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: 
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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
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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 ...............................
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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
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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.
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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
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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
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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
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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
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
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
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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.
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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.
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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
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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: -
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

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
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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
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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.
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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
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18
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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
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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.
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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.
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“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.
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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
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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