Ad Astra Per Aspera
Transcription
Ad Astra Per Aspera
“Ad Astra Per Aspera” “A Rough Road Leads to the Stars” The High Frontier Campaign Sourcebook Version 1.3 “Ad Astra Per Aspera” Introduction The High Frontier is a game world that has been in existence almost since LaserTag started. This is an attempt to bring all of the ideas that have flown about ever since those early games and try and quantify some of the areas of the universe. What Exactly is this? This is a manual, a guidebook to creating your character for the High Frontier LRP Campaign. It contains all the necessary background information as well as everything on each separate character „class/career‟. There is an emphasis on the Colonial Marine aspect of the universe in this handbook but that is only because of the wealth of material available already. It is envisioned that future releases of this will cover the Government/Civilian roles in more depth that what might be construed from here. Credits Written, Edited and Designed by „The Wild Cards‟. Special Thanks go to the following: Chris “Big Chris” Hannaford, for letting us use entire chunks of his excellent „You walk the walk, now talk the talk‟ article on role-playing Colonial Marines that was first published in Firefight! 6.4 and 7.1. Dai Rees, editor of Firefight!, who let us reproduce certain sections for this manual. Tim Atkinson, for once again letting us use the SAMS medical system for this campaign. Dave Bodger, for scanning Firefight!, and saving us horrendous amounts of time. Disclaimer All images and names used in this manual are used in both a non-profit and promotional manner. We love the films, we buy the videos and DVD‟s and we would like to thank you in advance for not suing us! Introduction ....................................................... 2 What Exactly is this?.............................................. 2 Credits ............................................................ 2 Disclaimer ......................................................... 2 Bibliography ....................................................... 3 Media Influences ................................................ 3 Universal Timeline ................................................. 4 Why 2180? ........................................................ 4 Timeline ......................................................... 4 Creating Your Character............................................ 7 Colonial Marine .................................................. 9 Overview of US Armed forces in 2180 ............................ 10 Marine Corps Structure ......................................... 11 Possible Character Backgrounds ................................. 12 Character Affections ........................................... 13 Character Classes .............................................. 13 Costume Guidelines ............................................. 16 Government ...................................................... 19 The Government and Key-Departments of 2180 ..................... 19 Character Classes .............................................. 21 Costume Guidelines ............................................. 22 Civilian ........................................................ 22 Civilian opportunities in 2180 ................................. 22 Character Classes .............................................. 22 2 “Ad Astra Per Aspera” Costume Guidelines ............................................. The Corporations ................................................ Overview of Major Corporations .................................. Appendix A: Additional Marine Information ........................ Slang & Terminology ............................................. Phonetic Alphabet ............................................... Radio Call Signs ................................................ Appendix B: Game Patches.......................................... Military ........................................................ Government ...................................................... Civilian ........................................................ Appendix C: SAMS-3 Medical System ................................ SAMS3 Appendix: Armour Locations ................................. Appendix D: Places of note in 2180 ............................... 23 23 23 24 24 26 27 28 28 28 28 28 31 31 Bibliography The High Frontier Universe is based on an extrapolation of various sci-fi films and some books that all seem to share a common basis or background. These films include (but not limited to): - Media Influences Alien, Aliens and Alien³ 1 Alien Vs Predator and Alien Vs Predator: Requiem Predator, Predator 2 & Predators Blade Runner (and the book Blade Runner 2:The Edge of Human) Outland Event Horizon Star Cops Moon 44 Armageddon As the Colonial Marines in Aliens were styled (their equipment, speech, etc.) after the American soldiers who took part in the Vietnam War, there are other films that can provide insight for the players who want to play these characters. Full Metal Jacket Platoon Apocalypse Now Hamburger Hill Marines in space were also featured in the following: Starship Troopers Space: Above and Beyond Corporate Intrigue was also featured heavily in the following: Edge of Darkness Red Sun Disclosure Covert Government Operations were seen in: Clear and Present Danger For people playing Mercenaries we recommend: The Wild Geese Ronin The Dogs of War Please note that the events of „Alien Resurrection‟ occur approximately 200 years after Alien³ and as such are not part of this timeline. 1 3 “Ad Astra Per Aspera” Universal Timeline What is this timeline for? Well it was just mentioned that various films all contributed to this universe, the timeline is to show where and when they fit into the universe. The information presented here is the „official‟ history as a character might know about in that time period, for example the events of the film „Aliens‟ are not widely known but is rumoured about. The current year in the universe is 2180. Why 2180? A lot of the above mentioned films have no date or time of reference apart from it being the „future‟. In „Alien‟ on one of the monitor screens just before the crew wakes up the year is noted as being 2122, Aliens takes place 57 years later, hence 2179. As so much has happened in that year (and as this is meant to be a new sourcebook) it has been decided that the history in the book sets out as the beginning of a New Year, thus 2180. Timeline Nearly each event in the timeline presented here is an event that either occurred/or was alluded to in the source material presented in the bibliography. Some events have been created for purposes that they must have happened and needed documenting (some have also been created for campaign purposes) but over 90% of the events are from the source material mentioned above. 1987 A Special Forces Search-and-Rescue team goes into the South American jungle to perform an extraction of downed American Nationals. Whilst leaving the theatre of operation, they are attacked by an apparent Extra-Terrestrial Biological Entity (EBE). Only one member of team survives, creature apparently commits suicide when heavily injured, resulting explosion is apparently nuclear in nature but resultant Radiation is negligible. No trace of creature or spacecraft found. The then fledgling 73rd Space Group (but still under the auspices of Space Command) handles the Debriefing of Major „Dutch‟ Schaefer. 1997 During a heatwave the Los Angeles drug wars erupt on the streets in an orgy of violence unparalleled in a major metropolis. The police find themselves outgunned in almost every battle. In the middle of this several-feared gang members are killed with almost surgical precision. It is believed that a similar creature to the one encountered in 1987 is responsible. To this end a covert task force led by Captain Peter Keys (US Space Command, Medical Wing) is sent to try and capture it. They fail and LAPD cop Mike Harrigan kills the creature. 1998 A Rogue comet smashes its way through the Asteroid Belt and sends an asteroid hurtling towards Earth. The space shuttle Atlantis is destroyed followed by the devastation of large parts of New York. An executive team at NASA devise the only solution to destroy the asteroid is from within. A team of Oil drillers is drafted in and sent into space on prototype shuttles „Freedom‟ and „Independence‟. Despite losing one shuttle and almost half the team the asteroid is destroyed when the head driller, Harry Stamper, stays on the Asteroid to manually detonate the nuclear device. With disaster averted the so-called „Stamper‟ bill is passed through congress increasing the annual budget of NASA by almost 175%. NASA‟s budget will continue to increase year-after-year by varying amounts. 2004 The Weyland Corporation detects a thermal emission in Antarctica which indicates a structure beneath the ice. CEO Charles Weyland leads a team and encounters both the previously seen “Predator” extra-terrestrial and another unknown species. The team is wiped out completely and the structure is destroyed in a mini thermalnuclear explosion akin to ones previously seen. The sole survivor, Alexa Woods indicates in her debrief that the structure served as a kind of rite-of-passage for the previously encountered extra-terrestrials. Ten hours after the destruction of the structure, US Space Command tracks what it believes is a meteor landing just outside of Gunnison, Colorado. Approximately 24 hours later the town is destroyed in a nuclear explosion; the media tries to lay 4 “Ad Astra Per Aspera” the blame on a terrorist attack but this is played down by the Government who attempt to place the blame on the nearby Nuclear Power Plant. Rumours of survivors are debunked and the Yutani Corporation is tasked with the cleanup operation. 2010 The Tyrell Corporation advances genetic engineering to a whole new level with the creation of the Nexus-6 Replicant. This causes a public outcry that makes the GM Food riots of 2002 seem tame by comparison. Never the less, the Replicants begin their duty servicing space stations and performing low-level hazardous duties on Earth. Lots are employed by the nuclear industry. On the eve mysteriously officials. of his execution, convicted multiple murderer, Walter disappears from his prison cell. His escape baffles Stans, prison On the same day, select government and military operators also disappear in mysterious circumstances, it is noted that this has happened at the same time of year before. 2013 After a bloody insurrection attempt by a team of Replicants, the United Nations forces Tyrell to instigate a 4-year lifespan on the Replicants. Replicants are also banned from Earth on pain of death, special police units (nicknamed Blade Runner‟s) are tasked with the tracking down and execution of any trespassing Replicants on Earth. 