220
Society and Culture 12
Travel and Time 12
War and Conflict 13

Section 6 // Index
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