Beam Saber V1.2
Beam Saber V1.2
Beam Saber V1.2
CREDITS
Beam Saber is designed by Austin Ramsay.
This work is based on Blades in the Dark (found at bladesinthedark.com), product of One Seven
Design, developed and authored by John Harper, and licensed for our use under the Creative
Commons Attribution 3.0 Unported license (creativecommons.org/licenses/by/3.0).
This game is dedicated to Christine Blight for her brilliant suggestions, and tireless support of my work
and well-being.
Thank you to all the people supporting me through patreon and Kickstarter.
Additional thanks goes to the members of the Beam Saber, Tabletop Treehouse, Friends At The Table,
and Blades In The Dark discord servers for their advice and enthusiasm.
♦ Editing and Page Layout by Christine Blight. ♦ Interior art by Vincent Patrick, Cory
♦ Opening story by Austin Walker. McDaniel, Mal Peters, Christine Blight, Atlas
Sellman, Imani Kelker, Roberto Zoreda
♦ Microfic by Takuma Okada.
Ichaso, Andrew Ferris, Ardal Then, Jess
♦ Final Editing by Lauren McManamon. Whitmore, Ben Fleuter, and Sasha Reneau.
♦ Final Layout by Sasha Reneau. ♦ Sensitivity Reading by Shay Erlich, Ray
♦ Cover art by Vincent Patrick. Berry.
♦ Cartography by Kate Moody, Christine
Blight.
This work uses the Sector 017 font (dafont.com/sector-017.font) and Sector 034 (dafont.com/
sector-034.font) by Neoqueto, and licensed for our use under the Creative Commons Attribution
Share-Alike license (creativecommons.org/licenses/by-sa/2.5); Tall, Dark, and Handsome by
Quickstick Productions (dafont.com/tall-dark-and-hands.font); and the Giant Robot Army by Gabor
Vad (dafont.com/giant-robot-army.font) which is 100% free.
PLAYTESTERS
Hannah Banks, Ray Berry, Darren Brockes, Cassandra Connors, Steven Dennis, Mara Dyne,
EveryZig314, Josh Good, James Horgan, Sarah M, Cory McDaniel, Mephil, Takuma Okada, Mal Peters,
Sean R., Erik Rådman, Sasha Reneau, Ethan Steele, Måns Silfwerplatz Thunström, Yabvi, Jessica
Whitmore
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player resources
PLAYER RESOURCES
There are many Beam Saber resources for both players and GMs and they can all be found at
austin-ramsay.itch.io/beam-saber-resources. These resources include:
► Printable pilot sheets ► Digital pilot sheets
► Printable Squad and Faction sheets ► Digital Squad and Faction sheets
► Printable reference sheets ► Digital reference sheets
► Printable Region information sheets ► Digital Region information sheets
► Printable maps ► Digital stream overlays
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Table of Contents
Table of Contents
PLAYTESTERS.............................................. 2 2: THE PILOTS 56
PILOT CREATION ...........................................58
PLAYER RESOURCES .......................................... 3
History ...................................................... 60
0: INTRO STORY 8 Tragedy ..................................................... 61
Opening .................................................... 62
1: THE BASICS 20 Pilot Actions and Attributes ...................... 63
INTRODUCTION.............................................22 Pilot Name, Call Sign, and Pronouns ............64
Touchstones.............................................. 27 Pilot Looks.....................................................66
For Those Familiar with BitD ..................... 28 Pilots, Chronic Illness, and Disability ............67
THE CORE SYSTEM .......................................29 DRIVES..........................................................68
Build Complexity Slowly ........................... 29 Spending Drive ......................................... 69
ACTION ROLL ................................................30 Fulfilling a Drive........................................ 71
Basics of an Action Roll............................. 31 Connections..................................................72
Position ..................................................... 32 Beliefs ....................................................... 73
Effect ........................................................ 33 STRESS .........................................................74
The Basics of Effect .................................. 33 Stressing Out ............................................ 74
Consequences .......................................... 34 Scars......................................................... 75
Harm and Damage ................................... 34 TEAMWORK ..................................................76
Selecting Consequences .......................... 35 Assist ........................................................ 76
RESISTANCE..................................................36 Protect ...................................................... 76
Pilot and Vehicle Armor ............................ 37 Setup ........................................................ 76
Spark ........................................................ 37 Lead a Group Action ................................. 76
Bonuses to Rolls ....................................... 38 Rivals ............................................................78
Collateral Die ............................................ 38 Allies .............................................................80
CLOCKS.........................................................39 Pilot Advancement........................................81
Creating a Clock ....................................... 39 Adding New Pilots.........................................82
Filling a Clock............................................ 40 Pilot VS Pilot and Player VS Player................83
Completing a Clock................................... 40 PILOT ACTIONS IN DEPTH .............................84
Gathering Information .............................. 40 Command ................................................. 85
Fortune Roll .............................................. 41 Consort ..................................................... 86
THE GAMEPLAY CYCLE ..................................42 Engineer ................................................... 87
Planning the Mission................................. 42 Finesse...................................................... 88
Engagement Roll ...................................... 44 Hunt.......................................................... 89
Linked Missions......................................... 45 Interface ................................................... 90
End of Session .......................................... 46 Prowl ......................................................... 91
Example Mission....................................... 47 Struggle .................................................... 92
Study ........................................................ 93
Survey ...................................................... 94
Sway ......................................................... 95
Wreck........................................................ 96
STANDARD PILOT GEAR ................................98
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3: PILOT PLAYBOOKS 100 7: SQUADS AND FACTIONS 178
The ACE ......................................................102 Pilots, Squads, and Factions .......................180
The BUREAUCRAT .......................................106 Squad Creation.......................................182
The EMPATH................................................110 Squad Advancement ..............................183
The ENVOY..................................................114 Changing Squad or Pilot Playbooks ........183
The HACKER ...............................................118 Direct Superior .......................................184
The INFILTRATOR ........................................122 Squad Reputation ...................................185
The OFFICER ...............................................126 Forward Operating Base (FOB) ...............185
The SCOUT .................................................130 General Squad Upgrades ...........................186
The SOLDIER...............................................134 General Squad Upgrade List...................187
The TECHNICIAN.........................................138 Heart...........................................................191
Tier and Hold ..............................................191
4: PLAYERS’ PRINCIPLES 142 Squad Development...................................192
COHORTS....................................................193
5: FICTION-FIRST GAMING 148 Using a Cohort ........................................194
Triggering the Action Roll............................151 Cohort Mistreatment ..............................195
The Purposes of Danger and Stress ...........152 FACTION GOALS..........................................196
SUPPLY POINTS ...........................................199
6: THE VEHICLES 154 Materiel...................................................200
VEHICLE CREATION.....................................156 Personnel................................................200
Vehicle Looks ..........................................157 MISSION COMPLETED .................................... 202
Vehicle Actions and Attributes................158 REWARD .....................................................203
Vehicle Load ...............................................158 Step 1: Supply Roll .................................204
Installing and Changing Vehicle Gear .....159 Step 2: Supply Bonus .............................205
Stolen Gear.............................................160 Step 3: Earn Rep.....................................205
GENERAL VEHICLE GEAR ........................160 Step 4: Assign Supply Points ..................205
QUIRKS .......................................................162 Step 5: Check Drives ..............................206
Using Quirks ...........................................162 Step 6: Free Upkeep and Heal Harm ......206
Quirks and Experience ...........................164 Step 7: Adjust the Goal Clock .................206
DAMAGE .....................................................164 STATUS AND TRUST....................................207
Breakdown..............................................165 Squad Relationships ...............................209
Vehicle Advancement .................................165 Squad Status ..........................................210
ACQUIRING A NEW VEHICLE.......................166 Faction Relationship................................211
Replacement Vehicles ............................166 Trust........................................................212
Temporary Vehicles ................................167 ENTANGLEMENTS .......................................214
Borrowed Vehicles ..................................167
VEHICLE ACTIONS IN DEPTH ......................168 8: DOWNTIME ACTIVITIES 218
Battle ......................................................169 Acquire Asset..............................................221
Bombard .................................................170 Collect ........................................................222
Destroy ...................................................171 Cut Loose....................................................223
Maneuver................................................172 Fix ...............................................................224
Manipulate..............................................173 Enhance......................................................224
Scan........................................................174 Long-Term Project .......................................225
VEHICLES IN THE WORLD ...........................175 Manufacture ...............................................225
Light Vehicles..........................................175 Recover.......................................................226
Medium Vehicles.....................................175 Salvage.......................................................227
Heavy Vehicles .......................................175 Schmooze ...................................................227
The History of Vehicles ...............................176 Train............................................................227
Upkeep .......................................................227
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ARMORED WALKING VEHICLES (AWVs) ......342 12: APPENDICES 394
EXAMPLE Armored Walking Vehicle APPENDIX A: Alternate Rules......................396
Specification Guide.....................................343 Beam Saber Supplements ......................400
MODEL: Ape............................................344 APPENDIX B: RANDOM GENERATION TABLES 401
MODEL: Elephant....................................345 Random Pilot Generation........................401
MODEL: Opossum...................................346 Ally..........................................................407
MODEL: Swan .........................................347 Rival........................................................410
MODEL: Kettle v2.0.................................348 Name ......................................................411
MODEL: Knight........................................349 Random Vehicle Generation ...................414
MODEL: Agincourt...................................350 Random Squad Generation ....................416
MODEL:X-DKR1-A Highwayman .............351 Random Mission Generation...................423
MODEL: Strafe MK 16 .............................352 APPENDIX C: KICKSTARTER BACKERS.........430
MODEL: Amphitheatre MK 3 ...................353 APPENDIX D: INDEX....................................436
MODEL: Extractor Type B........................354
MODEL: Bunker Type-T............................355
MODEL: Balisong ....................................356
MODEL: Claymore...................................357
MODEL: Shotel........................................358
MODEL: Scalpel ......................................359
MODEL: Iron Star ....................................360
MODEL: Comet Chrome..........................361
MODEL: Tin Orbit ....................................362
MODEL: Neon Bolide...............................363
MODEL: EEL ............................................364
MODEL: Bulkhead ...................................365
MODEL: Agrarian ....................................366
MODEL: The Jousting Boar Inn and Pub ..367
AUGMENTED REALITY.................................368
Programs ................................................369
Proxies ....................................................369
Apps........................................................370
Artificial Intelligences .............................370
LIST OF FACTIONS.......................................371
Democratic Federated Systems .............371
Exodus Republic Incorporated................374
Jovangellian Empire ................................377
Adamant Council of Nor .........................380
Church of the Celestial Myriad, ..............383
Independents..........................................386
LIST OF SQUADS ACTIVE IN IZYA ................388
Autocracy Squads...................................388
Corporatocracy Squads ..........................389
Democracy Squads ................................390
Independent Squads ..............................391
Oligarchy Squads....................................392
Theocracy Squads ..................................393
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intro story
0: INTRO STORY
Violet Viola could not wait until the explosions began to rock her mech. For the past 10 minutes,
she'd been skating her AWV in a clean line across the snow-covered steppe, hovering across fields of
frozen wildflowers and between low hillocks. Yet as peaceful as her surroundings were, inside she was
a mess of turmoil and tension.
As a captain and designated ace in the DFS' 561st mechanized Infantry Division, Violet was
plenty familiar with pre-mission jitters. But normally there were a half dozen ways to manage those.
Re-check your AWV's diagnostics. Do some preliminary sensor scans. Crack a couple of jokes with the
rest of the unit.
But this AWV—a stolen Norrish blockade breaker called the Neon Bolide—was a risk to pilot as it
was, so the idea of poking around its internals wasn't particularly appealing. And jokes weren't on the
docket: Keeping radio silence was imperative for this op. Besides, she was alone out here.
This was silent territory. The loud sort of silence, where the air pressure, the passive whine of
your machine’s electronics, and the pulse moving through your heart, your wrists, and your thumbs
becomes deafening. Maybe that's why she felt so tense. If not for the odd fox and the wavering shape
of a distant starling flock, she would swear that she was the only living thing left on Earth.
She knew that wasn't true, of course. Any second now, Artillery Commander Ashton Brace—one
of Viola's key partners on this operation and, complicating things, also formerly a "key partner" of hers
in another way—would launch high-powered artillery rounds from a DFS forward operating base about
20 miles northwest of her current position. If Ash dialed it in right, they should slam into the ground
just meters away from her AWV, lifting ice and earth into the air in a manmade hailstorm.
Maybe then, Violet hoped, she'd find her focus. She knew she’d need it.
-
One week prior...
"Even in the most intractable war, dramatic opportunities that shift the balance of power
emerge. This is one of those moments." General Ador was the definition of a career officer. His hair
had only greyed in the last few years, but his stern demeanor had been with him for decades.
"Capitalizing on a moment like this requires more than precision. It requires faith, which is why you
three are here."
Violet did her best to hold her posture steady. She’d been pulled off the front line of a brutal,
year-long campaign into Celestial Myriad territory, where she gained her confirmed ace status and lost
more than a handful of friends. So she knew this would be something big. But a compliment from
Ador? It was unheard of, except for when he was about to send someone off on a suicide mission. Is
that what this was?
Her two compatriots were less committed to hiding their reactions. Ashton dropped their eyes
to the ground, just for a moment. For years, Violet thought that meant that Ashton wasn't confident
they could do what was being asked of them—whether that was managing a long-range missile
battery or joining Violet on the dance floor—but eventually she learned that it was just a quiet moment
of resentment or resignation.
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She had less insight on what to make of Cian Song's open-faced gawking, let alone what came
out of his mouth next.
"Just tell us you're sending us to die, General." His boiling brogue was playful and practiced,
smooth up top, but carefully fried at the end of the ever-so-dramatic statement.
Violet knew of Song by reputation only. He was supposedly "the elite of the elite," a top-rank
infiltrator, and a master of deniable operations. A spy, in other words. And now, she was learning, a
spy with a big goddamn mouth.
"What I'm sure Commander Song means," Violet said quickly, hoping to intercede before Ador,
"is that we're pros. We can take it if..." She paused for a moment. "If you're sending us into something
especially hot."
"I know you can take it. That's why you were chosen. And not all of you will be going into the fray.
Commander Brace will be sitting right here." Ador rested his hands on an indirect firing station in one
corner of the large, deserted war room.
Ash's eyes met with Violet's for a moment. An unspoken apology? A probing glance? Some
gestures were irreducible, Violet realized.
Song raised his eyebrows. "And where will Captain Viola and I be headed, then, General?"
"Best to explain the plan all at once, Song. Alabama, show us Operation Flash Flood."
A drawling, sing-song voice pierced the electronic hum of the room. "Right away, General."
Alabama, the base’s dedicated proxy, whose invisible presence was easy to forget, kicked into
action immediately. A sunrise-bright laser display jolted alive, drawing a floating, 3D map of the planet
in the space between the four DFS veterans.
Across the orange-hued atlas, a few spots lit up in blue. The first, marked with a large A,
appeared as a bright cylinder nestled within the vast debris field that orbited the planet.
"Some friends of ours in Mr. Song's Intelligence Division recently delivered us this."
"What is it?" Ashton let their curiosity take the space that worry would otherwise demand.
"An orbital cannon."
"But that's impossible, sir. The debris field-"
"Yes. Until now, the debris field has kept anyone from bringing new sats online, let alone ones
that are meant to deliver munitions groundside. But that's changed. Alabama?"
The proxy refocused the vector light display on a closeup of the cylinder. A rotating info panel
popped up, featuring diagnostic data, technical specifications, and the bright, bold banner of Exodus
Republic Incorporated. Underneath the station, a name appeared: High Water.
A smirk grew across Song's face. "The corpos built a collision-hardened space gun, and you want
us to take it? Didn't know these two did much zero-g work."
"We're certified." Violet's quick rebuttal was automatic more than it was deeply held. The 561st's
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work was difficult, but the reward was a sense of pride so deeply embedded that it grew its own heart
and pumped its own blood.
"Regardless," Ador said, forcefully cutting off any inter-department bickering that was about to
occur, "Song, you will be the only one here heading to Project High Water."
The display zoomed in further, bringing the station into full view before bisecting it like a
dollhouse. The proxy then began to cycle through possible interior layouts.
"You and a team of hand-picked operatives will breach this facility and assume control of it. At
that point, you will connect Commander Brace to the system's remote fire. From there, they will make
the most important shot of their career."
Alabama re-adjusted the map yet again, this time focusing on Earth before zooming into the
Norrish Might region. The bright laser lights sketched a vector map of hills, valleys, river tributaries,
and a long highway that cut through them. Along the highway, an armored convoy appeared in the
charming clarity of bright blue polygons.
Ador continued as three of the vehicle icons were marked with targets. "The supposed ‘Adamant
Council’ of Nor? Well, this convoy will be carrying three of their five members. And we can hit all of
them with a single shot from the High Water."