2016 After one failed attempt, the first permanent Moonbase is established and then expanded to include several external outposts for various secret and hazardous work. It is decided that the controller of Moonbase will rotate on a four yearly basis and will be picked from the countries with a controlling interest in the base. The base will continue to expand as the years go by and will become the first true stepping stone into outer space as many missions will be launched from it‟s orbital space docks. 2019 The founder of the Tyrell Corporation, Dr. Eldon Tyrell is murdered in his apartment at the Corporation HQ in Los Angeles. Another victim is identified as JF Sebastian, a Tyrell employee; it is believed that a Nexus-6 Replicant is responsible for both killings. 2020 The Tyrell Corporation Headquarters (located in Los Angeles) seemingly selfdestructs with no warning. The building including R&D facilities, production, maintenance, living, etc. are all completely destroyed. Scattered factions of the Tyrell Corporation survive around the world but Nexus-6 research data is seemingly lost forever. 2025 A blow-out in a airlock onboard the space station Coral Sea (maintained by the South Pacific Consortium) causes the death of 11 of her crew. This is the worst space disaster and loss of life since the destruction of the Challenger in 1986. 2028 In the biggest NASA scandal ever, members of the International Space Police Force (ISPF or „Star Cops‟) uncover that the commander and members of the crew of the US Space Station „Ronald Reagan‟ sealed up one of their orbital laboratories and detached it. The so-called „Harveygate‟ scandal also uncovers that the pod they detached was being used for developing new germ warfare bacteria. A Senate inquiry finds that although Commander Griffin acted in the best interests of the station and its personnel, the subsequent action and cover up that ensued was illegal. After a string of PR failures with NASA, the „Truman‟ Act is drawn up and approved by the US Congress. One of the ramifications of this is that NASA is will now answer directly to the new National Council on Astronautics (NCA). The Executive of the NCA will answer directly to a Senate Sub-Committee. Hanimed, of the worlds leading pharmaceutical firms, is indicted over the deaths of the crew of the Pluto-5 (an exploration vessel). The ISPF discovers that that 5 “Ad Astra Per Aspera” an experimental drug was being tested on the crew without their knowledge in strict contravention to the Brussels Accord on Human Testing. Richard Ho (chairman of Hanimed) is prosecuted and convicted. Head researcher and Nobel Prize winner, Christina Janssen, kills herself in her orbital laboratory over the same issue. Hanimed is fined heavily and is then banned from taking part in any kind of pharmaceutical space trial for 50 years. 2038 What is generally acknowledged as the first corporate war takes place in the Asteroid Belt between Galactic Mining and newly formed Pyrite. With the UN reluctant to intervene it is left to the Corporations to fight it out. Despite the intervention of a member of the newly formed Inter-Galactic Commerce Commission, the uncovering of a traitor within the ranks of Galactic Mining and the return of their robotic mining shuttles, too much damage had been done to the infrastructure of the company. Galactic Mining folds only to be bought out by a newly formed and rapidly expanding Anglo-Japanese consortium named Weyland-Yutani. 2040 Prototype exploration vessel „Event Horizon‟ disappears in the vicinity of Neptune whilst on a shakedown cruise. No trace of the vessel or her crew is ever found. This is becomes the worst space disaster surpassing the „Coral Sea‟ blow-out of 2025 in terms of both human life and financial expenditure. 2047 Transponder signal received by USAC (United States Aerospace Command) from the orbit of Neptune is decoded as being the Transponder code from the Event Horizon. Rescue vessel „Lewis & Clark‟ sent on a search-&-rescue mission, also accompanying the crew is Dr. William Weir, one of the original designers of the vessel. What is known is that the Lewis & Clark did rendezvous with the Event Horizon and then suffered a critical systems failure approximately 2.5 hours after docking. All telemetry from the Lewis & Clark ceased 18 hours later when it is assumed the ship was destroyed. A second vessel, the Poindexter was sent out to investigate, they encounter the Forward Bridge section of the Event Horizon only, in transit to Earth with three members of the Lewis & Clark aboard in stasis. All telemetry from the Poindexter ceases 12.4 hours later. All ships involved are listed as missing and all crew as missing presumed dead. No further rescue attempts are made. For the next 150 years there are repeated sightings of either the Engine or the Bridge section of the Event Horizon. The ship passes into folklore and it soon becomes legend that if both halves of the ship are ever re-united then it will spell the doom for whoever encounters it. 2122 Commercial Towing Vehicle, USCSS Nostromo (under contract to Weyland Yutani) vanishes on its journey from the Solomon‟s Mining Cluster to Earth. No trace of the vehicle or payload is ever found. Crew and ship filed under „Missing, presumed lost‟. Weyland Yutani maintains an open file on the ship and her crew. 2159 Weyland Yutani finish construction of Terraformer Network on the planet of LV-426. Colony of Hadley‟s Hope established on LV-426 with purpose of monitoring and maintaining atmospheric terraformers as well as the exploration of the planet. LV-426 also officially renamed as „Acheron‟. 2172 People step out onto the surface of LV-426 for the first time without environment suits, the air (although thin) is breathable. 2178 NASA launch the biggest Starship ever constructed, the USS Discovery is designed to explore further than any ship before it. Despite the project being 5 years late with a huge cost overrun there is still more protest made over NASA‟s choice of captain, former Space Command Colonel, John Sinclair. 2179 The escape pod of the Nostromo is found adrift in deep space. Lieutenant Ellen Ripley is found aboard in stasis, but alive. At a board of inquiry her story of landing on LV-426, finding an Alien ship and then murder of her crew by an Alien 6 “Ad Astra Per Aspera” species does not convince the board. The flight recorder of the lifepod corroborates some elements of her story but not others. She is suspended pending a psychiatric review. Contact from Acheron (the renamed LV-426) ceases approximately 6 weeks later. A Marine Expeditionary Unit (MEU) is sent to investigate. Lieutenant Ripley and Carter Burke (a representative from Weyland Yutani) accompany them. Their ship, the Sulaco, did arrive at LV-426 and a surface landing was made. Other information has been classified by Space Command but rumours abound that the marines were wiped out by a new Alien species. The current location of the Sulaco is unknown. The freighter Nostromo II is forced to make orbit around the world of Lament 262 after some kind of on-board system fault. Most of the crew and the few passengers that were on board, land on the planet near one the mining settlements (maintained by Con-Amalgamated). Information on what happened next is sketchy but a definite First Contact was achieved with a Sentient Space Faring species. Based on what was observed of their technology and rituals it is believed that they have previously visited Earth. It is also believed that another species was also present on the world. What happened next is unclear but the Nostromo II did leave orbit without waiting for the rest of her crew to return on the orders of her Captain. Upon return the Nostromo II is impounded and her captain arrested. Rumours of any supposed First Contact are vehemently denied. The multi-national corporation, Con-Amalgamated, is currently conducting an internal investigation allegedly concerning widespread drug abuse on Con-Am 27 (a mining station on Io). The local Federal Marshall, William O‟Niell has since brought charges to this effect before the ICC and an ICC field team has started to investigate Con-Amalgamted‟s operation within the moons of Jupiter. On the oil rich American Colony world of Eeton 2, an independence movement has been bloodily put down by US Colonial Marines. The colonists had requested help from the Government of the South Pacific Consortium in their struggle for freedom and the two countries funded operations that tore the world apart but with the US ultimately successful. Similar secret wars are currently being fought on other worlds such as Ceti-Epsilon 4 and Viet 9. Weyland Yutani, in an alleged cost cutting move, has shut down operations on one of its older metal smelting and foundry plants on the world of Fiorina „Fury‟ 161. After a board on inquiry, Alex Sangster (Captain of the Nostromo II) takes part in a team to return to Lament 262 in late 2179 with orders to recover any survivors and to investigate any alien species that may be on the planet. Survivors are recovered and there is alleged contact once-again with both types of alien species. Exact specifics have been drawn back under a veil of secrecy. A US Colonial Marine Officer, Colonel T Sanders, mutinied, taking his battalion with him. They are currently involved in a bloody but unspecified action on the rim of US space. Loyal USCM forces are in pursuit but Sanders appears to have been reinforced by a renegade unit from the Colonial Royal Marines (the British Space forces) led by a Major Kramer. December 30th 2179, Colonial Administration and Weyland Yutani issue an official statement that the colony on LV-426/Acheron was destroyed when the fusion reactor in the nearby terraforming plant went critical. There were no survivors and the Marine Unit that was sent out has returned and the Sulaco is currently in orbit over Phobos harbour awaiting its next mission. Any rumour of supposed Alien encounters is strongly denied. 2180 Now. Creating Your Character There are three backgrounds that player characters can come from in the High Frontier, these are as follows: Colonial Marine Government 7 “Ad Astra Per Aspera” Civilian Each background has its own classes/careers off of that, some of the character classes may already have these careers laid down and others will be open for you to decide. You will always have one primary career and then either one secondary or two tertiary. Your secondary career won‟t be as good as your primary but you will be better at that then if you took two tertiary careers. A secondary or tertiary career is essentially the same as a primary except that some skills or abilities open to you as a primary you won‟t have otherwise. If you wish you do not even need to take anything more than your primary career and then you may receive bonuses connected with your choice of primary career. Some professions may have more than one primary profession but these are detailed later on in this manual. Each career either represents a physical skill (such as having to pick up and aim a gun) or a mental skill that the player may use during a game to gather information about a subject/subjects. Some of the roles may also require you to carry your own Fiz-Rep‟s and suggestions for these are also in the descriptions. The career paths and how they differ from being your primary/secondary/tertiary careers is as follows: Firearms This represents the ability to pick up and fire all the various firearms available to you in the universe. If taken as a primary career you can use both pistol/rifle variants but if taken as a secondary/tertiary then it may restrict your choice of weapon. Medic The High Frontier universe uses the SAMS-3 Medical system (detailed in the Appendix B). This is broken down into two skill bases, the base being an „Orderly‟ and the „Advanced‟ being Med-Tech. The Orderly is only able to stave off the effects of an injury and it takes a full Med-Tech to repair any damage. Any primary/secondary Medic career gives the character a „Med-Tech‟ status whereas a tertiary career only grants an „Orderly‟ status. Pilot The piloting of various air and spacecraft, this can vary from the SA-43 „Hammerhead‟ fighter to the UD-4l „Cheyenne‟ Utility Dropship. The higher the level of your career means you can fly a wider variety of craft and how your skill level when performing „unusual‟ manoeuvres also increases. Also bear in mind that in order to fly military vehicles you would almost certainly have had to be in the military at some point. APC Driver Like the flyboys and girls who deliver Marines to the front in Dropship‟s they sometimes need to be driven out of there in vehicles like the MC77 Armoured Personnel Carrier (like Frost had to do in Aliens). Again this career is similar to the PILOT skill that the higher the career then the more vehicles you may be qualified to drive. Doctor A Doctor can only be taken as a Primary career (but this does not prevent you from being in the military, as it didn‟t Dr. Peter Keys in Predator 2). A Doctor has the Med-Tech ability from the Medic career but is also able to diagnose, research, treat and hopefully cure new diseases and other medical phenomena. They are also able to perform field surgery if necessary. Demolitions Expert This career may be taken at any level and with it you are able to set explosive devices from claymores at a tertiary level up to Thermonuclear Weapons at primary and to also defuse such weapons as well. Specialist/Heavy Weapons In addition to standard Marine firepower there is sometimes deployed more exotic and heavier weapons and these usually require specially trained operators (like Vasquez and Drake being Smart-Gun Operators in Aliens). Other examples include the SADAR shoulder Launched missile and the PIG (Phased Plasma Infantry Gun). If taken at a lower level then this would allow you to set up US-571-C Sentry Units. Hacker 8 “Ad Astra Per Aspera” The whole universe runs on various computer systems and these are all vulnerable to attack. Again, depending on the level this is taken at then this also defines the level of computer security you are able to breach. Com-Tech A Com-Tech is essentially an Electronics engineer who is able to understand all the various electronic systems and if necessary how to modify, re-route, bypass, etc. (“Hudson, run a bypass”). Interrogator A trained interrogator is able to assess when a subject is telling the truth or not. They are also trained psychiatrists who are able to render counselling and aid those who have experienced a severe mental trauma. The level of career you take this at also renders your judgement when making a decision of a subject. Investigator An Investigator is someone who is able to look at a situation and theorise what happened and determine an actual course of events. An Investigator may have a wide range of information sources from underworld and corporate contacts to various information databases. Analyst An Analyst is able to look at a situation and determine what happened from the evidence in the surroundings. Surveyor A Surveyor is qualified to scout out and identify surrounding territory for its suitability to support construction to discovering new mineral content. Starship Crew Flying a Starship is different that flying a Dropship, circumstances flying a Cessna to flying a Jumbo Jet. consider present day Archaeologist The Archaeologist is able to identify and assess any find of an ancient nature. They are also able to catalogue, research and to a degree translate ancient inscription, although not as good or as quickly as a Linguistics Expert. Linguistics These people are able to translate historical languages and any possible new ones found on new worlds. EVA Operations Extra Vehicular Activity or EVA is the ability to wear a environment suit and venture outside a spacecraft for various purposes from repair to conflict. Farmer This career lets you plant, grow, harvest, etc. all elements needed to make a farm run and run successfully. The higher your career then the greater the level of your farming knowledge. Colonial Marine The Colonial Marines are the backbone of US military might in 2180. Although other countries do maintain a military presence in space, the US has the largest. The Colonial Marines have been played in Laser-Tag for almost as long as the hobby has been going, the first game involving them can be traced as far back to 1988 and for a lot of people it was their introduction to the Laser-Tag hobby. 9 “Ad Astra Per Aspera” A squad of US Colonial Marines prepares to move out on Patrol. Overview of US Armed forces in 2180 US Army The US Army has fundamentally remained an Earth bound defence force since humanity went to the stars. Needless to say this does not please the Department of the Army and with the advent of the Marine mutiny by Colonel Sanders and mutinies in some US colony worlds have added weight to the argument of the army lobby both in the Pentagon and in Congress to put Army soldiers in space if only to police the activities of the USCM. Rumour has it that elements of the 75 th Infantry Regiment (Airborne Rangers) are being trained in space warfare and could be deployed on the frontier to hunt down Colonel Sanders should the Marines fail. A few select Army Special Forces units are routinely trained in EVA (Extra-Vehicular Activities) duties and fighting on other worlds. US Space Command (Formerly the US Air Force) The organisation formerly known as the US Air Force is tasked with the domination and defence of Earth‟s Atmosphere, near-orbital space and US territory and installations in the colony worlds. It has been known as Air Force Space Command, United States Aerospace Command (USAC) but now it is usually known as simply: Space Command. In practice this institution co-ordinates and controls all US military operations in space. It runs the vast interstellar communications, satellite and surveillance networks and occupies enormous amount of space at the Pentagon. It runs the backbone for the civilian communication, computer and navigation system, otherwise known simply as the „Network‟. As all military forces operate under their auspices, it is common for most US Forces serving beyond Earth‟s atmosphere to wear Space Command Insignia alongside their own branch patches. There are other organisations within Space Command (for example, the 73rd Space Group, and it is hoped that they will be covered in a later version.) US Navy The US Navy operates all interstellar military Starships and is tasked with the patrolling of the American arm of space and the transportation of the USCM to and from their various theatres of operation. Many Naval personnel are charged with flying transportation shuttles to help supply the Marines and various members of the Navy (notably Synthetics and Medical staff) are routinely assigned to Marine units. The workhorses of the US Navy are the Conestoga2 class Marine Landing vessels, these ships are typically equipped with Dropship‟s for rapid planetary deployment of an Infantry Company, APC‟s and all stores necessary for a mission. The Navy also maintains 4 carrier battle groups based around huge ships like the USS Saratoga that can carry regiments of troops and an entire squadron of 2 The Sulaco in Aliens was a Conestoga class vessel. 10 “Ad Astra Per Aspera” aircraft. Other notable Naval groups are the SEAL Teams (Space, sEa, Air and Land) who are tasked with special operations (anti-terrorist, hostage rescue, planetary recon, etc.) and the „CB‟ Construction Battalions (See-Bee‟s) who often accompany Marine Forces to build docking and landing facilities on a planet‟s surface. US Colonial Marines (USCM) The Marines maintains detachments on board all US Naval Starships and off-Earth facilities for security purposes but it is mainly tasked with its traditional role: The projection of colonial power across the galaxy. The once amphibious nature of their duties has now evolved in to space-to-planet rather than sea-toland operations. The role of the USCM is not so much to protect mankind from Alien forces but to keep its own colonies in line. The Corps also prevents Colonies declaring their own independence and guards against Corporations owning territory becoming too brazen in their abuse of power. Symbol of the USCM, nicknamed „Tiptree‟s Wigwam‟ after the US Secretary of Defence who formed the USCM. Marine Corps Structure The active USCM as of 2180 consists of three divisions: the 1st Marine division is based at Camp Lejune in North Carolina, Earth, the 2nd Marine division at Gateway Station (in Earth orbit) and the 3rd Marine Division at dedicated USCM/US Naval base at Phobos Harbour on one of the moons of Mars. A division contains a number of Marine Regiments and all the planning support and logistics units needed to mount what are still anachronistically called „amphibious operations‟. Each Division has its own attached Marine Aerospace Wing containing aircraft like the UD-4L Dropship3 and the SA-43 „Hammerhead‟ Exo/Endo Atmospheric fighter. As a Marine Character, a player will find themselves part of a parent regiment and assigned to a particular company in a battalion. Companies, Battalions and Regiments A Marines pride, competitiveness and identity is still centred on the traditional numbered regimental system, the 9th regiment, the 5th regiment and so on. Each Regiment is composed of a number (usually 3 to 4) of Battalions of Infantry, armour, artillery, engineers, etc. Each Battalion contains between 2 and 4 Companies (an organisation of around 170 marines). These are given a letter as designation rather than a number. For example: 1st Battalion will contain A, B, C and D Companies, 2nd Battalion will contain E, F, G and H Companies and so on. Unit Notation As a rule, Marines refer to themselves as being from, for example, Hotel 2 5 (written as Hotel 2/5). This means that they are from „H‟ Company, 2 nd Battalion of the 5th Marine Regiment.4 Marine Formation When the USCM deploys its forces in Starships across the galaxy, it does in what is called „mix-and-match‟ formations or combined arms battle groups containing a mix of Infantry, Armour, Engineers and Aircraft, tailored to the requirements of the mission (planetary assault, recon, patrol, etc.) The 3 basic formations used The UD-4L is the Dropship that was used by the Marines in „Aliens‟. If you see the patches that the Marines wear in Aliens then you will see that they are 4 9 (4th Battalion, 9th Regiment). This would put them in either M, N, O or P Companies in the Battalion. 