Song swiveled his head around, as if weighing up options at an open-air market. "Three out of
five ain't bad, don't get me wrong. But the ruling families have a deep, deep bench, General. Those
spots will be filled within a week or two."
"Yes," Violet said, putting the pieces together. "But that's all we need, isn't it, General? Those
units we've been pushing into Myriad territory. They're not for hitting the church at all... They're a
Norrish invasion force."
Ador nodded slowly, as if to perform the proper ritual punctuation for the situation. He'd been in
charge of the recent advances beyond Journey City and into the so called "Lands of the Faithful." The
fighting had been fierce, with many soldiers dead on both sides, to say nothing of the countless
civilians whose lives were “destabilized”—to use the DFS’ most gruesome euphemism.
"So this whole last year of fighting was, what, a feint?" Ashton's eyes flared—another familiar
look for Violet, though one that didn’t take an intimate knowledge of Ash to understand. "How many
people did you order to their graves for this? For an opportunity to maybe take some territory from the
self-appointed kings of space?"
The general’s voice grew low and gravely, reaching an approximation of the solemnity he knew
was required for moments like these. "Mx. Brace. I'm well aware of your objections to the current
campaign. I read and consider every submission to our yearly perspective requests. And I sympathize
with your position. Many good soldiers have died-"
"Not only soldiers."
"You're right. Many good people died during the Celestial Campaign. But right here, right now,
we have an opportunity to make their sacrifices mean something. We can liberate Might, chase the
Norrish nobles out of Izya, and move one step closer to the dream that all of us in this room share—one
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where Earth is a democratic planet, where people fight for their beliefs, not on a bloody battlefield,
but in the sanctity of a state house."
Ash sighed. They'd flirted with more "radical" ideologies while in Education. But it was what they
perceived as a simple lack of realism that drove them away from heterodoxy and back to core DFS
doctrine. Now, just as when in school, they slumped back towards compliance with near
imperceptibility.
"Of course, sir. Apologies."
"Not needed. I run a free war room. We’re at our best when we're speaking our minds."
Violet couldn’t imagine a better opportunity to finally ask the deadly question that had been on
her mind for minutes now. "General. I see where Commanders Song and Brace fit into this. But as far
as I can tell, you don't need an AWV pilot at all."
"You couldn't be any more wrong, Captain..."
--
As it turned out, the only reason that Exodus hadn't used Project High Water to wipe its rivals off
the map was because, like any serious artillery, it needed a spotter—someone on the ground close
enough to place a laser designator on the target. Even then, nothing was guaranteed. Given orbital
mechanics, potential interference from the debris field, and the ever-so-slight time delay, a good shot
required both a competent observer in the field and a steady-handed, sharp-minded indirect fire
specialist at the controls.
Which was why Violet Viola and Ashton Brace were chosen for this assignment. Over the past
few years, they'd risen through the ranks in missions much like these. Violet's acumen as a pilot kept
her safe (and her enemies distracted) long enough for Ash to dial in the shot and pull the trigger. They
were a one-two punch that could extend the reach of any front.
Unfortunately for Violet, this mission wasn't at any front. It was by all definition behind enemy
lines. Twice, in some ways.
Ten minutes ago, Violet left an FOB in barely-secured Myriad territory. Now, she was crossing into
the far reaches of Nor's Might region. If she were in her usual machine—a custom variation of the DFS
standard Balisong unit—she would be picked up first by any Celestial Myriad recon units in the vicinity,
and second by the vigilant guards of the Norrish convoy she'd be rushing towards.
Which is why she instead spent the last week learning the ins and outs of a stolen Norrish
prototype called the Neon Bolide.
Violet found herself growing fond of the unit over the course of the week. Like her custom
Balisong, the Bolide was humanoid in shape and lightly armed (carrying only a handheld machine gun
for combat encounters). But unlike her usual unit, which prized stability and steady footwork, this
machine moved like a well-greased pinball. What set it apart was its distinctive anti-gravity field, a
feature that could propel the Bolide across land and sky with incredible mobility and also deflect
incoming fire—a sort of ad hoc forcefield.
Designed as a blockade breaker, the AWV had the typical curved and rounded features of Norrish
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design. Painted with the standard Norrish teal and black, and sporting a recon division maroon
designation stripe, the machine passed as a scout returning home. If it wasn’t for the enhanced
security brought by the convoy's presence, it would almost certainly get her to Might proper. In a
situation like this, however, a little extra convincing would be necessary.
Which is why, finally, the distinctive whistle of incoming artillery shells filled the air as Violet and
the Neon Bolide moved across the frozen terrain.
Twenty miles away, Ashton initiated the opening firing pattern, which they'd carefully designed
and, if such a word could be applied to the actions of cannons and mechs, choreographed along with
Violet during their week of preparation.
Cian was the first to mention in passing that their ploy was like a dance, though it was impossible
to know if it was just a joke at the former couple’s expense. Sure, their breakup happened on a dance
floor last year, and yes, Cian was a spy. But c'mon. Why waste time on trivia about them?
At the time, Violet dismissed the comparison. They were talking about advanced military
hardware, not a night out on the town. And besides, Violet knew better than anyone that Ash didn't
like to dance. Why risk bringing their history into a mission that was already so fraught?
But now, as a rhythmic barrage of explosions echoed through the hills, playing a driving beat as
catchy as any Journey City Top 40 track, Violet could see—could feel—that the argument had merit.
She danced through the explosions. The ground around her shook, and she shook back. The
Bolide became an extension of her body—it carried her through the air between blasts, letting her
sway, bounce, and twist. Each new blast felt like them, like Ashton, pushing and pulling on her. They
couldn't speak. They couldn't look at each other. There was only this: lovely, firm action at a distance.
Unlike Violet, Ashton adopted the comparison to choreography right away. Sure, they didn't like
dancing, but they were a bookworm with a combined degree in Applied Logics and Liberal Arts. They
loved metaphors.
So, they leaned into it. On paper, this plan was only about making it look like the Neon Bolide
pilot was fleeing for her life. Calculate the right elevation and azimuth, calibrate the gun batteries to
account for shifting trajectories, and execute the firing sequence in time. But Cian was right—this was
a dance, and even Ash knew that you didn't wow anyone on the floor without adding some flair to the
standard steps.
For all of Violet's intuitions about Ash, that was one thing that she never quite understood. How
could someone with such devotion to detail and self-expression refuse to bring either of those traits
into their relationship? Why did everything feel so perfunctory? Left with pencil, paper, and time, Ash
could create a whole world. But ask them to let you into it or, god forbid, let you craft it along with
them? Out of the question.
Violet was an orphan turned adopted army brat. She'd spent most of her life finding someone
with the warmth that she knew Ash had to offer. So when she learned that Ash kept most of that
warmth to themself, the sting was especially sharp. It wouldn't be fair to call Ash cold, but they were
distant. Afraid, maybe, that letting someone in all the way carried the greatest risk there was.
But here, now, there was no heavy atmosphere that could come between them, no fear that they
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might spot a gesture of rejection. There was only the feeling of finger on trigger, the sound of cannon
fire, the low rumble in the air, and the smoke, fire, and spark. If Violet Viola really was riding towards
her death, she was glad that she'd found Ash's touch again before getting there.
For a moment, her hand trembled over the comms switch, ready to break protocol so she could
send one final farewell to her ex. But before she could, it squawked up at her.
"Unit NB-0223. This is Council Chief Guard Castor Kryvonis. Identify yourself and your
circumstance. You are not clear for approach." The speaker’s voice was bold and heavy, but his
melodic cadence suggested a Norrish accent.
Violet was not so deep into her reverie as to forget what she was supposed to do in this situation.
"Commander, I am part of a classified unit. I am carrying vital information about the DFS dogs
and their war with the Celestial Myriad."
"Pilot, do not approach beyond marker alpha. Hold position and wait for escort. If you proceed
beyond marker alpha, you will be considered hostile."
Violet's HUD flashed, and marker alpha appeared. It was two miles beyond Ash's artillery range,
but nearly ten short of the laser designator's range. If she was going to line up the shot for the High
Water, she'd have to take Kryvonis on directly.
"Roger that, sir. Heading to marker apha." The Bolide sped up, skating down a hill. As Violet
picked up momentum, she cleared her mind and prepared to pilot right into the enemy's scopes. This
better be worth it, she thought. And Cian better have that station.
---
The movies never showed just how incredibly boring intelligence work was—at least if you were
an operative worth your salt. A good spy barely gets into any fist fights, rarely sleeps with the enemy,
and almost never makes an explosive entrance. It's all staring through binoculars, keeping notes, and
delivering dead drops. And none of it has a tense score playing in the background to make the
paperwork seem exciting.
All of which is to say that Cian had come to love missions like this one. Not only would he almost
certainly get into a fight, he and his unit were also allowed to bring all their favorite toys. Laser cutters.
Silenced sub-machine guns. EMP discs. This was anything but the dreaded “on-site procurement."
There was simply no such thing as a quiet plan when it came to a space station breach. So Cian
came up with the next best thing: an incredibly loud plan. The bulk of his unit would move in zero-g
through the debris field and use breaching charges to enter the station near its engine, disabling or
killing any guards to prevent them from scuttling the whole satellite. He and a pair of other agents,
meanwhile, would saw their way into the crew quarters with laser cutters. From there, it was a few
quick fights through the hallways, maybe some hacking, and onto the bridge.
And bless the flag of true democracy, it went just as planned. A wonderful evening of combat on
board a massive gun, floating 1,000 miles above the Earth. Sure, it didn't have the beautiful rhythms
of the little dance that Ash and Violet cooked up, but Cian was a little more into improvisation anyway.
Which was good, because moments after uploading Alabama to the control console, he heard
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an ominous sound over all the distant gunfire: heavy metal footsteps coming through the door. An ER
Inc. Heavy Automated Defense bot, sleek and white, like a fancy corpo car with a few more weapons.
"Hey, Brace? Hang tight. Got a guest up here. Need to give it a proper welcome."
----
For Ashton, this was the hard part. They'd been confident about the artillery ploy, and they knew
that once they had the data from Violet and control of High Water, they could put their shot on target.
Those were the things they could control, prepare for, and execute.
But waiting? Waiting was a special hell.
Their displays told the story in simple, vector-lined glory. Commander Song was in some sort of
rolling gunfight against a cutting-edge kill drone. It looked like he had a strong position, but the bot
was between him and the control console. They wouldn't have control of the orbital cannon until he
got past it. He'd pull it off, but it was just a matter of how long it would take.
Violet, though, they were less confident about.
Ash watched as she skated past marker alpha and towards the highway. As soon as she did, the
wireframe map lit up with the dashes and dots of exchanged gunfire. They knew that for Violet, this
was every bit as loud as the earlier artillery barrage, but far less enjoyable.
Their study of the map, which updated itself with battlefield data beamed back from the Neon
Bolide, revealed a troubling situation.
The Norrish commander had sent out three Iron Star units to harry Violet while she was still a
couple of miles away from designation distance. It was clear that they wouldn't be any match for her
in a stand-up fight, but this wasn't a stand-up fight. While she could easily hold off their attacks with
the Bolide's forcefield, they weren't the only ones attacking.
Miles away, the convoy's chief guard had taken up a sniping position. Every time Violet popped
her head above one of the hillocks on the approach, he'd snap a shot her way. On the screen, these
15
intro story
appeared as long, bright lines, and Ash followed each one with fear, terrified that it would intersect
with the little blue icon that represented Violet’s AWV.
It was a sniper's duel unlike any Ash had seen. Violet rode the hills like they were half-pipes,
while the Norrish sniper tried to pluck her out of the air like a competitive marksman. With each
minute that passed, Violet's increasingly circuitous route brought her closer to the convoy—her laser
designator inching nearer to their target.
"C'mon. Vi, you can do this..."
Another line zipped across the screen as the Norrish commander dialed his aim in ever closer to
Violet's cockpit. As their fight grew in intensity, the icons marking the convoy sped up in an attempt
to push past the fracas and towards the safety of Might.
"Vi, you're almost there. God, I wish you could hear me."
She'd taken down two of the three Iron Stars now. Ash felt themself wishing they could've seen
her do it with their own eyes. Then, another blast from the sniper ripped across the display and-
The screen flickered and stuttered, as if it were struggling to make sense of what happened.
"Alabama?"
"Correcting." A single beep and...
She'd done it. Violet had used the Bolide's anti-grav field to redirect one of the sniper's rounds
right back at him! Ash clapped decisively and bit their lower lip as targeting data started streaming
through.
Their eyes poured over the numbers coming in, fingers sliding across display screens, tapping
in figures and angles. This was it. They laid the firing solution into the machine, lowered their foot onto
a pedal under the console to lock it into place, sounded the salvo alarm, and pulled the trigger.
Nothing.
"God damn it, Song!"
He hadn't done it yet. With all the developments, they hadn't checked the High Water display
yet. But before they could even look at the station map, something else caught their eye. Something
terrible.
"No. There's no way..."
-----
It took Violet Viola the better part of four years to become an ace. In the time since, she'd
learned that there were rankings and categories, even among aces. Some aces came hot out of the
gate but then cooled down—they were often called chickens, since their records suggested that once
they got their ace kills, they started taking lighter duties. Others, especially those who earned the ace
star after dozens of missions, were called tortoises—after the old fable about the tortoise and the hare.
But there was a class of ace so superior, they didn't get compared to other pilots at all. These
living legends could shape a battlefield all on their own, proving that even a single AWV could be as
important as a full company—if it was in the right pilot's hands.
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intro story
Hovering against the setting sun, floating
between Violet and her target, was one such
legend.
"Lady Elreth..."
Violet's jaw slacked. Elreth had taken down
so many enemies that to call her an ace would be
an insult. The only epithet that had ever stuck
was one with religious reverence: The Goddess of
War and Death.
Elreth's machine could barely be called
one. Violet had heard the numerous stories about
Starfall, passed on by those few who’d seen it in
action and lived to tell the tale. In some tales, it
was a shining knight, clad in rustic plate and
armed with a holy blade. Others described Elreth
as a rider more than a “pilot,” describing Starfall
as something like a cosmic bird, barely controlled
as it delivered violence in swoops and dives. Most
frighteningly, there were rumors that it was most
itself as a terrible arrangement of raw
geometry—cubes, spheres, and cones, attached
and yet free, each quivering with hostile intent.
But the rumours hadn’t prepared her for
what was undeniably before her eyes: Today,
Elreth’s AWV—Starfall, if this was Starfall—was
something like an insect or a dragon. Six wings,
bladed fins along its head, and a tail that swung
with malicious delight. Its exoskeletal plates
teemed with energy, and its countless onboard
guns jerked and scanned as if each had its own
optic nerve.
Lady Elreth's voice boomed, not through
the comms, but through the air, cracking like
thunder.
"You move with noble grace and singular
purpose, yet hide your approach through guile.
Deception is not a tool of the worthy. How do you
plead?"
Violet took a breath and kept her
designator pointed at the convoy that was
speeding ever closer to the safety of Might's
bunkers.
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intro story
"I'm," she stumbled for a moment. "I'm not innocent or guilty. I'm a soldier."
"You contradict yourself, pilot. Face me, and earn your worth." Starfall's armored plates flexed
open, releasing a burst of hot steam into the evening air.
As if compelled, Violet turned the Neon Bolide towards Elreth and found herself thinking about
how beautiful it all was. The steam from the AWV gathered against the sunset. The sound of Starfall’s
crackling power. The smell of oil and gunpowder filtering through her unit's vents.
It would be, she thought, a perfectly fine final sight to see...
------
One month later...
"Sir, I maintain the position that I voiced throughout this inquest. As the only ranking officer
aboard the High Water at the time of its firing, I can attest directly to the severity of the station's
damage and the density of debris between the orbital cannon and the ground target."
Sitting stoically in the defendant's chair, Ash had to admit that Commander Song was giving it
his all on their behalf.
"I am also the only person who could see the firing data as it came into High Water's computer.
Given that perspective, it remains my position—spoken as a servant of democracy and a veteran
operative—that Commander Brace did not
purposefully change their target.” Song paused,
wondering if he should further editorialize, before
indulging himself. “It is admittedly a remarkable
coincidence that Lady Elreth was hit by the High
Water's cannon instead of the Council convoy.
But we live in a world of chance and kismet.
When such forces leave us with one more living
soldier, I am not keen to complain."
From the back of the room, her right arm
still in its cast, Violet Viola let a smile cross her
face. She had ridden towards death, and met its
goddess. Win or lose, helping her partner through
a court martial would be light work.
It was what came after—the quiet nights,
the dance floors, the deployments—that would
take effort. But what they could be together,
Violet thought, was the most work-worthy thing
in the world.