3 4 11 “Ad Astra Per Aspera” are the Marine Expeditionary Force (MEF), the Marine Expeditionary Brigade (MEB) and the Marine Expeditionary Unit (MEU). The MEF is a huge taskforce containing virtually the entire Marine Corps., the type of formation seen in the Pacific during World War II and also in Space: Above and Beyond. The MEB is a medium size formation and is about the size of an Army division, the kind as used in the Gulf War. However, in an LRP environment you will never see the first two type‟s, players will normally find themselves part of a MEU. The MEU is any unit smaller than the MEB. In LRP terms, the MEU you will be involved with will probably be a under strength Rifle Platoon along with A Dropship (and crew from the Marine Air Wing) and maybe a Force Recon team, some Engineers and other specialists on attachment. Probably a group of around 15-20, with a variance in either direction. The LAI Platoon (Light Armoured Infantry) This is the type of unit seen in „Aliens‟, a small, highly mobile, combined arms, rapid deployment force, fundamentally a Cavalry unit. Unfortunately since LRP Marines are unlikely to have a Dropship or an APC Fiz-Rep on hand for a game and the Infantry element is a bit small, it is convenient to assume LRP Marines are from a more common unit from the present day: The RIFLE Platoon. Typical Marine Expeditionary Unit (MEU) Composition Advisors ICC Field Agents, Corporate Reps. Etc. Command Element Commissioned Officer Synthetic Platoon Sargeant Marine Air Element Dropship Crew (Pilot, Crew Chief) Specialists Force Recon, Engineers Etc. 1st Rifle Squad Squad Leader Alpha Fire Team Team Leader Marines Bravo Fire Team Team Leader Marines Charlie Fire Team Team Leader Marines Possible Character Backgrounds Still going with the Aliens „Marines in space‟ concept, there are three basic reasons for a player character being in the Marines. DRAFTEE With Brush-Fire wars and colonial revolts turning into bloodbaths, the US has had to reintroduce conscription (albeit in a more limited form than in previous years) to provide fresh bodies for the meat grinder. These characters are likely to be the most vocal in their grievances and also be insubordinate, lazy and poorly motivated (like Hudson for example). They will range from the guy who just wants to get through his Tour of Duty with as little hassle as possible (the guy who will keep his head down, do as he is told and not make waves) to some real unruly types who may spend much of their time on charges and with disciplinary procedures taking place against them. As a rule, Draftees try to avoid responsibility, although there may be exceptions. There are also two extra sub-categories to Draftee: - 12 “Ad Astra Per Aspera” PETTY CRIMINAL: As was common in Vietnam, petty criminals and youngsters convicted of a first offence are given the choice of prison or a year in the Marine Corps. Some of the stupid ones choose the Marine Corps. These guys may well end up as fixers for their unit and also be involved in black market dealings and generally trying to rip off the Corps. LIFERS: The characters of Vasquez and Drake in Aliens are a case in point. Both were convicted murderers waiting for execution but were given a stern choice: Go to the Electric Chair or enlist for life in the Marines. These characters may be the most dangerous and potentially rebellious characters bring their propensity for mayhem along with them. PROFESSIONAL SOLDIER These Marines have joined to learn a trade or to escape poverty at home. They aren‟t flag wavers nor are they rebels; they simple get on with their job to the best of their ability. They are career soldiers and are likely to be calm, collected, efficient and reasonable. They will be the calming influence in the midst of the lunatics in the rest of the platoon and are usually to be found as NCO‟s, like Hicks or Apone VOLUNTEER These guys are the most dangerous recruits to the Marine Corps. As they actually believe in what they are doing. They think they are fighting the good fight, for God, Country and Mom‟s apple pie. They actually volunteered for this shit! These guys are a pain in the arse, they actually want to charge machine gun positions and take the hill and are way too enthusiastic for their own good (they are also often Officers which is twice as bad). Volunteers probably also carry a Bible with them and are always quoting regulations and the political line (and also saying „God Bless America!‟). They might calm down eventually, if taken under someone‟s wing, but since they tend to be a bit naïve, they are likely to be conned, tricked and ripped off by the rest of their squad a lot or at worse they might get themselves fragged. Character Affectations SUPERSTITIOUS “I‟ve got a bad feeling about this drop…” This can range from the carrying of a lucky charm (like Hicks‟ rabbit foot) to real paranoid superstitions about which seat is the lucky one on the APC and whether any natural event is a supernatural omen or portentous sign. Short timers often get this disease real bad. LOOTER The Sgt. Bilko syndrome, anything that isn‟t bolted down can be nicked, fenced and sold. These characters are likely to loot dead bodies and try to cut deals with bad guys, they might even sell their friends if captured. 1000 YARD STARE A marine only get this after real trauma (possibly after surviving an encounter with non-existent Alien species…) and covers a large number of insanity‟s turning Marines into psycho killers or real nut cases. In extreme cases this can lead to the Marine being invalided out of the Corps with a Section 8 (a discharge when unfit psychologically). KLINGERS Unlike Marines with a 1000yd stare, „Klinger Cases‟ are guys trying to get invalided out of the Corps by pretending to be crazy. This can range from the old „two pencils up your nose and pair of underpants on your head‟ method to the Cpl Klinger women‟s clothing gambit and other really strange and bizarre techniques. ADDICT As drug taking was rife in Vietnam, so might the taking of various designer combat drugs and stimulants in the Aliens universe. Despite the MP‟s and the CID‟s attempts to crack down the trade, some characters may still be popping pills and also dealing in them. These guys can be a real danger to the platoon if they have a bad trip. Character Classes All the following „classes‟ are contemporary military roles transported into this universe. The careers alongside them are mainly for reference and where pertinent 13 “Ad Astra Per Aspera” a character from „Aliens‟ is alongside the class title so a reference may be drawn between contemporary military and the one of the future. The careers stated are only suggestions and you are free to swap primary/secondary/tertiary careers as you feel. Remember: you can only have one primary career and then either one secondary or two tertiary. A starting rank is also given for the roles and it may occur that you might get promoted as the campaign goes on. The Marine Corps ranking structure is as follows: Enlisted Ranks/Non-Commissioned Officers (NCO‟s) E-2 Private E-3 Private First Class E-3 Lance Corporal E-4 Corporal E-5 Sergeant E-6 Staff Sergeant E-7 Gunnery Sergeant E-8 Master Sergeant E-9 First Sergeant E-10 Sergeant Major Commissioned Officers O-1 2nd Lieutenant O-2 1st Lieutenant O-3 Captain O-4 Major O-5 Lt. Colonel Note: Due to the core doctrine of “Every Marine a Rifleman”, every Marine has to be able to pick up a rifle and stand shoulder to shoulder with the rest of the Corps should the situation dictate it. If you want to play a role that it not listed here then please contact the System Referees to see if your ideas are suitable. RIFLEMAN/WOMAN (Hicks, Apone, Frost) Despite all its vehicles and spacecraft, the Corps still believes its ultimate weapon is a Marine and his or her rifle. They are the heart and soul of the Corps: artillery, tanks and air support can pulverise a target, but it will always be the grunt and their M41-A that takes and occupies the ground. Riflemen start as E-2 Privates. SUGGESTED CAREERS: Primary: Firearms. WEAPONS SPECIALIST (Drake, Vasquez) Fire support for the Riflemen comes from weapons specialists using M56 Smart-Guns, flame-thrower‟s, Grenade Launchers, etc. These characters tend to be the tough nuts in a Platoon. Weapons Specialists start as E-2 Privates. SUGGESTED CAREERS: Primary: Specialist Weapons, Secondary: Firearms. COM-TECH (Hudson) The 22nd century is a high-tech nightmare and Com-Tech‟s fill a vital role by providing technical support in the field, both in maintaining and operating Marine Corps electronics and also defeating and evading enemy systems. Com-Tech‟s start as E-2 privates. SUGGESTED CAREERS: Primary: Com-Tech, Secondary: Firearms. COMMISSIONED OFFICER (Lt. Gorman) Each Marine Expeditionary Unit is led by an officer who co-ordinates all the different elements on a mission. However, in these days of high casualty rates on frontier missions, a lot of officers are “butter bars” or straight out of OCS School. They usually have to learn their trade the hard way and win the respect 14 “Ad Astra Per Aspera” of the Marines under their command. Seasoned field officers command fierce loyalty from their troops and know when to listen to the advice and opinions of NCO‟s and enlisted troops. Commissioned Officers start as a 2nd Lieutenant. SUGGESTED CAREERS: Primary: Firearms. COMBAT ENGINEER Engineers traditionally support the ground combat element of the Corps by, for example, building bridges and also by supervising the construction of defences and fortifications. Engineers are also specialists in the laying and planting of explosive charges and also in the defusing of enemy ordnance. Engineers are also used in the mine clearing duties. Combat Engineers start as E-2 Privates but can usually expect rapid promotion due to the sometimes hazardous nature of their work. SUGGESTED CAREERS: Primary: Demolitions, Secondary: Firearms. Pilot (Ferro) Pilots occupy a glamorous role in the Corps. They are the flyboys and girls, the glory seekers; vital to the rapid deployment nature of the Corps, and boy they do not let the grunts forget it! Almost all pilots are career Marines as the job combines the thrill of flying with good promotion prospects and good pay. There is also a heated rivalry between pilots of the Marine Corps and Naval Air Wing. Pilots usually start as 2nd Lieutenant but theoretically do not authority over any element of the operation not concerning their aircraft. SUGGESTED CAREERS: Primary: Pilot, Secondary: Firearms. Crew Chief (Spunkmeyer) Crew Chiefs are the unsung heroes of space flight, the fussing power behind the throne of the hotshot pilot. They are responsible for supervising the maintenance, repair and pre-flight preparation of a Dropship. They concern themselves with the correct loading of ordnance, the stowing of cargo and the safety of passengers during any flight. They also act as weapons officers and door gunners (depending on vehicle). Crew Chiefs usually start as E-2 Privates but a lot have served an apprenticeship as a Crew Chief before being commissioned as a full pilot. SUGGESTED CAREERS: Primary: Firearms, Tertiary: Specialist Weapons, Com-Tech. MEDIC/CORPSMAN (Dietrich) Marine Corps Medics are traditionally drawn from the ranks of the Nave but still undergo the Marine Corps basic training program. The „Docs‟ can fight as well as some Marines but are better used in the rear rendering aid to the wounded. Medic‟s usually start as E-2 Privates but can expect rapid promotion and even a transfer from the frontlines to a base or field hospital. SUGGESTED CAREERS: Primary: Medic, Secondary: Firearms. SYNTHETIC (Bishop) Synthetics or „Artificial People‟ are humanoid robots assigned to aid the operational status of Marine MEU‟s. Typically there is one Synthetic assigned to each Marine ship to monitor shipboard systems whilst the crew are in hypersleep and to awaken the crew should an emergency arise. All Synthetics are subject to Newton‟s laws of robotics and have these as their primary directive: They cannot by action or by omission of action allow any human being to be harmed. They must take all reasonable steps to preserve their own existence, unless doing so would infringe the first law. They must obey the orders of the highest-ranking officer present, except where doing so would infringe the first two laws. Hyperdyne Industries still hold the military contract to make Synthetics despite a bad safety record in the 2130‟s. Synthetics still have problems with human emotions and the ones that have been programmed with a sense of humour do not fully understand it and insist on telling crap jokes at inopportune times (like during a firefight). Synthetics hold no rank as such but are able to select up to three primary careers. 15 “Ad Astra Per Aspera” Costume Guidelines Please note: All the costume guidelines in this manual are just that, guidelines, please don‟t think if you don‟t have a certain piece of costume then you can‟t play a certain role, please, if you have any questions/queries please contact us. A Colonial Marine in the field wearing standard equipment 16 “Ad Astra Per Aspera” 17 “Ad Astra Per Aspera” 18 “Ad Astra Per Aspera” In addition to the above guidelines, the various Marine patches may also be available for you to buy from the Wild Cards, please see Appendix B for more details. Government The Bureaucracy isn‟t as fully dominated by the mega-corporations, as the corps would like to think. The various government departments try to keep the rapacious appetite of the corps from getting out of control but when they are under funded, undermanned and morale is low sometimes it seems that the good fight is already lost. The Government and Key-Departments of 2180 There are other departments than the ones listed here and if you want to belong to one of them then please contact us with your thoughts. THE LEAGUE OF INDUSTRIALISED NATIONS The United Nations as we know it dissolved during the massive energy embargo‟s of the mid 21st century. All fossil fuels were nearly exhausted and Nuclear Power was proving still too hazardous to control safely. The discovery of a safe way to run a fusion reactor was the big step and is universally acknowledged as preventing World War III and paving the way for man to finally reach the stars as discovery of the Fusion Drive led to the first Hyperdrives being built and tested and all thoughts of the Event Horizon project faded away. The world gradually began to coalesce and eventually there emerged five big power blocs, these were as follows: The The The The The United States of America (incorporating both North and South America) Federal Republic of Europe Asia/South Pacific Consortium Peoples Republic of China League of Non-Aligned Countries The League (or LIN) has its HQ on the barren wasteland of the Arctic Circle (considered by all to be Neutral territory). The League meet and debate with the various Corporations, a modern day analogy would be that the LIN is the equivalent of today‟s UN Security Council and the various Corporation representatives are the member states. Every operation/colony that a corporation wants to set-up on the frontier has to be passed and authorised by the LIN and the LIN also hold sway on all mineral rights. There is a LIN Security Force made up of the armed forces of the member countries but typically this is rarely deployed except as a PR exercise as the LIN members prefer to deal with their own problems „in-house‟. As a nostalgic reference, the LIN Security Forces wear the UN Blue Berets/Helmets/etc. with the same crested atlas symbol. THE FEDERAL MARSHALS OFFICE Like the old west two hundred years before it, the High Frontier needs men to keep law and order. Typically there is at least one Marshall and a number of deputies to every US Civilian installation and colony. Marshall‟s are also present at all US Corporation outposts as well and sometimes maintain an uneasy peace with Corporate Security who believe that they should be the only ones looking after their employers interests. Marshall‟s are routinely armed but lack the military firepower that Colonial Marines can bring to bear. There are other civilian policing authorities out in space with the next largest being the International Space Police Force (ISPF) or “Star Cops” that are prevalent on worlds flying under the flag of the Republic of Europe. THE INTER-GALACTIC COMMERCE COMMISSION (ICC) The ICC was formed in response to the escalating cold war between the Corporations and achieved its first success during the war between Galactic Mining and Pyrite in 2038. An ICC Field Agent discovered covert operatives in one camp and a deliberate attempt to manipulate the newly founded Turbinium Ore market. Since 19 “Ad Astra Per Aspera” then the ICC has kept tabs on the various corporations and reports directly to the LIN. The ICC routinely sends undercover operatives into various corporate theatres of operation. The ICC also run the massive quarantine/decontamination facility located aboard Gateway Station. The ICC has executive authority to shut down any corporate facility on proof of contravention any of the corporation‟s articles of operation as laid down by the LIN when it grants a permit to set-up the colony/installation. COLONIAL ADMINISTRATION Colonial Administration deals with the civilian colony world, ones that have been set-up by LIN members and other independents (like certain religious communes have taken a strange world as home). Colonial Administration do employ field agents in a similar vein to the ICC but do not have anything like the wide-ranging powers that they can bring to bear on any offenders and usually have to rely on the local district Marshall to effect any kind of legal matters. AEROSPACE RESCUE AND RECOVERY SERVICE The ARRS are a civilian aid agency that is independently funded and runs on almost charity basis, rendering both humanitarian aid and disaster recovery where necessary (they are comparable to today‟s Red Cross or Medicins Sans Frontieres). The team members are committed and highly motivated by what they do. It is rumoured that the funding for the service comes from one of the corporations and that they are merely a front organisation for something darker. Despite the accusations they are still well respected and the sign of the angel on their arm patches is usually enough to bring hope to a desperate situation. NASA AND THE NCA (NATIONAL COUNCIL ON ASTRONAUTICS) NASA or the National Aeronautics and Space Administration is the oldest space agency in history. Founded in the tentative years after the World War II, NASA was charged with the task of beating the Russians into space. They lost the first two rounds of the contest as the Russians were first with both an unmanned satellite and then the first manned flight but the Americans put a man on the moon. In the years after that all the historic flights became almost ordinary, a near disaster with Apollo 13 put on NASA back on the map but only for a while. NASA also designed the first reusable spacecraft, the shuttle, and would fly these craft for nearly 20 years. It would be two experimental versions of these craft that would ultimately save the Earth when threatened by a huge asteroid in 1998. The first sign that NASA was going to have to change was when the shuttle Challenger exploded 89 seconds after lift-off and the blame in the inquiry after that was put to both NASA management and supplier Morton Thiokol mishandling of a possible problem with the Shuttles booster system. NASA was able to stay at the forefront of the space race into the 21 st century despite fierce competition from the European‟s and the Russian‟s re-emerging into the contest. NASA participated at the forefront of both the Mars landing and the Moonbase and also ran a series of fixed orbit space stations in orbit around the Earth. In 2028 when „Harveygate‟ broke, it was the worse NASA scandal ever and led to a major rethink on how the organisation would be run. The most major change was the formation of the National Council of Astronautics (NCA) which essentially is an oversight body overseeing both the day-to-day running of NASA as well as its long-term plans. The NCA is the closest thing to a corporation in the civilian area. NASA still run missions out into space as well as a whole series of probes scouting out possible new systems for both their mineral content and suitability for colonisation. Federal Bureau of Investigation (FBI) The oldest criminal investigation agency in the world is still alive and kicking in 2180, still performing pretty much the same tasks as it always did. Whilst leaving the day-to-day crime stuff to the Federal District Marshall‟s office, the FBI