18
intro story
19
1: THE BASICS
the basics
20
the basics
21
the basics
INTRODUCTION
Beam Saber is a game about the Pilots of powerful machines in a war that dominates every facet
of life. They’re trying to do their time and part in The War, and then get out physically and mentally
intact. See, the organizations that perpetuate The War through all of known space are too
incomprehensibly huge to take down. There is no “winning” The War, there is only surviving it.
Hopefully you can make things a bit better before you move on.
This game is best played with 4 or 5 players, with one player filling the role of Game Master (GM),
and the other players will be the protagonists of the story.
As a game, the way Beam Saber plays is simple; you tell a story with your friends. Taking turns,
you describe the heroic feats, nefarious deeds, and everything in between to tell a compelling story
about these Pilots. Sometimes, the outcome of a Pilot’s actions are uncertain—that’s when you turn
to the dice.
The Setting
Centuries after humanity abandoned a rotting Earth, blighted by their follies, the Izyan Conflict's
seeds sprouted deep in space as plans unfurled.
The Exodus ships fled humanity’s decaying cradle in varying states of quality and completion.
Ships failed, were raided or cannibalized, and jettisoned all but the essentials. History, art, and play
all fell in the face of necessity. Those that survived found planets to land on, settle, and fight over
across the known regions of space. The evacuation left a vacuum of power, but not for long.
After the Exodus, five Factions rose to power—and thus, The War began. These Factions grapple
for authority over humanity. An Autocracy uses its military might to put others under its leader's sway.
A Corporatocracy's directing board of corporations desire the profitable control of the populace. A
sprawling Democracy's bickering politicians believe that self-directed government must be brought to
all people. An Oligarchy says they have the necessary will and cunning to ensure humanity’s survival.
Lastly, a Theocracy believes that its guidance will push humanity to reach heights worthy of the stars.
Long into The War, as these Factions battled for control, it was realized that one of the backwater
planets involved in the conflict was probably Earth. An Earth, changed by the calamitous intervening
years, that was mostly healed by its respite from humanity’s swarm. Conquering it would be a great
symbolic victory, but other, more valuable worlds continue to be The War’s focus.
A dense cloud of orbital debris surrounds “Earth,” preventing consistent satellite survival and
easy travel between the ground and stars; intermittent space combat around the planet and
throughout the system complicates this further. A handful of space elevators provide the best access
to space, but only one remains in the hands of the planet’s inhabitants.
There are millions of people who lived on Earth before The War found the planet.
Regardless of whether this planet really is humanity’s birthplace, it is Earth to them and their
22
the basics
home. Across the planet, they resist the Offworlders, their organizations, and The War in many
different ways. Much of that resistance has gathered in the Izya region, where the last independent
space elevator stretches into the void.
As the Izyan Conflict seethes, about to boil over, this is where you come in. You can find more
setting details in Chapter 10 (page 314), which outlines each Region, Faction, and Squad involved in
Beam Saber’s core setting.
The Players
Each player creates and portrays a Pilot involved in The War. The players’ Pilots are part of a
squad that completes jobs for the Factions at odds with each other. Together with the GM, they give
life to the Pilots and the world around them. The players also create vehicles for their Pilots—machines
they wield on mission after mission as they go up against enemy squads and Factions. And maybe,
just maybe, when it’s all said and done, the Pilots will find some peace at the end of their journey.
The Pilots
The Pilots are small in the grand scale of in The War, but they’re trying their best to make a
difference. The players’ Pilots start as nobodies beneath the notice of even their own Faction. But as
they crawl out of the meat grinder time and time again, people take notice. Personnel, resources, and
glory are awarded to them. However, this prestige comes with vendettas, suicide missions, internal
politicking, and greater challenges. As they rise to each challenge (or don’t), The War continues to
heap hardship upon them.
There are ten Pilot types players can choose from. Each Pilot type faces The War in a unique way,
and all have a powerful vehicle at their command.
23
the basics
The Vehicles
Each Pilot has access to a customized vehicle that suits their skills and needs. Some will be
machines hardly different from civilian vehicles, while others are lumbering behemoths loaded down
with weapons and armor. Each vehicle has unique quirks that Pilots take advantage of to accomplish
their missions. As the Pilots repair and upgrade their vehicles, they’ll learn more of these
advantageous quirks.
The Squad
The Pilots are part of a squad, which the players create through consensus. The players keep
track of their squad on a squad “character sheet.”
The Consulate spies and politicks. The Profiteers sell what people can’t get.
The Frontlines grind the enemy to dust. The Recon are spies, thieves, and sneaks.
The Logistics deliver the goods. The R&D advance The War’s technology.
The Mechanized Cavalry strikes fast The REDACTED neutralize targets.
and hard.
No matter what squad you choose, you can pursue any kind of mission. These directives simply
add focus to the game play. Whether the squad is created before or after the Pilots doesn’t matter, but
decide as a group which order you will use. See squad creation on page 182 to learn more about the
squad types and creating a squad.
Um. How do I start this? This is the first entry in this journal I’m gonna start keeping I guess. A lot of
soldiers do, right? At least in the books I read. I start as a Pilot with the Cenotaph tomorrow. If I go missing
like the others, if Layla or Hannah or anyone else makes it back here and they wonder what happened to
me, I hope this journal helps. I’m… scared. My hands started shaking around lunch and they haven’t
stopped since. Is that normal? I’m supposed to climb into Bert tomorrow and Pilot him into active combat
zones. I’m supposed to use him against other people.
I mean, hopefully we just do our job. We go in after stuff has calmed down, we do cleanup and recovery,
we don’t run into trouble. I’m really, really hoping we never see combat. Fuck. I don’t think writing it down
is making me feel any better about it. I think I actually feel worse. No one else made it. Why would I?
Okay Keiko, try to look on the bright side? Harrow’s here, and I trust him, and the rest of my squad seems
nice enough, even if they’re kinda weird. I trust Bert with my life. Yeah. I’ll get to travel around Izya and
maybe even find out what happened to everyone from the orphanage. Maybe even find some of them
alive. And I’m getting paid a lot, enough to buy a farm pretty quickly if I save most of it. I just need to make
it out alive.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
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the basics
The Game Master
The GM has a number of responsibilities. They describe the world—the battle torn ruins, the
bustling communities, the seemingly lifeless spaces that lay between them, and their inhabitants.
They play all non-player characters (NPCs), portraying their interests and desires within the game
world. They also prepare missions and opportunities for the players, and help facilitate the rules. The
GM should be familiar with the full contents of this book, but Chapter 10 gives a specific rundown of
how to GM a campaign of Beam Saber.
Playing a Session
A Beam Saber session plays like the structure of an episode in a TV series. There’s usually a
central conflict to resolve by the end of the session that probably feeds into the campaign’s larger
narrative, and some supporting side stories. A single session will take around two to six hours as
determined by your group of players.
A session usually involves the Pilots on a daring mission followed by their daily life between jobs.
The players and GM choose a mission that interests everyone, then roleplay the Pilots receiving the
mission from the employer or planning it themselves. The players make a couple dice rolls, and get into
the mission as they come to the first obstacle. The Pilots leap into action, make rolls, suffer consequences,
and complete (or fail) the mission. After that, they have downtime, where they recover, cut loose, and
develop personal projects. Then it starts all over again, as the Pilots jump into the next mission.
25
the basics
Generally one mission, a downtime period, and possibly preparation for the following mission
constitutes a single session. As your missions get more complex (or you get more familiar with the
rules), try experimenting with missions that take more than one session to complete, running more
than one mission per session, or devoting a session completely to downtime.
Your group will likely cover a major plot thread or two after a dozen or so missions. At this point,
consider inserting a break in the narrative—like a time skip or an end to the current story arc. You can
then restart with a couple new Pilots, squads, and starting situation.
26
the basics
Touchstones
The following are media that can be used to pitch the game to potential players.
Audio Movies
♦ Opening theme: Set It Off by Audioslave ♦ Fury by David Ayer (2014)
(2002) ♦ Redline by Takeshi Koike (2009)
♦ End theme: Victory by Janelle Monáe ♦ Mad Max: Fury Road by George Miller
(2013) (2015)
♦ Ace Combat Zero OST by Tetsukazu
Nakanishi et al. (2006)
♦ Friends At The Table Season 2: COUNTER/ Video/Computer Games
Weight, by Austin Walker et al. (2015) ♦ The Armored Core series by FromSoftware
♦ Revolutions Podcast, by Mike Duncan (1997)
(2013) ♦ The Front Mission series by Square Enix
(1995)
27
the basics
► Vehicles: Every Pilot gets a vehicle, which ► Downtime Activities: Players get three
is a massive war machine the size of a house. downtime activities during the downtime phase
Even at their smallest, there's an immense to assist with maintaining the health of the Pilots
difference in scale between a person and one of and their vehicles.
these monsters. Pilots can still affect them, but it
► Factions and Squads: The massive
often requires explosive action. That said, you
organizations that perpetuate The War in Beam
can’t solve every problem by having your giant
Saber are called Factions. They are MUCH larger
robot step on someone; there will be obstacles at
than factions in Blades, and are more equivalent
the Pilot scale too.
to Blades' Heat mechanic. In Beam Saber,
► Load: Both Pilots and vehicles carry a Load Squads are the groups that are of the same scale
of 3, 5, or 6. Players choose their Pilot’s Load as a Faction in Blades.
before the start of each mission, as you would in
► Pushing Yourself and Collateral Dice:
Blades. Vehicles are a little different. Players
A character can push themself or their vehicle
choose their vehicle’s Load during character
creation. A vehicle’s Load doesn’t change for +1d or improved Effect. They can also take a
Collateral Die (this game's equivalent to a Devil's
throughout the campaign (unless you complete
a Long-Term Project to do so). Bargain) for the same benefit. However, a player
may push themself AND take a Collateral Die on
► Vehicle Quirks: Vehicles don't have the same roll in Beam Saber. They pay the cost
Stress. They instead use Quirks when pushing for both, and so get the benefits of both.
themselves or resisting consequences. A player
► Assisting and Cutting Loose: The
just needs to describe how their vehicle’s Quirk
gives them an advantage and spend the amount of Stress that a Pilot spends when
assisting another Pilot varies. Each Pilot has a
appropriate amount of Quirks. There are no dice
rolled when resisting with Quirks; you just pay Clock representing their relationship with each
other Pilot. The more Ticks in the Clock, the more
the Quirks to get the perk. Lastly, Quirks are
never spent when assisting another Pilot or for Stress an assist costs them—but they also get
more benefits. The Clock fills by taking the Cut
flashbacks.
Loose downtime activity with that Pilot (which
► Drives: The Pilots generally aren’t aiming also removes Stress, similar to indulging a vice
to retire in luxury by acquiring wealth (though in Blades).
they can do that). They instead pursue
something they want to change about the world. ► Repairing Vehicles: Pilots need to
perform the Repair downtime activity to remove
The Pilots accrue drive resources (see page 68)
as they work towards this vision, which they can Damage from a vehicle.
spend to change the fiction in your campaign.
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the start
THE CORE SYSTEM
This section covers the core mechanics that push the campaign forward. It introduces the
game’s dice rolls, Clocks, Position, Effect, and determining the outcome of a dice roll. This section is
to get you familiar with the basics. Chapter 5 explains in greater detail how dice rolls affect the fiction
and vice versa—including how an action roll triggers and resolving consequences.
Beam Saber uses six-sided dice (referred to as d6) on all of its rolls. Usually, players or the GM
will gather a pool of dice and take the highest number to determine the result. However, there may
be times where a person has zero dice to roll (referred to as 0d). If a person has 0d, they roll two dice
and take the lowest as their result.
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the start
ACTION ROLL
The action roll is the most frequent cause for a player to roll dice. A player makes an action roll
when their Pilot or vehicle attempts something that isn’t a guaranteed success. Each attempt has a
potential positive outcome and a negative consequence. The GM and player work through the process
below to set the stakes and build the player’s pool of six-sided dice. The player then rolls the dice to
see what happens next. Page 151 gives more detail on triggering an action roll and how to choose an
action when it isn’t obvious.
1. The player describes their Pilot’s goal and how they intend to achieve it.
2. The player selects the action their Pilot uses to fulfill their goal.
3. The GM tells the player their Position (how dangerous the action is) and Effect (how effective
the action is) if they use that action. Default to Risky Position with Standard Effect if unsure.
4. The player mentions any circumstances or special abilities that might alter the Position or
Effect.
5. The player and the GM agree on the final Position and Effect.
6. Add applicable bonus dice.
7. The player rolls dice equal to their action rating and any bonus dice, then selects the
highest number rolled. If they have a total of zero dice, they roll two dice and take the lowest
number rolled as their result.
8. If the result is 6, the action succeeds fully. If the result is 4 or 5, the action succeeds partially
or fully but with a consequence. If the result is 3 or less, the action fails and something bad
happens. If they roll two or more 6s on a non-zero dice roll, they get a critical success, which
means the action succeeds fully and there’s increased Effect.
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the start
Basics of an Action Roll
You may be wondering what an “action” or “action rating” PILOT ATTRIBUTES
INSIGHT +1 DOT
means when building a dice pool. Pilots and vehicles have specific
○○○○ HUNT
actions they may perform—such as Hunt to track a target or Wreck to
○○○○ STUDY
use brute force. The player picks the best action that suits how their ○○○○ SURVEY
Pilot or vehicle attempts to overcome an obstacle. Pilot actions are ●○○○ ENGINEER
described on page 84, while vehicle actions are described on page PROWESS +1 DOT
○○○○ FINESSE
168. Each action also has an action rating—the number of points a
○○○○ PROWL
Pilot or vehicle has in an action (tracked on their character sheet). This ○○○○ STRUGGLE
number tells a player how many dice begin in their dice pool. If you ○○○○ WRECK
have an action rating of 2 in Maneuver, you begin with two dice in your RESOLVE +1 DOT
dice pool. ○ ○ ○ ○ COMMAND
○○○○ CONSORT
If you want to know how to get extra dice for your action roll, ○○○○ SWAY
refer to bonuses to rolls (page 38). The number of dice rolled can be ○○○○ INTERFACE
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the start
Position
Position indicates the level of danger or difficulty associated with the action. The GM sets an
action’s Position as Controlled, Risky, or Desperate.
♦ If the Pilot has a clear shot, a major advantage, or is free of danger, their Position is likely
Controlled.
♦ If the Pilot is confronting head on, under pressure, or on equal footing, their Position is likely
Risky.
♦ If the Pilot is in great danger, performing a perilous trick, or reaching past their limits, their
Position is likely Desperate.
Most actions will be Risky, which is the default Position if there’s any doubt. If the risk is great, then
make it a Desperate Position. But if there’s less risk, make it Controlled. If there is definitely no risk, it
might be a fortune roll (see page 41) instead. Sometimes, it’ll make sense to let the Pilot do it. And
remember, a Pilot takes 1 XP when they perform a Desperate action.
Here are some guidelines for what an action roll result looks like for each Position.
POSITION
You go head to
6: The action is a success.
4/5: The Pilot does it, but there’s a Risky consequence.
1-3: Things go badly. They don’t succeed, and experience a Risky
head, act under
fire, or take a consequence.
chance.
DESPERATE On any result, take 1 XP for the Attribute related to the action rolled as you
face these drastic challenges. Pilot Attributes are explained on page 63, and
POSITION
You overreach your
vehicle Attributes are explained on page 158.
Critical: The action is a success with increased Effect.
capabilities, or 6: The action is a success.
you’re in serious 4/5: The Pilot does it, but there’s a Desperate consequence.
trouble. 1-3: This is the worst outcome. They don’t succeed, and experience a
Desperate consequence.
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the start
Effect
Effect describes how much a Pilot can change their situation with an action. The GM considers
the Pilot’s proposed action and goal, and decides if they have Great, Standard, or Limited Effect.
♦ If the Pilot faces greater gains than usual, they have Great Effect. The GM details how the
additional benefits could manifest. If the Pilot is rolling to fill a Clock, they receive 3 Ticks
toward its completion on a roll of 4 or higher. (Clocks are described on page 39.)
♦ If a Pilot would make a typical amount of progress, they have Standard Effect. The GM
describes the expected outcome. A Pilot would fill 2 Ticks on a relevant Clock on a roll of 4 or
higher.
♦ If a Pilot would make a small headway, they have Limited Effect. The GM describes the partial
or diminished outcome. A Pilot would fill 1 Tick a relevant Clock on a roll of 4 or higher.
The GM uses the following four factors to determine an action’s Effect:
♦ The action’s potency. For example, attacking a tank with a hand grenade (lower Effect) versus
attacking a person with a hand grenade (improved Effect).
♦ Quality of gear. Fine gear provides improved Effect.
♦ Scale of the action. Differences of scale either lower or improve Effect depending on the
circumstance, like when a lone person fights a small gang. Scale also applies to differences in
size when appropriate.
♦ Tier differences between the Pilot and the target. Higher Tier targets provide reduced Effect,
while lower Tier targets provide improved Effect.
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the start
Consequences
Consequences are the fallout of enemy actions, bad situations, or rolling less than 6 on an
action. The GM chooses the consequences based on the fiction and the tone of your campaign. There
are six types of consequence:
♦ Reduced Effect represents the Pilot’s execution being hindered. This consequence reduces
the expected Effect by one grade.
♦ Complication represents new dangers, approaching issues, or unexpected troubles. This
might be an immediate difficulty, such as losing Trust with a Faction, damaging vehicle gear, or
the release of an airborne toxin. The complication could also be an issue that has yet to fully
manifest, represented by the GM creating a new Clock, Ticking one that is already present, or
removing Ticks from a Clock (see Clocks on page 39). The GM uses the circumstances to
determine the complication’s severity, and whether it is immediate or delayed.
♦ Lost Opportunity represents the situation changing as a result of the conflict. There was a
chance to reach the objective with the chosen action, but that window has closed. If the Pilot
wants to try again, they must put themself in a worse Position or use a different action.
♦ Cost represents an unforeseen expense tied to the action. A bouncer might let you through,
but only with a bribe in Personnel or Materiel. Maybe you make a nuisance of yourself and lose
Trust with a Faction.
♦ Worse Position represents the Pilot slipping into a more dangerous situation as the conflict’s
circumstances shift. If a Pilot was in a Controlled Position, they move to Risky. If they were
Risky, they move to Desperate as their problems mount.
♦ Harm or Damage represents an enduring affliction suffered by Pilots or vehicles respectively.
Consequences should never negate the success of a 4/5 roll. If a Pilot is luring a mech into a
minefield and the Pilot rolls a 4/5, don’t say that the mech avoids the trap. Instead, say the enemy is
lured into the minefield, but the Pilot also steps on a mine in their haste.
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the start
A Pilot can handle up to two level 1 Harm, two level 2 Harm, and one level 3 Harm. Vehicles suffer
the same scale in Damage. The penalties from multiple injuries of the same level stack, as do injuries
of different levels—but only if they all apply to the narrative.
If a level of Harm or Damage is full and a Pilot suffers an injury of that level, the new injury
worsens, becoming one level more serious. If a Pilot already has level 3 Harm and suffers an additional
level 3 Harm, they take level 4 Harm instead. Level 4 Harm is a ruinous, permanent injury, often (but
not always) representing death. Let the circumstances determine the nature of the permanent affliction.
Selecting Consequences
Below is a list of consequences that can be inflicted on action rolls of 5 or less. When selecting
one of the options, show how that change occurs in the fiction—such as a foe disarming the Pilot when
moving from a Risky to Desperate Position.
DESPERATE ♦
♦
Choose 3 Controlled consequences.
Choose 1 Risky consequence and 1 Controlled consequence.
CONSEQUENCES ♦
♦
Adjust a Clock by 3 Ticks.
Take level 3 Harm.
♦ Take level 4 Harm when appropriate.
♦ Take level 3 Damage.
♦ Take level 4 Damage when appropriate.
♦ Spend 3 Personnel or Materiel Points.
♦ Lose 3 Trust with an appropriate Faction.
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the start
RESISTANCE
A Pilot or vehicle can always resist consequences they’d rather avoid. First, the player tells the
GM how their Pilot or vehicle resists the problem. If the GM agrees their approach reasonably negates
the problem, the consequences automatically reduce… at a cost. The GM tells the Pilot if resisting will
negate the consequence or just reduce its severity, and what Attribute applies based on the fiction:
The player must commit to suffering that Stress after the roll; they cannot ○ ○change
○ ○ STRUGGLE
their mind if they
● ○ ○ ○ WRECK
roll poorly.
RESOLVE
RESOLVE +1 DOT
VEHICLE ATTRIBUTES
Vehicles, on the other hand, don’t roll dice when resisting a ○ ○ ○ ○ COMMAND
consequence. A vehicle exhausts 4 Quirks minus the chosen attribute ○ ○ ○ ○ CONSORT
EXPERTISE +1 DOT
EXPERTISE
○ ○ ○ ○ SWAY
rating to a minimum of 1 (even if a special ability would reduce it to ● ● ○ ○ BATTLE
○ ○ ○ ○ INTERFACE
zero or less). For example, a vehicle with 1 Maneuver and 2 Battle has ○ ○ ○ ○ DESTROY
● ○ ○ ○ MANEUVER
an Expertise rating of 2, so resisting with Expertise exhausts 2 Quirks
ACUITY
ACUITY +1 DOT
(4 minus the Expertise attribute rating). Quirks are further explained on page 162.
○ ○ ○ ○ BOMBARD
○ ○ ○ ○ MANIPULATE
After paying any resistance costs, the GM reduces the consequence by a degree they feel is
○ ○ ○ ○ SCAN
appropriate. Level 3 Harm may become level 2, while a worse Position might be negated entirely. Use
the game’s tone to decide whether the resistance roll negates the consequence, or just reduces its
impact. Grittier games will have consequences that are reduced, while more upbeat games will have
consequences avoided entirely. Any one consequence can only be resisted once.
If the GM inflicts multiple consequences, the affected player can choose to resist some, all, or none of
the consequences, and make resistance rolls for each. A Pilot or vehicle may also spend Armor to
further reduce a consequence after rolling or spending Quirks (see next page).
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Pilot and Vehicle Armor
A Pilot or vehicle can spend Armor to reduce the impact of a consequence. For Pilots, the
standard gear “Armor” grants one use per mission, and “Heavy Armor” grants one additional use (for
a total of two uses per mission). A Pilot may only take Armor and Heavy Armor once each per mission
(in other words, you can’t have two sets of Armor or Heavy Armor). For vehicles, the standard vehicle
gear “Armor” grants one use per mission, but multiple copies of the Armor can be taken on the same
vehicle.
When spending Armor, tick the appropriate box on the character sheet—Armor or Heavy Armor
in the Pilot section for Pilot Armor, and any Armor box in the vehicle section for vehicle Armor. Once a
piece of Armor is spent, it can’t be used again until the beginning of the next mission.
Vehicles can also sacrifice any gear that takes up at least 1 Load in place of Armor. Any Load slots
that the gear occupied are replaced by “junk.” This indicates that the sacrificed gear doesn’t function,
but still occupies Load on the vehicle. Junked slots are unavailable until Materiel points are spent to
uninstall them. Vehicle Damage is further explained on page 164, and uninstalling vehicle gear is
further explained on page 159.
Whether Armor completely negates or only reduces Harm or Damage depends on your game’s
tone. A campaign with a more adventurous tone will have Armor that completely negates even the
worst injuries, allowing Pilots to heroically shrug off attacks. A grittier campaign's Armor may reduce
Harm or Damage by only one level, so any hits are an ongoing concern for the Pilots. If you aren't sure
how effective Armor should be, reducing Harm or Damage by 2 levels is a good middle ground.
Another consideration for Armor is whether it makes narrative sense for it to affect Harm or
Damage at all. If a Pilot falls off of a roof, their Armor won’t save them. When Armor isn’t suitable for
reducing Harm or Damage in the fiction, but the player still wants to avoid the consequence, they
should resist it as normal (see page 36).
Spark
Each Pilot also has a Spark to spend on special abilities during missions. A Pilot’s Spark
represents their determination and grit to get the job done. A Pilot spends their Spark to activate these
abilities (tick the Spark box on the character sheet). For example, the Infiltrator’s Shadow ability lets
a Pilot spend their Spark to resist a consequence from detection or security measures, or to push
yourself for a feat of athletics or stealth. The Pilot could avoid making a resistance roll and instead
spend their Spark to activate Shadow if the security camera catches them slipping into a building.
But spend that one Spark wisely. Once the Spark is spent, it can’t be used again until the
beginning of the next mission. If a Pilot has more than one ability that uses Spark, only one of those
abilities can be activated when the Spark is spent.
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Bonuses to Rolls
Any combination of the following can increase a Pilot’s chance of success:
♦ The GM or any of the players may suggest a Collateral Die, giving the Pilot +1d at an
unavoidable cost.
♦ The player can push themself for either +1d, increased Effect, or the ability to act despite
having level 3 Harm by spending 2 Stress (if a Pilot action) or 1 Quirk (if a vehicle action).
♦ One other Pilot may spend an amount of Stress equal to their Connection (see page 72) to
help the acting Pilot. The acting Pilot receives benefits equal to the Stress spent. The potential
benefits are +1d, improved Position, increased Effect, or acting despite having level 3 Harm.
See Teamwork on page 76 for more detail.
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CLOCKS
A Clock measures the progress of an ongoing challenge or approaching issue. Clocks take the
form of a circle divided into 4, 6, 8, or 12 segments. The more segments in a Clock, the more complex
the challenge or the longer the delay until the issue arrives.
Creating a Clock
Players and GMs may create Clocks to represent their
pursuits, threats in their way, and any other time-sensitive task or
event. A Clock needs a goal or outcome when it fills, a name, and a number of segments. Players may
work with the GM to define a Clock or Clocks for their Pilot’s pursuits—such as renovating a ruined
building into a dive bar for musical events.
Clocks represent the obstacle or danger, not the method used to fill them. If the a Pilot needs
funding for a new piece of tech, name the troublesome Clock “Bored Investors” or “Unstable
Prototype.” Describing the situation gives players the flexibility they need to approach the task. Don’t
name it “Talk Up Investors” or “Overheat the Prototype,” because that prescribes how the Pilots should
accomplish the goal. Extremely complex obstacles that have several steps can be split into multiple
Clocks. For example, if the squad is capturing a huge enemy battleship, the ship could have Clocks for
“Point Defense Cannons,” “Space Marines,” and “Security Program.” The squad would have to get
past each Clock in turn to capture the ship.
Likewise, if the squad is facing multiple opponents or a single very dangerous opponent, an
Obstacle Clock can represent the foes’ ability to be a continuing threat. The Clock should represent
how they’re threatening: soldiers fight, guards detect, politicians manipulate crowds, etc. Once that
Clock fills, the foe has been evaded, run off, destroyed, talked down, or whatever outcome is
fictionally appropriate.
Clocks can also measure the passage of time. These Clocks are usually timers for an
approaching threat (though the arrival of friendly reinforcements might also apply). Progress the Clock
when a suitable amount of time passes in the fiction. A Clock segment might represent a few seconds,
minutes, or hours depending on the scale of time passing. The easiest way to handle Time Clocks is
deciding which Pilot is most affected by the Clock, and then filling in a segment every time they make
an action roll.
You can also use Clocks to extend the focus of narratively interesting challenges. What qualifies
as "narratively interesting" will vary by game and scene. There will be times where bypassing a door
is solved with a single roll, but that same door under more dramatic circumstances might be a Clock.
There is no hard and fast rule about how long a Clock should be. The amount of interest there is
in the obstacle or goal that a Clock represents should determine the length of that Clock. Defeating a
small group of enemies might be represented by a 4 segment Clock, but if greater narrative stakes
are placed on them (possibly because they have been fleshed out or are the final obstacle before
victory), an 8 segment Clock, or possibly even a 4 segment Clock for each enemy, could be used.
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Filling a Clock
Usually, Clocks progress when players make rolls—although the
circumstances determine by how much. Progress is measured in “Ticks,”
where 1 Tick fills 1 segment of a Clock.
Players typically make action rolls as normal to progress their Clocks, and gain Ticks upon results of
4+. However, the amount of progress depends on the Effect level. If the Effect is Limited, fill a single
segment (also known as 1 Tick). Standard Effect gives 2 Ticks, Great gives 3 Ticks. A Critical gives
improved Effect, or with Great Effect gives 5 Ticks. With a fortune roll add 1 Tick on 1-3, 2 Ticks on 4/5, 3
Ticks on a 6, or 5 Ticks on a Crit. If a single action could overcome the challenge, the player should instead
make an action roll as normal instead of a Clock. A Clock is almost impossible to fill with a single success.
Unlike other Clocks, Connection Clocks and Drive Clocks do not generally gain Ticks when a 4+
is rolled for an action. See page 72 for Connection Clocks and page 68 for Drive Clocks. The GM’s
Clocks are a slightly different story. They add Ticks based on the type of Clock and what makes sense
for the fiction. A GM may add between 1 to 3 Ticks to a Clock as a consequence on a roll. They may
also add a Tick to a time Clock if the players pursue their goals cautiously.
Players can prevent troublesome Clocks filling. For example, if a Threat Clock is “Direct Superior
Arrives” while a Pilot rummages through the officer’s desk, another Pilot could remove Ticks by stalling
the Direct Superior. In that case, the GM would remove Ticks according to the action roll’s Effect level.
Completing a Clock
When a Clock fills, the challenge it represents is overcome or
the danger comes to pass. If it’s a beneficial Clock, the player
receives that benefit immediately; and the same goes for any repercussions or threats.
But if something happens in the fiction that would complete the Clock’s objective or instantly
summon the problem, the Clock fills and it comes to pass. For example, if the squad is sneaking
through a secure facility and has an “Alarm is Raised” Clock, crashing a vehicle into the facility will
instantly fill said Clock. Likewise, if the Pilots are filling a “Destroy Samples” Clock, and they set off a
nuke inside the building, that Clock is full. Period.
If the players or GM realize that a Clock is no longer engaging or relevant, it’s alright to say that
it is instantly filled, instantly emptied, or just disappears without affecting the situation.
Gathering Information
There’s always going to be too much going on for the GM to provide the players with every detail
they need or want to know. This is where they can gather information on a situation.
When a Pilot wants more specific information, the GM decides if that information is common
knowledge, or if there’s an obstacle to acquiring it. The GM should consider the Pilot’s playbook,
tragedy, history, and opening to determine if that information should be freely available to them. If it
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should, then the GM simply answers the question.
The player should make a fortune roll if the information is not common knowledge, but there is
no barrier to learning the information. A 1-3 provides limited information, a 4/5 provides standard
information, and a 6 provides great information. Gathering information during a mission will likely take
the form of a setup roll (page 76). If the Pilot rolls well, they will frequently gain improved Position or
Effect as appropriate in addition to the information. However, a result of less than 6 will cause
consequences as usual on a setup roll. Sometimes a complex obstacle blocks the information desired,
such as a messy crime scene or an overabundance of archived texts. For instance, if gathering the
information requires an extended period of time, the Pilot should begin a suitable Project Clock. The Pilot
can ask several questions relevant to the Clock upon its completion (what they would receive from Great
Effect on an action roll, page 294).
Each Pilot playbook has a list of questions they might find useful when gathering information.
These suggestions are a good place to start, but a Pilot may ask any question they like.
And lastly, gathering information requires a suitable opportunity. The information must either be
on hand in the heat of the moment, or acquired ahead of time. You can try again if you don’t get the
amount of information you wanted, but it’ll probably have to be at a later time.
Fortune Roll
The GM can make a fortune roll when they are unsure of an outcome and want to let the dice decide.
There are three common ways to use a fortune roll:
♦ When the GM doesn't want to make an arbitrary decision on a situation and the Pilots are not
involved, such as two NPCs having a conflict off screen.
♦ When there is no clear roll to determine the outcome, such as the effect of injecting an untested
drug to keep it out of a competitor's hands.
♦ When a player makes an action roll in a completely safe situation, and there is no chance for a
consequence to affect them.
When making a fortune roll, any
trait with a number or rating can
determine the roll’s dice pool.
When an NPC squad acts, their Tier can determine the fortune
Some examples are:
roll. (Tier is explained on page 191.)
Major contextual factors When a friendly fire team acts without Pilot supervision, use their
should give +1d (if they are Quality for the fortune roll. (Quality is explained on page 294.)
advantageous) or -1d (if they are When the power of technology is unleashed in an uncontrolled
a hindrance) to fortune rolls. If a fashion, you can use its Magnitude for a fortune roll.
relevant trait doesn't exist, roll (Magnitude is explained on page 296.)
just 1d or build a dice pool based When a Pilot gathers information, their relevant action rating
on the applicable contextual can determine the amount or Quality of information they
factors. receive.
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employer is Independent. Be warned, working for an Independent employer yields less pay than
working for other employers. You can read more about Independent employers on page 203. Striking
out on your own is rough, but at least you won't have someone looking over your shoulder.
The squad can always seek out an employer if they want to do a mission that would normally be
Independent but still want decent payment. Finding an employer this way might take the form of a
Long-Term Project or a sequence of events during free play. If there’s an objective the squad wants
accomplished, there’s probably a Faction that wants the same with a little convincing.
The Target is the squad (and by extension the Faction) that will be harmed if the Pilots complete
their mission. Usually, someone is trying to stop the mission, and overcoming their defenses will
damage them in some way. If there isn't someone stopping the mission, consider expanding the
mission’s objective to one that will create conflict, or making the objective a Long-Term Project instead.
The Objective is the purpose of the mission and the employer's goal. This might be getting
supplies through a blockade, negotiating a ceasefire, destroying a factory, or stealing research data.