only get involved when a much more serious crime has occurred. The FBI maintains field offices on the larger US colonies and they are usually able to respond to smaller colonies within a relatively short space of time. 20 “Ad Astra Per Aspera” Central Intelligence Agency (CIA) The CIA still operates out of its headquarters in Langley, Virginia, US and like the FBI still works to pretty much its original charter but merely with an expanded theatre of operation. The CIA is still banned from operating on US soil (they leave that to the likes of the NSA and the FBI) and still concentrate on gathering intelligence on both foreign powers and various corporations. It is rumoured that the CIA has co-operated with some corporations over the „disappearance‟ of several spacecraft (the most famous of these is rumoured to be the Nostromo, lost in 2122) to some other nefarious ends. The CIA remains the elusive intelligence agency it always was. known as the Agency, the Shop, the Firm or the Company. Is has also been Character Classes Once again, possible classes and their associated careers are listed below, the wide range of possible careers cannot really be covered here and you are free to think up new ones if you so wish. Please contact the campaign referees for more information. ICC Field Agent Field Agents for the ICC are their front line troops in their „cold war‟ with the various corporations. Agents are sometimes required to go under cover and often risk their lives in the pursuit of their investigations. SUGGESTED CAREERS: Primary: Investigator, Secondary: Firearms Federal District Marshall Marshall‟s are the law in space, required by Federal law at all US non-military installations. Marshall‟s are required to keep the peace on a day by day basis, sort out petty disputes and catch criminals to bring before visiting judges (much like the days of the old west). SUGGESTED CAREERS: Primary: Investigator, Tertiary: Firearms and Analyst ARRS Operative This organisation really is the Red Cross of the future as they rush to in need and also perform daring rescue attempts, often whilst vehicles in space. ARRS people are often committed and daring, ready to risk order to save human life. Any rumours about their funding are quickly as they point anyone questioning their motives to their track record. SUGGESTED CAREERS: Primary: EVA Operations, Secondary: Com-Tech aid those are still it all in dismissed NCA Representative The bean counters who control NASA is one of the more derogatory terms used by some NASA officials to describe the NCA. The NCA was formed to keep tabs on NASA after the so-called „Harveygate‟ incident on 2028. The NCA is the closest thing to a corporation in the Federal government. NCA representatives occasionally accompany field teams if only to see where the money had gone. SUGGESTED CAREERS: Primary: Analyst. NASA Astronaut NASA still runs manned missions into space and they still require pilots to fly them and others still to crew them. Occasionally recruiting from the armed forces, NASA still likes to cherry pick its astronauts from various educational and scientific institutions and sometimes even from Corporations (but this does embitter the corporation to NASA). SUGGESTED CAREERS: Primary: Pilot, Secondary: Starship Crew. FBI Special Agent Where the District Marshall‟s are quite content to handle nominal levels of crime, when something more serious occurs they usually call the FBI in. The FBI is also still tasked with the civil defence of the USA back on Earth and also maintains field offices on the larger colonies and outposts. SUGGESTED CAREERS: Primary: Investigator, Secondary: Firearms. CIA Operative The CIA still operates its covert war on behalf of the US. Deposing an enemy corporate executive there, maintaining surveillance on a foreign power there, etc. 21 “Ad Astra Per Aspera” Their mission remains pretty much the same except now, as well as foreign powers, there are also enemy corporations to watch as well. The CIA is still alleged to have funded and maintain various covert operations but all of this is rumour and conjecture and the preserve of the conspiracy theorist. SUGGESTED CAREERS: Primary: Investigator, Secondary: Firearms. Symbol of the CIA. Costume Guidelines Federal District Marshall Light blue shirt Dark blue jacket Dark blue trousers Dark blue baseball cap Gunbelt The majority of the Government roles would normally require some kind of suits or business type attire (see the board of inquiry scene in Aliens for the idea). If not business wear then some kind of adventure wear (Carter Burke wears a shirt and a waistcoat for his excursion onto LV-426!) Civilian In the future as now, it is usually the civilians who are first in the firing line, sometimes physically rather than metaphorically. A lot of people want to leave the safe cradle of Earth and venture forth to hopefully something better. Civilian opportunities in 2180 There are no civilian‟s organisations or agencies as might be the case with the armed forces or the Federal government. You are basically a civilian in a hard and difficult world. Character Classes Farmer People have to eat on distant colony worlds and synthetic rations and importing food can be too expensive. The first priority on any terraformed world is implementation of agriculture and the introduction of cattle animals. SUGGESTED CAREERS: Primary: Farmer Surveyor Mining resources is still one of the primary reasons to venture forth into the galaxy, the mining and collection of new metals and their subsequent return to Earth is still highly lucrative. Surveyors can be the first people on a New World as they run tests, take samples and make reports. SUGGESTED CAREERS: Primary: Surveyor, Secondary: Analyst Miner Miners are one of the highest employees in the new frontier. From the Titanium mines of Io to the Platinum mines of Tersurus-Bet, miners are still the ones to retrieve the ore and supervise the bigger excavation machines. 22 “Ad Astra Per Aspera” SUGGESTED CAREERS: Primary: Surveyor Hackers Hackers are the dirty electronic mercenaries who delight in breaking or „hacking‟ their way into supposedly secure computer systems. Both the military, government and corporations both fear hackers and also employ former ones to maintain their own level of security. SUGGESTED CAREERS: Primary: Hacker. Tech-Engineers Like their military Com-Tech counterparts, the Engineers implement and maintain the various complex technologies that are required to make the 22 nd century run. SUGGESTED CAREERS: Primary: Com-Tech Mercenary The history of the High Frontier has often been a bloody one, whether it is a countries armed forces putting down a breakaway attempt or corporations fighting each other for a planets resources. Mercenaries are usually ex-armed forces and now sell their services to the highest bidder, usually corporate. There are some Mercenary companies that will sell the services, like the „Black Knights‟ and the „Ronin‟ and the recently retired „Wild Geese‟. SUGGESTED CAREERS: Primary: Firearms, Secondary: Specialist Weapons. Commercial Pilot Ships need flying, whether atmospheric or space-going vehicles, they all needs pilot‟s. Corporations either maintain their own fleets with Starship crews or the smaller companies use freelancers who sell their services (like Mercenaries but without the guns). The crews of the Nostromo in Alien were a corporate crew under the pay of Weyland Yutani. Costume Guidelines There are no set guidelines for these roles. The only place we can suggest if you are stuck for ideas are the films “Aliens” and “Outland”. The Corporations Alongside the various alleged/rumoured seemingly hostile Extra-Terrestrial species, the Mega-Corporations of 2180 also represent a hazardous foe to the forces of order. A team of Corporate Mercenaries prepare to move out on patrol. Overview of Major Corporations Weyland-Yutani Generally considered to be the largest of all the 23 “Ad Astra Per Aspera” Mega-Corporations. Weyland-Yutani started life as an English/Japanese merger early in the 21st century and initially made its monies from computers just as the „coldware‟ revolution was taking hold. 150 years later they have interests as diverse as hospitals to weapons research to terraforming, etc. WY also maintains perhaps the closest links to Colonial Administration as they help set-up and maintain the largest number of terraforming worlds of any corporation. Con-Amalgamated American-based Con-Am has a diverse mining operation ranging from the asteroid belt to the Solomon‟s mining cluster. Con-Am suffered bad PR back in the early 21st century when it was discovered that the life-support system they had supplied for the first Mars mission was faulty and would have failed three weeks into the flight and killed the crew. Con-Am maintains huge spacedock facilities in Earth orbit and is perhaps the single biggest spacecraft producer after NASA and the US Armed Forces. The Tyrell Corporation Once one of the most controversial corporations on the Earth when they developed „Replicant‟ technology. Despite incidents during the short life of the Replicant technology, Tyrell survived only to be dealt a double blow with the murder of its founder and CEO, Eldon Tyrell and the destruction of its Los Angeles HQ, R&D and Manufacturing facilities. The Tyrell Corporation survived but with the loss of the Nexus-6 information, its plants around the world were only able to make synthetic creatures like snakes and owls. It is well known that Tyrell is desperate to try and regain its position as the lead supplier of bio-engineered lifeforms, despite all the controversy that might start up again. Hyperdyne Systems Hyperdyne are the leading Robotics Company. Founded in 2018 (just before the destruction of Tyrell), Hyperdyne were soon making leaps and bounds in the field of robotics and were soon producing the very first „Synthetics‟. Synthetics were humanoid robots capable of independent thought (although subject to the laws of robotics). Used pretty much as the early Replicants were used Synthetics soon became part of everyday life. Space Command took out a contract to supply all Synthetics for military usage (usually at least one is assigned to each Starship to monitor ship systems whilst the crew is in Hypersleep). A batch of Synthetics went rogue during the 2130‟s and that was traced to a bad batch of memory circuits but still called for further behavioural inhibitors to be installed in each Synthetic. Microsoft Ever since the late 20th century, Microsoft are still the pre-eminent software company on Earth. Despite a slight hiccup in the early 21st century they have still maintained their position and hold major contracts with both military and civilian agencies. The one blemish are the hacker crew known only as the „Renegades‟ who are a bunch of ex-Microsoft