Some goals may have multi-part objectives, all of which must be completed before the end of the
mission. Other missions may have side objectives that are not necessary to fulfill the main goal.
The Rules of Engagement (ROE) are the directives that an employer places on its squads.
The ROE define the circumstances, conditions, degree, and manner in which the use of force (or other
provocative actions) may be applied. The GM sets the ROE as appropriate for the fiction, though
players should speak up if any of the rules ruin the game’s fun. A Faction who wants popular support
will have more rules about engaging civilians than Factions interested in military victory at all costs.
Record the rules in effect for everyone’s reference. You can find a list of possible ROE on page 291.
The Tactic is the squad’s method for taking on the objective. This is a general strategy, and
requires just one detail that explains how the mission opens. Select one of the following tactics, and
then determine the detail. Pilots don’t need to plan excessively; flashbacks let them bring in special
preparations and consideration of unanticipated complications (see flashbacks on page 74).
♦ Assault is open violence against the target. The detail is the point of attack.
♦ Deception is luring, tricking, and manipulating the target. The detail is the method of
deception.
♦ Scientific is engaging with technological power. The detail is the unusual procedures used.
♦ Social is when the squad negotiates with, bargains with, or persuades the target. The detail is
the social connection.
♦ Stealth is for taking action undetected. The detail is the point of infiltration.
♦ Transport is carrying cargo and people through danger. The detail is the route and the
means.
The Loadout represents how much pilot gear a Pilot may carry on the mission. During this step
of every mission each Pilot decides if they are carrying a Light [Load ⎔3], Medium [Load ⎔5], or Heavy
[Load ⎔6] amount of gear on their person. Loadout impacts how people perceive a Pilot during a
mission. A Light Load makes the Pilot quicker and less conspicuous; they can blend in with civilians,
providing increased Effect when applicable. A Medium Load makes the Pilot look equipped for a difficult
task. A Heavy Load slows the Pilot and makes it clear that they are a member of an armed group.
Players don’t need to decide what items their Pilot is carrying before the mission. At any time
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during the mission, you may declare that your Pilot has any of the Standard Pilot Gear (page 98) or
any of their playbook's Specialist Gear. Add the item to your character sheet, and mark the
appropriate amount of Load it takes up. You cannot exceed the maximum Load you chose when
planning the mission. Items in italics or listed as "Load Ø" do not take up any Load.
Vehicle gear works a little differently, which is covered in Chapter 6. A vehicle’s max Load is
set upon its creation (and it does not change between missions). Players don’t choose vehicle gear
before the mission—they debut gear as it’s needed when tackling obstacles. However, once a player
declares a piece of vehicle gear, that gear is now installed in their vehicle. Installed vehicle gear can
only be taken out by spending Materiel between missions.
The Pilots can perform a final downtime activity (if they have any downtime activities remaining
or want to spend the appropriate Supply Point) or gather information during or after the mission brief
if they want more intel on the job. Such information and assets can reveal the target’s strengths and
weaknesses. However, a Pilot must have a sufficient opportunity to gather information, which might
require a flashback. Now may also be a good time to perform the Acquire Asset downtime activity if
the Pilots want any assets for the mission (see acquiring assets on page 221). Remember, Pilots can
also acquire assets during a mission with a flashback, so no need to prepare for everything right now.
Engagement Roll
After planning the mission, we jump right into the action where we see the squad encounter their
first obstacle. Make an engagement roll to see how severe the situation is when the squad gets into it.
The engagement roll dice pool starts with 1d for plain old luck. Add additional dice for major advantages,
and remove dice for disadvantages. Possible advantages and disadvantages may include the following:
♦ Is the mission bold? Take +1d. Is the mission especially complex? Take -1d.
♦ Does the mission exploit the target’s vulnerabilities? Take +1d. Is the mission’s tactic
ineffective against the Target? Take -1d.
♦ Is the squad receiving external support for the mission? Take +1d. Is anyone interfering with
the mission (other than the target)? Take -1d.
♦ Are there other factors affecting the mission? Take +1d for each one that benefits the squad,
and -1d if it hinders them. Factors might include differences in squad Tier, specialized
equipment, unusual terrain, and more.
The engagement roll assumes the Pilots are skilled survivors and have prepared to arrive at the
first obstacle. There is no need for sneaking closer, checking for traps, or other cautious approaches.
The engagement roll result covers those details, so you can start with the action. The engagement roll
result indicates how tough things are for the Pilots as they hit the first obstacle. A player makes the roll
on behalf of the squad and looks at the highest die. On a 1-3, the squad’s starting Position is Desperate,
4/5 gives them a Risky Position, and 6 provides a Controlled Position. Engagement rolls cannot result in
a critical success (two or more 6s).
After determining the engagement roll result, take a short break so the GM can figure out how
to start the mission. The GM should craft a scene that reflects the starting Position. This Position
changes as the fiction develops—if the Pilots pull out some good rolls and make good tactical choices,
their Position will improve (and vice versa if things don’t go so well).
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Linked Missions
There will be times where a mission requires that multiple plans be executed together. A
common situation is one where the squad wants to act on two fronts. For example, part of the squad
attacks the fortifications as a diversion, while the other part sneaks into the enemy base. How this is
handled depends on whether the first part needs to succeed before the second part can be attempted.
♦ If the first stage of a plan benefits the latter stage (but isn’t required for the mission’s success),
it can be handled with the setup teamwork action (page 76) or through a flashback (page 74).
With a success, the setup improves their squadmates’ Position or Effect. A failed setup might
cause trouble for the second part of the plan. If a Pilot performs a setup before the engagement
roll, consider giving the squad +1d or -1d (as appropriate) on the engagement roll as the rest of
the squad sets out on their part of the mission.
♦ If the first stage of a plan is required for the latter stage to be attempted, it should probably be
a mission of its own. For example, the squad might be on a mission to steal an enemy Ace’s
unique vehicle (to use in a later false flag mission). In this case, make each part its own mission
with downtime between them as normal.
But for the most part, which approach is used is largely a matter of interest. If the players are
interested in the moment to moment action of the first stage, it should be its own mission, even if it
isn’t necessary. Likewise, stage one of a two-stage mission can be simplified with a setup action if it’s
not interesting to players. If the setup gets a failed roll, hand out consequences as the fiction
demands.
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End of Session
After a couple of hours of play, you’ll probably reach a good spot in the narrative to stop for the
day. Other groups will do marathon sessions that can last 8 or more hours! When you finish the current
session, follow these directions—regardless of how the session ends.
1. Check the squad’s XP goals, and mark 1 XP Sometimes sessions can get very intense, and
for each item that occurred (or 2 XP if that item players don't always realize how affected they are
happened multiple times). until they take a break. If you’re concerned about
another player who says they’re alright, consider
2. Check if each Pilot contributed at least 1 Tick
asking them privately in a couple of days once
to their Rival’s Challenge Clock, and whether
they've had a chance to assess their emotional
they filled any Connection Clocks with their Rival
state.
or another Pilot. Take 1 XP for each item that
occurred. 7. Ask the players what they liked about the
session, and what they want to see more of in future
3. Check if each Pilot permanently removed their
sessions. If players can't think of anything, try
Rival as a threat. If that happened, take 2 XP.
asking in a couple of days after they've all had some
4. Check the Pilots’ XP goals, and mark 1 XP for time to sit with the session.
each item that occurred (or 2 XP if that item
8. Ask the players what they disliked about the
happened multiple times).
session, and what they want to see less of in future
5. If a mission was completed this session, ask sessions. If players can't think of anything, try
the Pilots the following questions to direct what the asking in a couple of days after they've all had some
next mission will be: time to sit with the session.
► Are you following up on a previous mission’s These questions can be answered in character
outcome? and/or out of character, whatever works best.
► Is your aim to seize a Squad Upgrade, hurt
the target, aid yourselves, or aid another
squad?
► Is there a specific Region you want to target?
► Is there a specific resource you want to
acquire?
► Are you targeting a squad weaker, stronger,
or about the same as you?
► Are you targeting a specific squad or
Faction?
6. Check on each player's emotional state.
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Example Mission
The Cenotaph’s Direct Superior, Scratch, has called everyone to the squad’s briefing room in their chapel.
They have been contacted with a possible mission by Lieutenant Colonel Walsh Johnson of The Jovangellian
Empire’s Wolf Pack. The Wolf Pack need a third party to return the bodies of some Jovangellian troops to Fort
Jovanol from custody of the Democratic Federated Systems (DFS). The DFS are sending a film crew from the 3rd
Public Connections Corp along to record the hand off for their own propaganda, and The Cenotaph will be
responsible for the documentarians’ safety.
The Cenotaph could use some good PR with the Jovangellians after their scrap with The Racoons, so this
sounds like a fine opportunity. Not to mention, building rapport with a vanguard squad like the Wolf Pack would
be a boon. The players’ Pilots, Dredge, Tower, Scarecrow, and Demon, all agree to take on the mission.
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“Well, they’re expecting us AND we’re headed to a heavily defended military base, so we shouldn’t try
anything fishy,” suggests Cass. “I think that makes this either a Transport or Social mission.”
“Transport sounds good to me, since we don’t really know anyone in Fort Jovanol,” says Ray, and everyone agrees.
“So, what’s the detail that completes your tactic? In this case, it’ll be a route and means,” says the GM.
“I’d say the means is our AWVs,” Jess says. “And the route will be the roadways that I studied—the ones
between our rendezvous with the film crew and Fort Jovanol.”
“Actually, I’m going to ride in the APC with the film crew,” says Ray. “I want someone capable behind its
wheel, and I can always use a flashback to have my AWV nearby. I’m also going with a Light Load for my Pilot, so
I don’t make the film crew or guards at the fort nervous.”
Everyone agrees that’s a good idea, and all take a Light Load for their Pilots. Their vehicle Loads were
decided when they created them, so that’s already been decided.
“Cool. We’ll skip ahead to your first obstacle. You’ve met up with the film crew, and have begun your trip to Fort
Jovanol along the roadways that weave between and over the rolling hills outside of Journey City. Your three AWVs and
the APC move along at a slow pace due to the road’s condition. The roads sometimes cut through the dirt and stone of
a hill. Most of the slopes are gentle, but many are tall enough that even Demon can’t see over their tops in his Extractor.”
“I don’t like this,” says Cass (Demon’s player). “It’s too easy to be ambushed, but I don’t want Demon to
start flying in his AWV because that would make me an obvious target.”
“Funny you should mention that,” says the GM slyly.
Engagement Roll
“It’s time for the engagement roll,” says the GM. “Let’s find out your Position as you hit your first
obstacle. You start with 1 die for plain old luck.”
“Probably gonna need it considering our rolls so far,” quips Sasha.
“Is the mission bold or especially complex? +1d for the former, and -1d for the latter,” says the GM.
“Not really? We’re just going there, and we have permission for a change!” says Ray.
“Ok, no change to the dice then,” says the GM. “Does the mission exploit the target’s vulnerabilities, or is
it ineffective against them?”
“Well, our target, so to speak,” says Cass, “is the 3rd PCC, and we’re escorting their film crew to something
they want to get on camera. So it sounds like they’re vulnerable to it, giving us +1d.”
“Yup. Does the squad receive external support for the mission?” asks the GM.
“Hmm, I don’t think so. We’re kind of on our own for this one, so no dice there,” says Jess.
“That’s fine,” says the GM. “But unfortunately for you, I know the answer to the next question. Is anyone
other than the target interfering with the mission? And the answer is yes, which gives you -1d.”
“Yikes,” says Cass. “I think we’re just going to have to eat that -1d.”
“Well, maybe we can make it up in the next step,” suggests Ray. “Lastly, are there any other factors that
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affect the mission? Hmmmm…”
“We probably have legit credentials because the Wolf Pack invited us into Jovangellian territory. That should
help us out some,” says Sasha.
“Absolutely,” agrees the GM. “So that puts you at two dice for the engagement roll. Any other advantages
to suggest? I don’t have any other secrets that will affect the engagement roll.”
The other players shake their heads.
“Ok then! Who wants to roll the engagement roll?”
Everyone mimes reluctance. But Cass says, “Somebody has to take charge, might as well be the Officer.”
Then she rolls the dice.
Controlled Result
The dice come up a 3 and a 6! “Hell yeah!” cheers Cass. “With a Controlled Position, we’re golden.”
“Great, a 6 gives you a success. Who’s leading the convoy?” asks the GM.
“I’m probably out ahead in my Claymore,” says Jess.
“Makes sense. You come around a hill and see a checkpoint, Scarecrow,” the GM says to Jess (Scarecrow’s player).
“It’s a group of four Arquebusier AWVs from the Wrights of the Ascent—a fellow Celestial Myriad squad focused on
glorifying the Church by constructing monuments. You watch as they point their anti-AWV machine guns at a pick-up
truck, while one of their monks in Pilot’s robes speaks to the driver. They have no idea you’re there. What do you all do?”
Risky Result
The dice come up a 3 and a 4! “Well, that’s not so bad,” says Sasha. “We can deal with a Risky Position.”
The other players nod their heads.
“Who’s leading the convoy?” asks the GM.
“That’d be me in my Claymore,” says Jess.
“Of course Scarecrow is scouting! Why’d I even ask?” jokes the GM. “The road takes you around a hill. Much
closer than you’d like is a group of four Arquebusier AWVs that quickly spot you. It’s unclear who they’re with, but they
immediately point their anti-AWV machine guns at you and start jogging towards your Claymore. What do you all do?”
Desperate Result
The dice come up a 3 and a 2! “Oh nooooo!” groans Ray. “A Desperate Position is going to be rough.”
“As all of you come around a hill, the road ahead is totaled. Just absolutely ripped up,” explains the GM. “The
AWVs can make it through, but the APC can’t.”
“Hm, that’s not so bad,” says Cass.
“You did not just say that,” chides Jess.
“Indeed. I was just about to say that your sensors pick up AWVs closing in on your position from the left,” says
the GM. “You can’t see them yet, as the hills block your line of sight. What do you all do?”
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The Ambush
“I’m going to move my Extractor up the hillside to look for an alternate path,” says Cass. “I suppose this is
Scan, which gives me 0d.”
“Unless you want to open up your cockpit and look out,” suggests the GM. “Then it could be Survey.”
“That sounds really unsafe right now, and I don’t think any of my Quirks help here. Got a Collateral Die for me?”
“You end up silhouetting yourself across the hill top so you can get a better look. This will put the attention on you.”
“Uhh,” Cass hesitates. “Ok, let’s do this. Scan using 1d with that Collateral Die. What’s my Position and Effect?”
“Your Position is Desperate from the engagement roll, with Standard Effect because you don’t have
anything aiding or hindering your search.”
Cass nods, then she rolls the die. “Four. What do my mech eyes see?”
The GM smiles and says, “You spot a bridge over a set of steep ravine walls in the distance, on the side
opposite from the approaching AWVs. Since you have Standard Effect, you also get a look at them: three
Arquebusiers and one Archer. All of them are from the Wrights of the Ascent, a fellow Celestial Myriad squad.”
“What are they doing here?” asks Ray. “We’re pretty far inside Jovangellian territory for this mission.”
“A good question,” says the GM. “But first, the consequence from Demon’s partial success. Demon, you
watch as the Archer aims one of its two arm-mounted railguns at you. Dire warning lights begin flashing in your
cockpit, indicating massive damage to your Extractor’s torso. Take the ‘level 3 Damage: Holed.’”
“Nope! I’d like to resist that,” says Cass. “I spot the Archer taking aim, and throw the Extractor down the
hill to break line of sight.”
“Alright,” says the GM. “That sounds like an Expertise Resist because you’re avoiding damage to your
vehicle. Your vehicle has an Expertise attribute rating of 2, so it’ll cost you two Quirks. Describe how you spend
them.”
“I use my Rapacious Manipulators to claw at the ground while I use the Jumpy Maneuvering. I then shout
into our comms, ‘There’s a bridge not too far away on the other side of the road. Everyone get a move on!’”
“Sounds good. Take ‘level 1 Damage: Dented’ instead. What’s everyone else doing?”
“Demon said to go, so I’m going!” says Ray. “Tower yanks the wheel of the APC in the bridge’s direction and
floors it. That’s probably Maneuver right? I have 2d in it, so that’s good.”
“It’ll be a Desperate Position with Standard Effect, since the APC has those big tires,” says the GM.
“I’d like to assist,” says Jess. “I have 2 Connections with Tower, so I’m going to spend 2 Stress to give
them Improved Position and Effect. I’ll do so by laying down covering fire.”
“Cool,” says the GM. “That changes it to Risky Great.”
“‘Thanks for the cover, Scarecrow!’” Ray says (as Tower), then rolls two dice. “It’s a 5, so I’m very glad to
not be in a Desperate Position at the moment.”
“Ok. You start going up the hill, but it’s slow going; the field is pretty muddy,” says the GM. “The
consequence of your partial success is reduced Effect.”
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the start
“I’d like to resist that,” says Sasha. “We really need to get out of here, so my Kettle is going to shove the
APC from behind. I’m guessing that’s Expertise, which will cost me 2 Quirks.” The GM nods in agreement before
Sasha continues. “I’ll spend Strategically Structured and Disturbing Hover to rearrange the Kettle’s skeleton so
it’s better at pushing. I’ll then crank up the hover system to really shove the APC through the mud.”
“Awesome!” says the GM. “Ok, the APC and Kettle make it to the bridge. I’m going to start a 6-Tick Progress
Clock called ‘Wrights of the Ascent AWVs.’ Since you got a Great success, I’ll immediately fill in 3 Ticks.”
“Let’s get across that bridge,” says Jess. “I’ve got a plan.”
“I’m curious! I’m not going to have anyone roll to get across, since Tower did that earlier,” says the GM.
“The Kettle pushes the APC as fast as it’ll go through the mud and over the bridge, while Demon and Scarecrow
in their AWVs exchange fire with the Wrights. Everyone’s across. So, Scarecrow, what happens?”
“I’m going to have a flashback!” Jess says. “Ahead of the squad, Scarecrow scouted the area and placed
explosives on the bridge. When they get on the bridge, I’m going to detonate it. It’ll blow them up, and bury them
in rubble. I want to use Wreck for this, which gives me 1d. I’ll also push myself for another +1d.”
“Ok, that’ll cost you 2 Stress for pushing yourself and another 2 Stress for the flashback, since setting up
the explosives sounds like a bit of a stretch under the circumstances,” explains the GM. “This will be Risky because
this fight is now on more even footing, and it’s Standard Effect. But are you sure you want to do this? Using
explosives breaks your ROE: No using explosives. This stunt will cost you Trust with the Employer.”
“That’s fine. If we don’t complete the mission, trust won’t exactly matter,” Jess says and rolls her 2d Wreck.
“A 6! Eat C-4, you jerks!”
“That fills another 2 Ticks on the Escape Clock,” says the GM. “You hit the detonator and watch as
explosions rip along the length of the bridge, tumbling the AWVs into a cloud of rubble and dust. However, one of
the Arquebusiers boosts out of the dust cloud using its jump jets and lands on your side of the ravine. It’s a little
banged up, but definitely still a threat. It levels its arm-mounted Gatling guns at the APC. What do you all do?”
“I reach out to them over the radio,” says Ray. “We’re both members of the Celestial Myriad, so we should
have the same communication codes. ‘Why are you doing this? The rest of your squad are buried in rubble, and
could use your help!’ Hopefully the Pilot will listen. I want to roll my 1d Consort.”
“I’m going to assist to give +1d, since I have 1 Connection with them,” adds Cass. “Demon says, ‘My
squadmate’s Piloting a Kettle which is designed for rescue work.’ Just gonna leave out that it’s for finding corpses.
‘If you promise to leave us alone, we can help rescue your friends.’ I’m also using two abilities here: The first is
Tactical Genius, so this assist doesn’t cost any Stress. The second is Heart To Heart, so they’ll be deeply hurt if
they break the agreement.”
“Nice!” says the GM. “Ok, this’ll be Risky Limited. The Arquebusier could shoot the APC, and the Pilot isn’t
too interested in hearing you out after the bridge incident.”
“Well, Limited Effect doesn’t matter too much, since I only need 1 more Tick to fill the Escape Clock,” says
Ray as they roll two dice (1d for Consort and 1d for the assist). “I got a 5. Looks like we’re getting out of here.”
“Not so fast,” says the GM. “A 5 means there’s a consequence. Over the radio, the Arquebusier’s Pilot says,
‘It’s nothing personal, we’ve been tasked with taking out a DFS APC, and we didn’t know you were-” But he’s cut
off as an anti-AWV rocket slams into his cockpit. The Arquebusier drops in the telltale manner of an AWV with a
dead Pilot: like a puppet with cut strings.”
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the start
Fort Jovanol
“Uhh, I’d like to question them about that!” says Ray. “Tower’s going to let the film crew drive for a bit before
having a friendly conversation with the camera person. I spent some time with the Cirque Du Soldat, so I can
probably talk shop with them. I’d like to roll my 2d Consort.”
“Sure thing,” says the GM. “That’ll be Controlled Standard.”
Ray rolls and gets a 5.
The GM explains, “Since this is Controlled, you get to decide if you take the success AND the consequence,
or you can deny both and nothing happens. The consequence is reduced Effect; they aren’t really up to talking.”
“Better than nothing,” says Ray. “What do I learn?”
“Their name is Frill Sobey,” the GM begins. “They’re White and a bit short, but they have a strong body.
Their hair is cut so close to their head that you can’t tell if it’s blonde or grey, making their age hard to determine.
They don’t really open up about themself, but you do get two other pieces of information which they inadvertently
reveal. The first is their body language—how they size you up when you approach, their comfort in the APC, and
the fact that their hands are never far from potential weapons—shows they have a lot of combat experience, and
it’s probably some black-ops type stuff. You also learn that they and the other two camera operators only joined
this film crew recently—about a year or so ago. Long enough for the other half of the crew to get comfortable with
them.”
“Well,” says Sasha. “I think it’s safe to say that the three camera people aren’t actually 3rd PCC, which
means they could be anyone. Though probably not Jovangellians.”
Everyone considers the possibilities for a few moments before the GM says, “Is there anything else, or shall
we move on?” When no one objects, the GM continues. “You reach Fort Jovanol without further incident, though
you see Jovangellian AWVs tracking your movements when you get close. Apes with their multitude of machine
guns, Wolves with their arm-mounted cannons, Lions and their missile racks. It’s a bit tense, but you transmit your
permissions, and there’s no issue. The fort’s massive armored walls are taller than an AWV and are slanted to
deflect projectiles, with AWV sized trenches in front of them. You are stopped one last time at the gate, but your
documents go through without issue. You’ve reached your destination, so what do you all do now?”
“Well I, Sasha, do not know the process,” en says. “But Dredge certainly knows what to do with the bodies
we’re delivering. So I’ll get started on that.”
“I’m going to keep an eye on Frill,” says Ray. “I don’t trust them.”
“In that case, I’ll stay in my Claymore,” says Jess. “Just in case we need the heavy guns for a daring escape.”
“I really hope that doesn’t happen, considering where we are,” says Cass. “Demon’s going to go with
Dredge in case co needs any help.”
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the start
“Ok, Dredge and Demon find the fort’s hospital by its Jovangellian medical symbol: a winged figure reaching
down towards an injured one,” says the GM. “You meet up with the fort’s head medical officer. He’s a flabby Black
man, slightly above average height, wearing grey combat fatigues under his lab coat. He’s bald and has obvious
smile lines around his eyes and mouth. ‘Hi, you must be with The Cenotaph. I’m Dr. Here Homage.’ He holds out
his hand to shake yours.”
“I shake his hand,” says Cass, “and say, ‘Demon.’”
“I do the same,” says Sasha. “Then I say, ‘I’m Dredge. Where do you want the bodies?’”
“He looks at you funny,” says the GM. “‘Dredge and Demon, eh? Alright, follow me.’ As he leads you away,
he disdainfully mutters under his breath, ‘Bloody AWV Pilots.’”
Everyone has a good laugh before the GM continues. “He gets into a forklift with a wooden pallet on it and
drives it over to the Kettle.”
“I start loading the bodies onto it,” says Sasha, and Cass adds, “I’m going to help, of course.”
“Ok, there’s about a half dozen body bags, all told.”
“What’s the film crew doing?” asks Ray.
“The sound guy and the producer are focused on the host, Maria Houston, as she records a segment for the
PCC,” says the GM. “One of the other camera operators is filming shots of the base and the body exchange, likely
for B-roll. Frill leans against the APC, vaping as he watches the body bags get loaded onto the pallet. Once the
forklift starts driving off with the corpses, they call to the film crew that it’s time to get going and head into the
APC.”
“Oh, I don’t trust that!” says Ray. “Over my voice mic I say, ‘Hey Demon, is there anything weird about those
corpses? Frill was paying a lot of attention to them.’”
“‘Uh oh, maybe there’s a bomb in them,” muses Cass. “I motion for Dredge to come with me, then jog up
to the forklift before it gets inside. ‘Hold on a second, Dr. Homage! We need to have a look at those bodies.’”
“He stops the forklift and says, ‘Excuse me?’” the GM replies. “The look on his face is a mixture of confusion
and nervousness as he glances at some guards standing nearby with submachine guns.”
“I’d like to do a setup action,” says Cass. “I want to calm down the doc so Dredge can examine the bodies
without any distractions. I’m gonna Sway him by saying, ‘We just want to make sure everything’s okay with the
bodies before we officially hand them over to you.’”
“Ok, that’s Risky Standard because the doc is definitely on the verge of calling the guards,” says the GM.
“In fact, I’m going to start a Threat Clock called “Guards Attack!” and it will be 4 Ticks. If that fills, y’all are in big
trouble.”
“In that case, I’m going to push myself by spending 2 Stress to get +1d,” says Cass, then rolls her three
dice. “Phew, it’s a 6.”
“You’ve been open and friendly with the doc so far. He still looks unsure, but he definitely calms down.
Dredge can now examine the bodies in a Controlled Position.”
“Alright, I open up the first body bag,” says Sasha. “And I’ve got an ability for this! Doctor lets me use
Engineer to examine corpses among other things. You said I have a Controlled Position, so I’m just going to roll
53
the start
54
the start
holding the gun, and rip it from your grasp. You’re now in a Desperate Position.”
“Enough of this,” says Jess. “I leap forward in the Claymore and catch the APC with its paws. I’m going to
roll Manipulate because I don’t want to crush it.”
“Ok, this will be Desperate Standard,” says the GM. “Desperate because Tower could get shot in the chaos,
and you might crush the APC. Standard because even though your Claymore is operating on a much larger scale,
it doesn’t have the manual dexterity you might want for this task.”
“I’m going to use Travelling Companion to push myself for +1d,” says Jess. “It lets me spend Stress to push
with vehicle actions. I’m rolling 2d on this.” She rolls the dice and gets two 6s! “That’s a crit! Giving me Great
Effect.”
“Awesome!” says the GM. “You catch the APC between your paws, and it isn’t going anywhere. In fact, the
sudden stop throws everyone inside to the ground.”
“I want to have a Flashback. I’d like to have grabbed a jeep with Dredge, and we’re catching up to the APC,”
says Cass. “And I’m going to open up the APC to take control of the situation with a pistol in hand.”
“That’ll be 1 Stress for the Flashback, but you don’t need to make a roll,” explains the GM. “The APC ramp
opens. It’s a mess inside, everyone’s splayed out and there’s stuff everywhere. You see an injured Frill make a
suspicious grab for their microphone.”
“Oh damn!” shouts Cass. “I kick them in the head and carefully pick up the mic. I’m rolling Struggle for
that.”
“Actually, I’m going to let Scarecrow’s critical success ride in this case,” says the GM. “Frill isn’t really in a
state to stop you, so you don’t need to roll. You knock them for a loop and grab the mic. At that point, the base’s
security surround you, and you’re all taken into custody.”
“I’d like to call upon an ally before things go bad,” says Jess. “I want to declare Dr. Homage as an ally, since
Scarecrow hasn't interacted with him yet. The last time she saw him was when she was a Jovangellian military
cadet years ago. She provided cover fire so that his medics could evac wounded. I want to roll Hunt for that.” Jess
rolls her 2d in Hunt and gets a 6!
“Well, then. Dr. Homage comes through for you and the squad,” says the GM. “He vouches for you
personally and points out that the rest of The Cenotaph could have just let the bombs go off if they knew about
them. Thanks to this, you only get questioned for about 12 hours by base security, no ‘enhanced interrogation’
either, and are let go. There’s no sign of anyone from the film crew. Mission complete!”
The players now go through the Mission Completed process (see page 202) to determine their reward, how
Trust and Status change, and what entanglement occurs. After that, they either begin the downtime phase (see
page 218) or go through the end of session process (see page 46).
55
2: THE PILOTS
the pilots
56
the pilots
57
the pilots
PILOT CREATION
Beam Saber is a game about Pilots and their massive war machines. While the vehicles may get
a lot of attention, they’re just dead metal without their Pilot—an empty husk waiting to be filled with
potential. You are that potential. Pilots are people who take a sliver of hope in a desperate situation,
and use it as a wedge to victory. Be the Pilot, find the sliver.
The directions that follow are useful for creating your Pilot step by step. However, you can jump
to Appendix B if you want to randomly generate your Pilot in part or in whole.
1. Choose a playbook. This will guide your Pilot's methods for carrying out missions.
2. Add the 3 starting action points from your chosen playbook to your character sheet. As you add
action points in the following steps, note that no Pilot action or vehicle action can exceed 2
points during character creation.
3. Who were you before The War stole from you? This is your history. Put 1 point into a Pilot or
vehicle action that expresses it.
4. How have you experienced the costs of war? This is your tragedy.
5. What were you doing after your tragedy, but before you joined the squad? This is your opening.
Put 1 point into a Pilot or vehicle action that expresses it.
6. What do you hope to change in the world? This is your drive.
8. Put 2 points split between any Pilot and/or vehicle actions. You should now have 10 total
action points allocated.
9. Choose an ability from your playbook.
11. Write the names of your squadmates on your Connection sheet, and put 1 Tick in their
Connection Clock. Create one belief that you have about each other Pilot, or choose an example
belief listed in any playbook.
12. If the players’ squad hasn’t yet been created, move to squad creation (page 182).
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the pilots
History, Tragedy, and Opening
The War affected everyone. The lucky ones
only experience rationing day to day, but
many more faced some form of tragedy.
The Pilots are not solely tragic figures
though; they had a history before The War,
and they found ways to live before joining
the squad.
Don’t worry about fully fleshing out
your Pilot’s history, tragedy, and opening at
character creation. A single detail for each
is enough, as you’ll develop the character
through play. Discovering who they are is
part of the game. It also leaves room to
bring the other squadmates into your
backstory. If you have a lot of backstory
details that interest you, keep them—just
be open to including new details as the
game progresses.
I don’t want to be a Pilot. And I don’t mean that like I do about farming, where I started working and it
wasn’t so bad even if I do wish I was somewhere else sometimes. Was I supposed to be happy about this?
I feel like I remember some of the older kids talking about how cool it would be to be a Pilot, but that was
a while ago. They probably thought they were going to be heroes, orphans winning The War for the Church.
They didn’t even get to be martyrs. We got notices that two of them had died. Just a single page form letter
for each of them. The other two we didn’t hear anything at all. We just knew. The next group was more
scared than anything. After that, I don’t think anyone went around making promises before they left.
I’ve made it pretty clear to everyone I know that I wanted nothing to do with The War. But here I am.
The Church of the Celestial Myriad is short on soldiers, and I have “combat aptitude” or some other
nonsense. I’m the best around at Piloting Bert, and Harrow knows about almost every fight I’ve gotten
myself into. And won. Putting it that way, I guess that’s the whole Cenotaph. A bunch of people who don’t
want to be here but are too good at what they do to go unnoticed.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
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the pilots
History
A Pilot’s history is who they were before their tragedy. Generally, this was a fairly mundane
existence, where The War was not something that filled their every thought. Sure, there was rationing,
the neighbor’s kid got conscripted, and your second cousin moved back in with their parents after the
space station they lived on got destroyed. But you could go most days without thinking about things
like that. Don’t worry about the tragedy looming in your future, because for now? Life is… normal.
When a Pilot expresses their history during play, they get XP at the end of a session.
EXAMPLE HISTORIES
Academic: A university professor or student, Labor: A farmer, a factory worker,
a researcher, a doctor, a transport driver, a seamster, a miner, or
a journalist, or some other person who some other person living by the sweat of their
furthers knowledge. brow.
Art: An architect, a sculptor, a writer, Law: A cop, a lawyer, a social worker,
a composer, or some other person creating a court clerk, or some other person involved
art. with legal proceedings.
Criminal: A burglar, a con artist, Military: A cadet, a quiet posting,
a gang member, a drug pusher, or a quartermaster, a deckhand, a guerilla, or
some other person who preys on some other job involved in The War.
vulnerabilities. Political: A local council person,
Entertainment: An actor, a pop idol, a volunteer, a propagandist, an activist, or
a sex worker, an athlete, a livestreamer, a some other person pushing political goals.
podcaster, or some other person who Spiritual: A choir member, a yogi,
entertains. a priest, a psychologist, or some other person
Family: A stay-at-home parent, a teen, a invested in spiritual well-being.
legal guardian, a PTA member, or some other Trade: A stock trader, a cashier,
person invested in caring for the young. a banker, an arms dealer, or some other
person who handles money.