employees who were dismissed on unspecified charges and now seek to destroy their former employers. Hanimed Pharmaceuticals Japanese drugs manufacturing company that employs both colony and orbital research facilities. Despite being banned from making space trials for 50 year due to an incident back in 2028, Hanimed are perhaps the largest drugs making company in the world today. Pyrite Inc. After shooting to fame in the 21st century in its defeat of Galactic Mining in the first Corporate war, Pyrite has since faded and has lived on the edge of bankruptcy for the last 30 years. They have successfully fended off several hostile take-overs but most industry pundits reckon it is only a matter of time before they succumb. Appendix A: Additional Marine Information Slang & Terminology 24 “Ad Astra Per Aspera” ANCHOR CLANKER Anyone in the Navy AO Area of operations ALL HANDS Everyone AYE AYE Macho reply to an order, favoured by the most Gung-Ho marines. BDU Battle Dress Utilities or just „Utilities‟, tropical camouflage uniform. Called Battle Dress Uniform by the Arm, but never by Marines. BOONIES „Boondocks‟, a remote backwater part of the galaxy. BRO/SIS A fellow Marine, „from now on every sister”. BUG a primitive, unintelligent alien life form (the only type so far encountered), also „Bug Hunt‟, a mission to exterminate infestations. BUTTER BAR Green 2nd Lieutenant, fresh out of officer training. CMH Congressional Medal of Honour. The highest award for gallantry. As a lot of these are awarded posthumously CMH also stands for „Case with Metal Handles‟. CORPSMAN Marine Medic. COVER The Marine Corps utility cap. DECK Anachronistic term for a parade ground. DEROS Date Expected Return from Outer Space, the date when a drafted Marine‟s tour finishes and they return to civilian life. DUST-OFF Medical Evacuation (or Medevac) by Dropship or similar vehicle. FEATURE Figure, understand. FIDO Fuck It, Drive On. An exhortation to ignore problems or setbacks and push on with the mission. FLOAT Deployment on a Starship or space facility. to be assigned a 6-month float each year. FNG Fucking New Guy. or „cherries‟. FRAG To murder one of your own unit (usually an unpopular Officer). FREEDOM BIRD The Starship discharged. FUGAZI Crazy. GOATSCREW An embarrassing or chaotic disaster. GRUNT Marine, also Jarhead, Ground Pounder, etc. GUN-BUNNY Artillery Crewman. GUNG-HO The Marine spirit, patriotic, zealous, aggressive, devoted. the Chinese „Ken ho‟, meaning „more fiery‟, GUNNEY Gunnery Sergeant. HOO-RA General exultation, battle cry, etc. Marine is your brother or As in „I can‟t just feature that‟. Most Marines can expect New recruit to the platoon, also called „newbies‟ that will finally 25 take the draftee home to be From “Ad Astra Per Aspera” HUMP To march with heavy rucksacks and gear. LEATHERNECK US Colonial Marine, from the style of haircut given to recruits. LIFER Either derogatory term for a professional soldier, or a criminal sentenced to life service in the Marine Corps. LBE Load Bearing Equipment, Webbing. MOTORHEAD Speed freak or addict or other designer combat drugs. OUTSTANDING Jolly Good! OSCAR MIKE On the move. POGUE Derogatory term for a rear echelon supply/admin etc. soldier. REMFER. Also PUCKER FACTOR Proctological measure from 1 to 10 caused by combat. A mortar strike might be rated as a „pucker factor 6, whilst an attack from an Alien species would almost certainly warrant as a „pucker factor 10‟. RE-UP To re-enlist in the Corps after your tour is over. ROTATE To be re-assigned after a given service period, usually to a more cushy detail. RUCK Rucksack. SALTY An experienced veteran Marine. Many Marines prefer to wear faded and battered utilities and equipment in combat purely because it makes them look „more salty‟. SCUTTLE-BUTT Rumour. SHAKE‟N‟BAKE An officer or NCO rushed through an accelerated (and often poor) training program to get urgently needed in to the field. SECTION 8 Discharge from instability. the Semper-Fi Contraction Faithful). the 782-GEAR Load Bearing Equipment (from the number of the form filled out to request gear). SHORT A draftee who is coming close to the end of his or her Tour of Duty. SHORT-TIMER A draftee who has less than thirty days left on their tour. SLICK An unarmed transport Dropship. of Marine Marines Corps. On motto: the „Semper grounds of Fidelis‟ mental (Always 1000-YD STARE Vacant haunted look acquired after sustained combat. TOP A senior NCO. TOUR Tour of Duty: The thirteen month period served by draftees in the military before discharge. TRICK-CYCLIST Military Psychiatrist. Un-Ass To evacuate an area quickly. Phonetic Alphabet A:Alpha H:Hotel B:Bravo I:India C:Charlie J:Juliet D:Delta K:Kilo 26 E:Echo L:Lima F:Foxtrot M:Mike G:Golf N:November “Ad Astra Per Aspera” O:Oscar V:Victor P:Papa W:Whiskey Q:Quebec X:X-Ray R:Romeo Z:Zulu S:Sierra T:Tango U:Uniform Radio Jargon ACTUAL The actual commander of a unit (ie if someone requested „Alpha Six Actual‟ on the radio, they want to speak to the company commander not their radio operator). AUTHENTICATE A demand for a code word to prove transmission isn‟t from an enemy. The correct reply might be “I authenticate tea-kettle pushbike whibble”. BREAK Announcing the end of part of a message. CORRECTION Added when re-broadcasting a message with corrections added. FLASH Announced the start of an emergency message. FROM The source of a message. GREEN Safe condition, also „cold‟. I SAY AGAIN Announces repetition of message I SPELL Announces the next piece of info will be spelt using the Phonetic alphabet. INTERROGATIVE Means the next sentence will be a question which requires an answer, for example, “Interrogative, have you seen any enemy”? OUT Announces the end of a communication and an intention to hang-up. OVER Used at the end of every section when a reply is expected from the other end. RADIO CHECK Used to confirm radio connection. READ BACK Read back the message to confirm you understand. RED Dangerous condition, also „hot‟. ROGER To acknowledge that a message has been received. SAY AGAIN A request for last message to be repeated. SIX The command element r squad of an outfit. Often the „Six‟ callsign will be answered by the officers radio operator rather than the officer themselves. THIS IS Announces the stations call sign. WAIT Announces a pause, stand by for a few seconds. WILCO WILl Comply, a message has been received and understood and the instruction will be carried out. Radio Call Signs This uses the Phonetic alphabet and radio identification system previously discussed. CALL-SIGN Hotel Hotel Six Hotel Two Hotel Two Six Hotel Two Bravo Hotel Two Alpha jargon as well CALL-SIGN DENOTES „H‟ Company Commander of „H‟ Company 2nd Platoon, „H‟ Company Commander of the 2nd Platoon, „H‟ Company Bravo Squad/Team, 2nd Platoon, „H‟ Company Alpha Squad/Team, 2nd Platoon, „H‟ Company 27 as the company “Ad Astra Per Aspera” This general formula can be used for other groups with names rather than letters as identification. Appendix B: Game Patches Several patches for the majority of roles are available, for more information please get in contact with the High Frontier Referee Team as soon as possible as there may be a substantial lead time to acquire the patches you would like. Cost also varies from £2 to £5 but please contact us for current pricing. Military For examples of these patches please turn to the military costume guidelines page. USCM Screaming Eagle USCM Tiptree‟s Wigwam Subdued Space Command Insignia USCM Arc Name/Service Tapes (can be tailored to individual specifications.) Dog Tags (again tailored to individual requirements.) Government Federal District Marshall‟s insignia. NASA Insignia NCA Insignia Civilian US Nationality Flag Delta UK Nationality Flag Delta “Wings” patch Appendix C: SAMS-3 Medical System Standard Atkinson Medical System V3 (SAMS3) Tim Atkinson February 99 Introduction. It’s three years almost to the day since I first inflicted this on the tagging world, so It’s time for an update, time to make it better, time to stop stuffing those damned plastic bags. As before this is mostly my own work, although I have shamelessly stolen ideas from a vast number of sources and people such as Ben Roberts, John Treadaway, David Harvey, Jasper Hedger Shaun Danby and the guys from Blackwatch to name a few. Most of these ideas have been run past various players at various times and modified according to their comments, thanks to you all and here goes... Definitions. In Lazertag, all rules systems are wildly variable, however this is my latest attempt to provide a set of rules, or rather a family of rules systems, to cover all game types. The other design factor is to try and balance the equation time equals money, so if a player has little money but has taken the time to construct an item, this is balanced against “Off the shelf” solutions. The SAMS3 system has three levels of usage. The basic level 1 is for basic skirmish games lasting not more than 1 hour in length. Level 2 is intended for a slightly more lengthy game with role-playing interaction, but still with a large quotient of combat, the politically correct “Minimal Role-playing games”. Level 3 is intended for major role-playing games where casualties should be light and roleplaying interaction between players is paramount. Level 3 is not suitable for use in stand up firefights. The SAMS3 system follows the traditional style of tag rules systems; each player is allocated a basic number of body points. Unlike SAMS2 I now make no assertion as to the numbers, however I recommend 2 body points (I will assume two body points throughout this document. These body points may be supplemented with body armour as detailed in Appendix 1. Basic medical notes. As you are shot down, your armour protects you, hence when you finally go down you will have taken a considerable amount of shock damage. When you receive medical attention and you are unconscious, you will hopefully be revived. When you are, no matter how many body points are restored, you receive you full allocation of armour points again. 