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the pilots
Tragedy
A Pilot’s tragedy is the event that propels them into EXAMPLE TRAGEDIES
their involvement in The War. It might be the loss of loved Hid in a mass grave.
ones, being the target of accusations (regardless of the
Lone survivor of a militia.
truth), or witnessing an atrocity. It might not put them
Friends started disappearing.
immediately into a squad, but it does put them on a course
where they get closer to the controls of a war machine day by Family killed as collateral
day. When a Pilot expresses their tragedy during play, they damage.
get XP at the end of the session. Orbital station home used as a
kinetic weapon.
Unwillingly experimented on by
unethical researchers.
Exiled from homeland.
Falsely charged with a major
crime.
Shown the lie of their own life.
Participated in a failed coup or
mutiny.
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the pilots
Opening
A Pilot’s opening reveals what they did with their life EXAMPLE Openings
before they joined the squad. It’s the time between their Building a custom vehicle
tragedy and the opening of the game. Some will be in a from spare parts.
deep depression, possibly at the bottom of a bottle. Others Avoiding people with
will be training hard to get their revenge. A few will continue long voyage transport jobs.
with their lives, pretending that their fate is not irrevocably
Studying military strategy
changed and drawn to The War. All will be forced into a new in preparation for war.
life at the start of the game. When a Pilot expresses their
Catching deserters as a bounty
opening during play, they get XP at the end of the session.
hunter.
Stuck in prison for petty crimes.
Driving a taxi in areas
autocars can't navigate.
Tending to the needs of an
admiral
as their valet.
Getting by as a sex worker.
Shuffling papers in a cubicle
farm.
Serving drinks in a run-down bar.
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the pilots
Pilot Actions and Attributes
When Pilots act as themselves (without their vehicle), their player selects the Pilot action that is
most suitable to the situation. There are 12 actions broken up into three attribute groups. An Attribute
is a loose description used for determining Resistance rolls (you can find Resistance Rolls on page 36).
The three attributes are:
♦ Insight: Actions involving awareness and observation.
♦ Prowess: Actions involving physicality and strength.
♦ Resolve: Actions involving socializing and networking.
When a player creates a Pilot, they can't assign more than 2 points in an action. Once they enter
play, all Pilot action ratings max out at 4 points. However, the Mastery Squad Upgrade is required to
unlock the fourth point. Pilots have access to the following actions:
Resolve Actions
These actions use a Pilot's resolve when communicating
is of the utmost importance.
♦ Command: For compelling quick obedience.
♦ Consort: For socializing with others.
♦ Interface: For using complex digital equipment.
♦ Sway: For influencing through guile, charm, or debate.
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the pilots
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the pilots
Pronoun Nominative Accusative Possessive Reflexive
He/Him He Him His Himself
She/Her She Her Her Herself
They/Them They Them Their Themself
Co/Cor Co Cor Cor Corself
Ze/Zir Ze Zir Zir Zirself
Demon likes sweet and sour sauce on his chicken nuggets. Tower prefers honey mustard with theirs.
But Dredge wants cor nuggets without toppings.
Mecha media has a long history of examining what bodies, identity, gender, and sexuality mean
through the relationship between Pilots and their giant robotic forms—Beam Saber is no different. Pilot
playbooks intentionally provide vehicle options that let players explore themes of bodies, identity,
gender, and sexuality through their characters, so long as no Lines or Veils are broken (see Lines &
Veils on page 263).
There's the very real possibility that a player may explore a transition narrative with their Pilot.
A character might have the name Hannah and use she/her pronouns at the start of the game, but they
can always change. If they decide that they/them pronouns and a different name feel right during the
campaign, they can make that swap. Likewise, a character can shift from primarily using their call sign
to using their name, or vice versa. Here are some questions to consider when making your Pilot:
♦ What does your character's call sign mean to them?
♦ How did they get their call sign?
♦ How do they feel about their call sign?
♦ What's your character's relationship with their pronouns?
♦ How do they feel about how they are perceived?
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the pilots
Pilot Looks
Pilots in Beam Saber come from all walks of life. Some are grizzled veterans, others are former
pop idols, a few are teens trying to cope with their newfound situation. Either way, players get to
decide how the game world perceives their Pilot; there is no codified prejudice in Beam Saber. Here
are some suggestions for how to describe their appearance:
♦ Face: Masked, beautiful, scarred, young, decorated, rugged, calm.
♦ Eyes: Artificial, cold, mocking, trusting, trustworthy, uncertain, warm.
♦ Hair: Flowing, military, punk, braided, poofy, slick.
♦ Body: Big, compact, flabby, muscular, scarred, skinny, toned, voluptuous.
♦ Outfit: Military, ornate, formal, vintage, practical, casual, scavenged.
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the pilots
Pilots, Chronic Illness, and Disability
Anyone can become a Pilot regardless of their age, health, or ability. They just need to end up behind
the controls of a Vehicle. To that end there are two ways to handle disability and chronic illness in Beam Saber.
The first is that the Pilot's tools that help them deal with their disability (insulin pump,
wheelchair, prosthetic limb, etc) function exactly like any other gear. They take up Load and the Pilot’s
experiences with their disability may modify Position and/or Effect. The second option is for the
disability aids to be part of the Pilot's Look. The disability tools don't take up Load and don't provide
mechanical benefits.
In both cases a Pilot’s physicality NEVER gives them a penalty or is part of an obstacle to be
overcome unless the Player controlling that Pilot wants that to happen. If a Player doesn't find
challenges related to their Pilot's body interesting, they will never appear.
Genevieve's Pilot has Chronic Obstructive Pulmonary Disease (COPD) and often uses
supplemental oxygen to help manage it. However, Genevieve isn't interested in stories about how that
might be an obstacle to overcome, so they decide that it is only part of their Pilot's Look (an ever
present oxygen mask). Thus that disability will never impact play; the mask (or other medications
their Pilot might use) will never affect Position and Effect, never be the source of a consequence, and
never be an impediment in the narrative.
Kelly wants to see how having difficulty walking while in The War would impact his Pilot's story,
so he decides that he has a manual wheelchair that is 0 Load when used, and 1 Load when carried.
While in his vehicle Kelly pursues an enemy through an abandoned town’s streets and needs to
make a Maneuver roll to keep up. The GM says that this will be Risky Standard, but Kelly suggests that
it should be Risky Great; “I’ve got a lot of experience in my wheelchair giving me an innate sense of
physics that helps me work with and against the natural slopes of the ground. Nothing is truly flat, and
I can use that to squeeze out a bit of extra speed.” The GM agrees, so Kelly has an opportunity to make
gains that might surprise his target.
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the pilots
DRIVES
What do you want to change in the world? Each Pilot has an ambition, regardless of
how they ended up in The War. Maybe they want revenge on the squad that destroyed
their village. Perhaps they want to climb the ladder and reach a position of power in their
Faction. Then there's the always relevant "live happily ever after." Write down your Pilot’s
drive in a brief sentence that explains what the Pilot hopes to change in the world.
A Pilot’s drive comes with two 4-Tick Drive Clocks, which track their progress toward
that change. There are three ways a Pilot can add to their Drive Clocks:
♦ Whenever a Pilot completes a Long-
Term Project that furthers their
drive, they may add 1 Tick to a EXAMPLE DRIVES
Here are some example drives, along with example
Drive Clock. (This Tick is in addition
to the normal benefits of completing actions that could add progress Ticks.
that project.)
♦ If a Pilot does something new that
furthers their drive, they may add 1
DRIVE
Kill the man
Progress
♦ Defeat your Rival
Tick as a part of the end of session responsible for
reward process (page 206). ♦ Learn his weaknesses
destroying my
♦ Calling in favors from your patron ♦ Find out where he sleeps
hometown
Faction (Relationship must be at ♦ Get a record deal
least +1) or other squads Become a
(Relationship must be +3). You may ♦ Record an album.
famous pop idol
add 1 Tick at the cost of lowering ♦ Perform for a crowd
your squad’s Relationship with your ♦ Help a superior advance in rank
Get a high
patron Faction by 1, or lowering ♦ Weaken a peer's political
your squad’s Status with the other ranking position
position
squad by 3. Ask other players for in the military
♦ Prove your own competence
their permission first, as this
decision affects the whole squad. Build a horse ♦ Acquire land in a safe place
ranch away ♦ Acquire a few quality horses
Repeating an action during a mission
or a Long-Term Project during downtime from The War ♦ Hire some ranchers
won’t give you extra Ticks to your Drive ♦ Develop an overlooked
Develop a
Clocks. It doesn’t matter how many times science into something deadly
weapon that
you record an album, only the first one ♦ Prove that it can be controlled
could end The
helps you become a pop idol. ♦ Weaponize it on a massive
War
scale
If you chose a drive that seems too
♦ Start a trust fund for your
big or amorphous to affect, it’s okay to Make sure that
friends
receive Ticks for relatively small actions. my friends will
♦ Help them avoid getting a Scar
For example, if your drive is “remove the have a good life
orbital debris cloud,” you could get a Tick ♦ Take the blame for a disaster
for suggesting that a salvage squad could
turn a profit by taking the cloud apart. Focus on moving one step at a time, and you’ll make the
journey before you know it.
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the pilots
Drives tell the GM what the player is interested in struggling towards. If a Pilot’s drive is “get a
high-ranking position in the military,” it suggests gaining rank is a difficult task in this particular
campaign or possibly just for that Pilot. In other campaigns, a single Long-Term Project might be
sufficient to achieve that goal. But when a player chooses a drive, the Pilot’s resulting story arc is
lengthened and thus harder to achieve.
Drives also help bring nearly impossible goals much closer. If a Pilot's drive is "make Journey City
the capital of the Jovangellian Empire," that goal moves into the realm of fictional possibility. Actions
that wouldn't normally shift the narrative towards that unlikely (or even impossible) goal have the
power to make a difference. A Long-Term Project to become pen pals with Regent General Bellimine
could add 1 Tick to that Drive Clock, opening the door for the Pilot to convince the Regent that they
should move the Jovangellian capital.
The one thing drives can't do is end The War. There are too many pressures from too many
sources for one person or one squad to stop it. You could, however, shift the nature of The War by
changing how or why it is fought.
Spending Drive
A player may spend one or more completed Drive Clocks at any time to change the
world. The more Clocks spent at once, the bigger the change.
♦ Spend 1 Drive Clock to negate Harm or Damage of any level, change an action roll
or fortune roll result to a 6, or give another Pilot all four benefits on an assist.
♦ Spend 2 Drive Clocks to change the life circumstances of one person. This is the only way to
permanently defeat a Rival.
♦ Spend 3 Drive Clocks to change the circumstances of a squad.
♦ Spend 4 Drive Clocks to change the circumstances of a Faction.
♦ Any time you spend a Drive Clock, in addition to the normal benefits, you can choose to
rewrite your drive.
Once a Drive Clock has been spent, it is emptied of all Ticks. You can immediately start taking actions
to refill it by pursuing your Drive, whether you changed it when you spent your Clock or kept it the same.
A Pilot only has 2 Drive Clocks, so multiple
Pilots must spend their Drive Clocks to change the
circumstances of a squad or Faction. If two or more
Pilots spend their Drive Clocks on a single change,
designate one Pilot as the leader. Fictionally, the
leader is the one who came up with the idea,
presented the evidence, organized the squad, and
generally took charge to make the change happen.
Every other Pilot who spent a Drive Clock adds one
Tick to their Connection Clock (see page 72) with the
leader. The leader adds one Tick to their Connection
Clock with everyone else who spent a Drive Clock.
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the pilots
The GM and players interpret "change" and "circumstances" based on their campaign and their
game’s tone. Always discuss people’s boundaries and the impact these changes may bring before
bringing them to bear. In a game where the Pilots are narratively powerful, change might mean
convincing the Jovangellian Empire to become a constitutional monarchy, giving political power to the
masses. In a less heroic game, spending 4 Drive Clocks might mean that the Jovangellian child
empress reaches adulthood in good health.
Spending Drive Clocks is a matter of scale. While the example about the child empress reaching
adulthood took 4 Drive Clocks, it could also be a 2 Drive Clock change instead. The difference would
be that four Clocks see the empress grow up, and this changes the Jovangellian Empire. While
spending two means that she grows up, but is ineffectual and becomes a footnote in history.
The existence of Drive Clocks as a resource does not remove the possibility of making change
without spending them—so long as that change falls outside of every Pilot's drive. If a Pilot's drive is
"Destroy the Dark Room (a Tier II squad)," they will NEED to spend 3 Drive Clocks to do it. But if they
have the opportunity to destroy a different squad (and no other Pilot has that squad involved in their
drive), no Drive Clocks need to be spent.
Conversely, Drive Clocks can be spent to change the circumstances of individuals or groups that are
not related to any Pilot's drive, instead of setting up opportunities in the fiction to change their situation.
Lastly, check to see if spending your Drive Clocks will impact the other players. Some Pilots have
Rivals that have narrative importance to them, and these Rivals are usually parts of a squad or
Faction. Rivalries are personal, so players cannot spend Drive Clocks to eliminate another player’s
Rival without their permission. However, a rivalry doesn’t prevent a player from destroying the Rival’s
squad—the Rival will always survive, and cannot be taken out in such a manner.
Dredge, Tower, and Unlucky are having a tense meeting with Teucer "Bloodless" Hartberg
(Dredge's Rival from the March of Saints), Senior Kin Arrow Slide (of the Wrights of the Ascent, and
who is connected to Unlucky through his drive of "Learn why Arrow Slide stole my Proxy"), and Pars
Piani (of the Dark Room, who are connected to Tower's drive of "Destroy the Dark Room"). In this
situation, killing Hartberg requires spending 2 Drive Clocks and completing her Challenge Clock
because she's a Rival. Killing Piani would be as simple as getting a successful action roll or completing
a Clock because she isn't a Rival nor is she explicitly included in anyone's drive (there are other Dark
Room members Tower can pursue for their drive). Killing Slide would NOT require 2 Drive Clocks
because he isn't Unlucky's Rival, but that path should absolutely be discussed with Unlucky's player
as it will affect his drive. Alternatively, Piani and Slide could instantly be slain by spending 2 Drive
Clocks on each of them if the players don’t want to go through the trouble of finishing them off
normally.
If the Pilots want to destroy the March of Saints or Wrights of the Ascent, they may do so under
suitable narrative circumstances, such as filling a Progress Clock called "Get the Wrights
excommunicated" (without spending 3 Drive Clocks). However, because the March of Saints are Tier
V and the Wrights are Tier I, the complexity of destroying each will be vastly different. The former will
likely require multiple Long-Term Projects and a mission, while the latter could be destroyed in one
mission by getting all the members into one room and blowing it up.
Alternatively, the squad could spend 3 Drive Clocks to destroy either squad. Doing so would
negate the need for projects and missions, but Hartberg would survive as she’s Dredge's Rival. Slide
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the pilots
would likewise survive as he is explicitly a part of Unlucky's drive. However, getting rid of the Dark
Room is more complicated, since the squad is directly tied to a Pilot's drive. Removing the Dark Room
therefore requires spending 3 Drive Clocks in addition to building the appropriate fictional positioning.
The changes wrought by spending drives can build on each other. For example, if the
Jovangellian Empire becomes a constitutional monarchy, a later expenditure of 4 Drive Clocks could
put it and the Democratic Federated Systems into a true alliance with no betrayal foreshadowed.
You can combine a series of Drive Clocks to affect change one step at a time. However, you must
spend your Drive Clocks according to the scale of change. If 2 Drive Clocks are spent putting an ally in
a position of Jovangellian power, the squad could also spend another 4 Drive Clocks to have that ally
enact the Faction’s move into a constitutional monarchy.
Fulfilling a Drive
Sometimes spending enough Drive Clocks will create a narrative point where a Pilot should leave
the game. When 2 Drive Clocks are spent to "Build a horse ranch away from The War," it would make
a lot of sense for that Pilot to leave the squad for retirement on said ranch. There is nothing wrong with
this outcome, though sometimes it can take the players and GM by surprise—even the player who just
filled their Pilot’s drive! If that happens, everyone should discuss what that means for the Pilot, the
squad, and the campaign. Some of this discussion will depend on the expectations discussed in
session zero (see page 263), but it will also depend on how everyone feels in the moment. Consider
the following questions when retiring a character under these circumstances:
♦ Is the Pilot staying with the squad, becoming an NPC, or leaving the game entirely?
♦ If the Pilot stays with the squad, can they leave at any time now that they have fulfilled their
drive, or is there something keeping them around?
♦ If the Pilot leaves, will the player also leave the game, will they begin playing a familiar NPC, or
will they introduce an entirely new character? (Adding new Pilots is covered on page 82.)
♦ Does the squad stay the same, does it gain a new patron or adopt a new squad playbook, or
does it disband entirely?