28 “Ad Astra Per Aspera” If you are “walking wounded”, that is you have taken some hits and have fallen below the 2 hits body point level you may receive medical attention to restore body points, however you DO NOT RECOVER YOUR ARMOUR. Sensor failure. Sensor failure is regarded as a random injury and the player should behave as if shot, you have been bitten by a snake or the Ravenous Bugblatter Beast, or you have tripped up and knocked yourself out etc. The different levels of the system are designed to cope with this situation. How the System works. The problem with SAMS2 was that it was very paper intensive, so now we replace the paper with the new wonder cure all drug of the next Millennium – Smarties. Smarties come in three sized containers, a small box (20 boxes for 1.89 in my local coop), The traditional Tube – 40 Smarties for about 30-40p and a large tube contains about xxx Smarties – price unknown it was a present. I have conducted a rigid statistical study of the colour distribution on the Smarties in their respective containers and have found a slight bias that in general red Smarties are rarer than any other colour. I have eaten 716 Smarties since the first of December. If anyone want to discuss the specific results I will be happy to do so later. Smarties represent a random result generator, as well as giving a reducing number of drugs for the medic to use. SAMS3 Intermediate Level 2 Medical Rules. Every player starts with Four (4) body points plus any armour bonus, when wounded, that is you have been shot enough times that you have one (1) hit left (your sensor is on the last red LED), you may be treated as walking wounded. Level 2 introduces two player classes, an Orderly/Stretcher Bearer/First Aider whose job it is to remove unconscious casualties from the line of fire to a place of safety and an EMT/Medic/Paramedic who can perform emergency medical repairs. An Orderly is equipped with a small number of Smarties and a blindfold. To move an unconscious casualty, the Orderly administers a single Smartie and blindfolds the casualty. The casualty’s sensor is then reset to one (1) hit. The Orderly may then lead the casualty away. The colour of the Smartie administered indicates the length of time the Orderly may move the casualty before needing to administer another Smartie. If the casualty is shot, they must immediately go down and have to be further revived by the Orderly. The Orderly’s function is to keep the Medics supplied with casualties. When an Orderly delivers a casualty to a Medic, the blindfold is removed and the casualty’s sensor is shot down again to await proper attention. Colour of Smartie Red Brown Yellow Green Blue Pink Purple Orange Casualty may be moved for … 8 min. (count to 800) 7 min. (count to 700) 6 min. (count to 600) 5 min. (count to 500) 4 min. (count to 400) 3 min. (count to 300) 2 min. (count to 200) 1 min (count to 100) The Medic is equipped with more Smarties and some bandages. In order to treat a casualty in the level two system the Medic takes two Smarties in sequence, one determines the delay, the other in conjunction with the first determines the wound on the table on the following page. If no Medics are available, an Orderly may attempt medical aid, but as they are inexperienced they should perform two (2) consecutive Medical repairs (i.e. take two Smarties, do the treatment, take two more Smarties and do the further treatment as required). A non-medically trained player should behave as an orderly in this situation, except that three- (3) consecutive medical repairs should be performed. 29 “Ad Astra Per Aspera” 1st Colour Red Red Red Red Red Red Red Red Brown Brown Brown Brown Brown Brown Brown Delay 8 8 8 8 8 8 8 8 7 7 7 7 7 7 7 2nd Colour Red Brown Yellow Green Blue Pink Purple Orange Brown Yellow Green Blue Pink Purple Orange Severity Severe Severe Severe Severe Severe Severe Severe Severe Severe Severe Severe Severe Severe Severe Severe Wound Dead Head Eyes Left Ear Right Ear Neck Left shoulder Right Shoulder Left Arm Right Arm Left Hand Right Hand Upper Chest Abdomen Left leg Effect That’s it Game over Yellow Yellow Yellow Yellow Yellow 6 6 6 6 6 Yellow Green Blue Pink Purple Severe Severe Severe Slight Slight Right Leg Left Foot Right Foot Head Eyes Leg is useless Foot is badly damaged Foot is badly damaged Yellow Green 6 5 Orange Green Slight Slight Left Ear Right Ear Bleeding from ear Bleeding from ear Green Green Green Green Blue Blue Blue Blue Pink 5 5 5 5 4 4 4 4 3 Blue Pink Purple Orange Blue Pink Purple Orange Pink Slight Slight Slight Slight Slight Slight Slight Slight Slight Neck Left Shoulder Right Shoulder Left Arm Right Arm Left Hand Right Hand Upper Chest Abdomen Pink Pink Purple Purple Orange 3 3 2 2 1 Purple Orange Purple Orange Orange Slight Slight Slight Slight Stunned Left Leg Right leg Left Foot Right Foot No specific wound Stick neck Strained shoulder Strained Shoulder Strained Arm Strained Arm Lacerated hand Lacerated Hand Winded Vomit last meal (preferably on bystander) Strained Muscle Strained Muscle Sprained Ankle Sprained Ankle Blinded Poor Hearing/Loss of Balance Poor Hearing/Loss of Balance Lose major mobility in Arm Lose major mobility in Arm Arm is useless Arm is useless Hand is useless Hand is useless Sucking Wound Leg is useless Treatment None Bandage head Blindfold eyes Bandage Ear Bandage Neck Immobilise Arm Immobilise Arm Immobilise Arm Immobilise Arm Bandage Hand Bandage Hand Bandage upper Chest Bandage Abdomen Splint Leg Splint Leg Immobilise Ankle joint Immobilise Ankle joint Bandage Head If not wearing eye protection Blindfold for delay Notes Return to muster point Lose memory of 15 minutes preceding the wound Remove Blindfold after the delay time Balance returns after 15 minutes Balance returns after 15 minutes Not too tight – difficulty speaking for remainder of game May not carry Large rifle using this limb May not carry Large rifle using this limb May not use this limb May not use this limb Cannot Grip with Hand Cannot Grip with Hand If not wearing Armour Do another medical test after delay is up If not wearing Armour Do another medical test after delay is up May only move with extreme difficulty and will require 1 painkiller per 15 minutes of doing so May only move with extreme difficulty and will require 1 painkiller for every 15mins doing so May only move using 1 painkiller every 30 minutes of doing so May only move using 1 painkiller every 30 minutes of doing so. If wearing eye protection, ignore this wound Loss of balance during time delay Loss of balance during time delay – Take another tablet, if this is green you are addicted and must have 1 green tablet every 30 minutes, you will become increasingly violent if you don’t get one. May not lift heavy weights May not lift heavy weights May not left heavy weights May not left heavy weights Lightly bandage Lightly bandage No running for 15 minutes Bandage ankle Bandage ankle No running for 15 minutes No running for 15 minutes No running for 15 minutes No running for 15 minutes No effect you got off lightly Notes: All delays halved (round down) if the casualty is walking wounded, casualty does not lose consciousness if wound is slight 30 SAMS3 Appendix: Armour Locations Armour in the real world places a weight, dexterity and temperature restriction on its user, therefore to effectively simulate it’s use in tag games, we must also simulate these disabilities. Since many players have invested money in “real” armour, while others have constructed their own for cosmetic reasons (investing time) which does not carry all three penalties on use as above, it seems only fair that the armour system will discriminate between these types. Armour location: Head A “real” ballistic safety helmet constructed of metal, thick kevlar or the new Spectrashield(tm) material. Examples such as American M1 or Fritz helmets or the current issue British Kevlar helmet are allowable as Head Armour and give a +1-hit bonus. Helmet liners only DO NOT COUNT as head armour. Builders Hard-hats, cycling helmets, motorcycle crash helmets all carry the +1 bonus. Eye protection such as goggles or safety glasses count as armour. While they do not add an additional armour point, they are proofing against the newer “dazzle” weapons being investigated by current military researchers. As such players wearing eye protection will, in appropriate medical situations, be subject to suitable bonuses or penalties as appropriate. During daylight, players who normally wear glasses will not gain this bonus, unless their glasses are suitably modified using clip on sunglasses or are light reactive such as reactolight sunglasses. At night any eye protection is valid (probably best not to wear sunglasses). Armour location: Torso (Front or Back) A “real” ballistic vest constructed from Kevlar such as the commonly available Vietnam style flak jackets, or modern British and American flak vests have the above mentioned three disadvantages, they are heavy, restrict movement and make the wearer very hot. These items are worth 2 bonus points. “Cosmetic” armour, such as that made from car matting or Flak vest liners filled with carrymat or polystyrene may restrict movement and certainly carry the temperature problem but do not weigh as much as a “real” vest. Therefore such items are worth one point. Hard armour systems such as motocross armour or American football armour should be cleared with the individual game organiser, who may allow a +1 or +2 bonus. Armour Location: both Arms The difference between real and simulated armour is negligible here; therefore armouring from the shoulder at least as far as the elbow (covering the elbow joint) will add one bonus point. Armour Location: Both Legs The difference between real and simulated armour is negligible also; therefore armouring from the boot at least as far as the knee (covering the kneecap) will add one bonus point. To summarise... Helmet +1 point, Real heavy flak vest +2 points, cosmetic vest +1 point, Both arms +1 point, Both legs +1 point. (Other armour locations, such as Eyes, Hands, Groin and Boots do not carry any hit point advantage but in certain medical situations may well carry an advantage (or a penalty, although this is less likely).) It is possible in for someone to wear armour giving more than six hits of protection. This is not possible; therefore any points over 6 are ignored. Appendix D: Places of note in 2180 Antarctica Traffic Control ATC handles almost all the traffic both in and out of the Solar System. Phobos Harbour The main Space Command installation located on one of the moons of Mars. All US military operations begin from here and are either launched from here or from Gateway. Gateway Station The primary space station and stopping point for all ships and their crew who wish to go down to Earth. Gateway has extensive docking facilities for a wide range of vehicles and also maintain quarantine and comprehensive medical facilities to protect Earth from any kind of „Space Plague‟. Alpha Control The „Network‟, the 22nd century version of the Internet is controlled and maintained through a special location known only as „Alpha Control‟. Alpha primarily provides the backbone for the Network to run from (much the same way as “Ad Astra Per Aspera” ANSI does today). Alpha also regulates the maintenance and repair from any nodes that need attention. Groombridge-34 A popular stopping off point for all quarters and generally regarded as neutral territory by all there. Groombridge is a great place for information, finding mercenary work, finding people or just kicking back and drinking beer! 32