♦ Does the campaign continue, or has the fulfillment of this drive completed the campaign's
narrative? (Ending a campaign is covered on page 311.)
Lastly, the changes from spending drive must make sense for your story. If a Pilot has
aggressively fought against their Rival for the whole campaign, it’s a stretch to spend 2 Drive Clocks
so the rival switches sides and aligns with the squad; they’re most likely going to die. Likewise,
spending those 2 Drive Clocks against a Rival who has just appeared in the mission will not
immediately take them out, but it WILL seal their fate once they are defeated.
That said, this situation shouldn’t be too much of an issue. To gain Ticks in a Drive Clock, a Pilot
must do things that further their drive, so there’s a good chance they have already laid the fictional
groundwork. In short, when spending Drive Clocks, consider the Pilot's past acts in relation to their
goals, and how those acts shape the outcome.
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the pilots
Connections
The ties between Pilots in a squad are as diverse as those between family. Sometimes they are
intense, heated, and asymmetrical, while other times they are cool, cordial, and mutual. These
connections determine how stressful you find the relationship, and how competent you are when you
need to assist your fellows.
Your Pilot’s character sheet contains separate 4-Tick Connection Clocks for each other Pilot in
your squad, representing your relationship with that Pilot. Make a belief about that Pilot for each Tick
on that Clock (checking in with that player when you do). When the Connection Clock fills, ask the
target Pilot for a truth about one of the beliefs tied to them, then reset the Clock to 1 Tick as you see
them in a new light. When a Connection Clock resets, erase all the previous beliefs you had about that
Pilot and write a new one related to the truth you just learned—it’ll take time and effort to understand
them again. After they reveal a truth about themself, you both take 1 XP (you may put this XP into any
XP track on the Pilot playbook).
How do you add Ticks to Connection Clocks? Ticks are added each time a Pilot Cuts Loose (see
page 223) during downtime. Spending Drive Clocks on another Pilot's plans or receiving them for your
own plans also adds one Tick. Lastly, some special abilities, such as the Empath's Carouse, add Ticks
under certain circumstances.
Pilot:
1
2
3 Ask a truth, then mark xp and reset to 1, writing a new belief.
Pilot:
1
2
3 Ask a truth, then mark xp and reset to 1, writing a new belief.
Pilot:
1
2
3 Ask a truth, then mark xp and reset to 1, writing a new belief.
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Beliefs
Pilots in Beam Saber are survivors, and part of their ability to survive is based on correctly
judging the people around them. They quickly form opinions about who they can trust, who they
should fear, and who they can use. This makes them rather opinionated about their fellow Pilots—but
these judgments aren’t always correct. These opinions are a Pilot’s beliefs.
A belief is a brief statement about how a Pilot feels about another Pilot in their squad. Beliefs are
simple, quick, and influential in the rapport between the two Pilots. However, the players need to remember
that their beliefs are not necessarily true as they are based on incomplete information and gut instinct.
Pitchfork has the belief “We’ve fought side by side in the past and I can trust him at my back” in
regards to Demon. She believes this to be true, but its validity is brought into question when Demon
abandons The Cenotaph by quietly slipping away during a confrontation with The Breath Of Faith.
The amount of beliefs a Pilot has about another Pilot, is equal to the number of Ticks they have in
their Connection Clock with that Pilot. Each playbook has some example beliefs, but feel free to write your
own. A good belief is:
♦ Something a Pilot might say about their squadmate to a confidante.
♦ Easily summarized, so that it can be quickly remembered when relevant.
♦ Potentially true.
♦ Suitable for the game’s setting and tone.
♦ Something the player is interested in exploring.
If a Pilot struggles because of the beliefs they have about their fellow Pilots, they can mark 1 XP
at the end of session, or 2 XP if it came up more than once.
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the pilots
STRESS
Through luck and force of will, these Pilots overcome many obstacles that would cause
others to fall. This ability to survive is represented with Stress. Pilots can spend Stress to give
themselves or their fellow Pilots an edge over whatever is in their way. There are five main
ways that a Pilot can spend their Stress:
► Pushing Themself: Once per action roll or fortune roll, a Pilot can spend 2 Stress to
select one of the following options: Take +1d; Take +1 level of Effect to an action; Take any
action while incapacitated (primarily by level 3 Harm). Pushing yourself when you have 0d in
an action lets you roll one die (instead of rolling 2d and taking the lowest) which gives you a
50/50 chance of success.
► Flashbacks: When a Pilot has prepared for a seemingly unexpected circumstance, they
can have a flashback to show why they aren’t caught off guard. The Pilot describes what they
did, and the GM will tell them if there is a need for an action roll. If the preparation was:
♦ Simple and there was ample opportunity to do so, it costs 0 Stress.
♦ Complicated or there was little chance to make it, it costs 1 Stress.
♦ Convoluted, involving unlikely occurrences and openings, it costs 2 Stress.
A flashback cannot undo something that has already happened (such as removing a character
currently in the scene), but it can provide means for dealing with the current situation. If a flashback
involves a downtime activity, pay 1 Personnel or 1 Materiel as appropriate instead of Stress.
► Assist: When a Pilot aids another, they spend Stress to give their ally benefits. Assists are
explained in the Teamwork section (see page 76).
► Resistance: When a Pilot negates a consequence, they take Stress based on their resistance
roll. This is explained in more detail in the Resistance and Armor section (see page 36).
► Special Abilities: Some abilities let a Pilot spend Stress to activate their talents, such as the
Empath’s Telepathy or the Hacker’s Tesla. When spending Stress to activate an ability, each ability
must be paid for separately.
Stress can be removed between missions by spending time with your fellow Pilots and taking
the Cut Loose downtime activity. See page 223 for more information.
Stressing Out
When a Pilot reaches their max Stress (9 Stress in most cases), they can either leave the
situation quietly to lick their wounds, or push on recklessly.
If they remove themselves quietly, the Pilot heals all Stress and chooses a Scar suitable to the
event that filled their last Stress box (see Scars below). They leave the current situation in a terrible
state, but return later at an appropriate time during the mission.
If they push on recklessly, they can take a Dire Action. A Dire Action lets the Pilot ignore their
existing Harm or Damage penalties. They cannot spend Stress on this action, nor can they make
resistance rolls since their Stress maxed out (but Quirks can be exhausted as normal). If they get a 6
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the pilots
on their Dire Action, they can take another Dire Action when they next act—potentially allowing them
to press onward for the rest of the scene. If the result is a 5 or lower (or they choose to take no further
actions), that is their last action. On a result of less than 6, they suffer consequences as normal.
After taking their last action (or at the end of the scene), they receive an appropriate level 3
Harm and are removed from the scene in bad shape. With their Stress maxed out, several things
happen when they return; their Stress heals completely, and they gain a Scar that reflects what filled
their last Stress box.
If the players roll a critical success (two 6s) on a Dire Action, they:
♦ Heal 1 Stress instead of having improved Effect,
♦ Are no longer taking Dire Actions (and return to acting normally) and,
♦ Avoid taking a Scar and the level 3 Harm caused by the Dire Action.
Scars Paranoid
Obsessed
When a Pilot takes a Scar, they are forever changed by The War.
During every downtime phase going forward, they will need to Cut Loose
at least once or take one Stress per Scar they have at the end of downtime.
However, if a Pilot gained a Scar during the previous mission, they do not
suffer this Stress from any of their Scars. Scar conditions are not easily removed (though they can be
with a suitable series of Long-Term Projects (see page 225), and they affect the Pilot’s personality.
If a Pilot suffers the repercussions of their Scars during a session, they mark 1 XP at the end of
the session (or 2 XP if they struggled multiple times). Struggling with a Scar can occur through
narrative play, such as missing opportunities or needlessly creating trouble, and through
consequences on action rolls. When you see an opportunity for your Scar to cause you trouble, tell the
GM and they'll add an appropriate consequence to your roll (regardless of the result, if you wish).
Each Pilot can sustain up to four Scars. If a Pilot takes a fourth Scar,
they can no longer effectively contribute to The War. At this point, they
Possible Scars must either retire to a life elsewhere, or they can be handed over to a
Faction that has a negative Relationship with the squad. If they retire, they
Cold
settle down away from The War with a quality of life indicated by the
Haunted changes they made through spending Drive (as described in the Drives
Obsessed section on page 65). If the Pilot is given to another Faction, the squad’s
Paranoid Relationship with that Faction goes up by one level. What happens to the
Reckless Pilot after that is up to the GM, but it probably isn’t pleasant (and
Soft remember your Lines & Veils).
Vicious
Fractious
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TEAMWORK
There will be times where you need a little help from your friends, and that’s when you need
teamwork. There are four methods to aid your fellow Pilots.
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Tower, Scarecrow, Demon, and a fire team of Toughs move through an active conflict zone in their
vehicles. They need to get through quickly without catching the eye of any combatants. They perform
a group action using Maneuver to get everyone out of the battlefield. They’re using their vehicles, so
the leader will have to spend Quirks. Tower takes the lead, since their Mantis has the most unspent
Quirks. The GM sets the Position and Effect as Controlled Standard. But the Toughs worsen the Position
to Risky Standard because their numbers draw attention.
All the Pilots roll their Maneuver, but it doesn’t go well. Tower and Demon get less than 4, while
Scarecrow gets a 5. As Scarecrow’s roll was the highest, the group’s result is a 5. The leader (Tower) and
one other participant (Demon) rolled a 1-3, so Tower must spend two Quirks. A 5 gets the group a partial
success with a consequence; they reach the office building they need to enter, but enemy infantry have
occupied the building as a consequence. The Pilots will have to go in on foot to remove them.
Demon suggests that he opens fire on the infantry alongside the Toughs by rolling Struggle. Tower
wants to assist by being a distraction, and Scarecrow wants to help by sniping enemy NCOs. Since two
Pilots want to assist Demon, Demon suggests leading a Struggle group action. This time, the Toughs
improve the Position and Effect to Risky Standard as their numbers even the odds in this struggle. As
this is a Pilot action, any 1-3 result will cost Stress.
Demon, Tower, and Scarecrow all roll Struggle, and things go slightly better this time. Demon and
Scarecrow both get a 3, costing Demon 2 Stress (one for each result of 1-3). But Tower gets a 6—the
group lands a success with no consequences. The enemy infantry are routed!
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the pilots
Rivals
Pilots have very intense lives, which sometimes leads to fervent encounters with other people—
and an antagonistic connection as a result. There’s a person out there they just can’t stand, and the
feeling is mutual. This is a Pilot’s Rival, who exists to present a challenge whenever they are on screen.
A Pilot can acquire a Rival by naming an NPC they want to clash with during the game. The NPC
can be present in the current scene, declared during Pilot creation, or be named at any other time. A
Rival immediately gains increased narrative significance, as well as the Rival Moves and 8-Tick
Challenge Clock that come with their new position.
Add the Rival to the Pilot’s Connections, mark 1 Tick in their Connection Clock, and write down
one belief about them. A Pilot can only have one Rival at a time, but more than one Pilot can share the
same Rival.
The Rival’s Connection Clock can increase via two ways: The Rival inflicts a consequence on the
Pilot, or the Pilot adds 1 Tick to the Rival’s Challenge Clock. Both of these can add a Tick once per
mission and downtime cycle. When the Connection Clock fills, the Pilot takes 1 XP and asks the GM a
question about a belief they have with their Rival (which the GM must answer truthfully). The player
then resets the Connection Clock to 1 Tick and writes a new belief about their Rival. If the Pilot
struggles because of their belief with their Rival, they can mark XP at the end of the session.
However, picking fights can ruin associations. Declaring a Rival lowers the squad’s Status with
the Rival’s squad by 1. Killing a Rival also lowers their squad’s Status by 1, as they were an important
pillar of morale.
When Rivals appear in missions, they always cause trouble for the Pilots. The GM creates at least
one 8-Tick clock (called the Challenge Clock) to represent the obstacle(s) this Rival presents. But
Rivals, no matter how friendly, are never to be taken lightly. Pilots may need to overcome several
Challenge Clocks, represented by multiple obstacles, before tackling the Rival directly. If several Pilots
share the same Rival, they must overcome an additional 4-Tick Challenge Clock for every Pilot with
that rivalry.
Hannah Copeland is both Pitchfork and Tower’s Rival. When Hannah appears in a mission,
the players must fill her 8-Tick Challenge Clock, plus an additional 4-Tick Challenge Clock to defeat
her (as she’s the Rival of two Pilots).
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the pilots
Once the last Challenge Clock is completed, the Rival is defeated. Keep in mind that defeating a
Rival is not the same as removing them from The War. If you want to completely remove them from
the story, you must spend at least 2 Drive Clocks to permanently change the course of their life.
Rivals are very dangerous both during missions and between them. Rivals can inflict a number
of consequences (called a Rival Move) at any time equal to the number of Pilots on a mission.
However, if more than one Pilot shares the same Rival, the Rival may inflict an extra consequence per
additional rivalry with a Pilot. Rivals may inflict consequences before a Pilot acts, on a result of 6, after
a fortune roll, literally at ANY time. Players can suggest dramatic moments where a Rival Move may
trigger, or the Rival Move can simply trigger as an additional consequence for an action roll. The
consequence’s severity is the same as the affected Pilot’s current Position, and must be appropriate
to the fiction.
Hannah Copeland gets four Rival Moves because she is Pitchfork’s Rival and there are four Pilots
on the mission. If Tower and Scarecrow also had her as a Rival, she would get a total of six Rival Moves
(four for the number of Pilots on the mission plus 2 more for Tower and Scarecrow’s additional
rivalries).
If a Pilot who is Rivals with this person adds at least 1 Tick to the Rival’s Challenge Clock, that
Pilot can mark 1 XP on their Pilot playbook at the end of the session. This is separate from XP gained
due to struggling with a belief about a Rival.
When the Rival's Challenge Clock is filled, the player who has that character as their Rival (or
other players with permission from them) may spend 2 Drive Clocks to permanently remove the Rival
as a threat. The Pilot can then mark 2 XP in addition to the 1 XP gained from participating in
completing the Rival’s Challenge Clock. “Permanently removed as a threat” is broad, as they might be
persuaded to leave The War, be put into a coma, or join the squad. If the Rival is removed as a threat,
Pilots can no longer gain XP from them. If a Rival's Challenge Clock is partially or completely filled, but
they are not permanently removed as a threat, any Ticks on the Clock are removed as they
recuperate.
Rivals should have agency, power, and the ability to mess with the Pilots’ plans. They should use
abhorrent means to reach admirable goals, or gain admirable effects from horrible goals. Put them at
odds with the Pilots’ goals and/or ethics, and then turn the screws.
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the pilots
Allies
Friends come in all different forms. There are childhood friends, current (or former) lovers, tied
together by blood, and many others. However, a Pilot’s ally is not defined by the nature of their
connection, but by the fact that the Pilot can rely on them.
A Pilot can have any number of allies. But it takes a lot more work to make friends than it does
to make enemies. If a Pilot wants to add an established NPC as an ally, it should fit the fiction. A brand
new acquaintance won’t be an ally, but if the Pilot works to build a bond (possibly through a Long-Term
Project), then they will probably become one.
Once per session, a Pilot can declare they “have an old friend” who can help. This can be
someone from the Pilot's past, an NPC that has not yet interacted with them, or a previously declared
ally. Describe the scenario of when you last saw them, and make an action roll appropriate for those
circumstances. On a 4-6, you’re on good terms with the ally, and they’re likely to help you. On a 1-3,
they don't want to see you, but could be convinced to help. Any roll less than a 6 incurs consequences
as appropriate to the Position, which could relate to your past with the ally, the ally's current situation,
or something unrelated to the ally. Add the ally to your Connections with a short accompanying
description.
Demon contacts Julia “Ripper” Faraday of The Hyenas for some help. Last time he saw her, they
were on opposite sides of the battlefield in their AWVs. He rolls a Risky Standard Battle to see how
she’s feeling about their relationship. He gets a 4, so she’s happy to hear from him, but there will be
a Risky consequence: Julia is facing disciplinary action for punching a superior officer, and Demon will
need to help get her AWV out of the impound lot if she's going to use it.
If a Pilot wants to accomplish something and they don’t know how, they should consider whether
or not an ally can help them. Allies are emotionally invested in aiding the Pilot, but can’t always be
present or do things for them. Sometimes taking advantage of what your ally provides requires an
action roll or fortune roll. Allies exist to provide an avenue for the Pilots to accomplish their goals, not
to do it for them.
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the pilots
Pilot Advancement
As Pilots make +1 DOT
their way through The
War, they’ll build up experience (represented by XP). There are three types of XP: Playbook XP,
attribute XP, and General XP. Each type determines how it is gained and which XP tracks it can go into.
Pilots can gain:
► Playbook XP by Training the playbook during
downtime (see page 227) and marking 1 XP box next
ABILITIES +1 DOT
to “Abilities” on the character sheet. When a Pilot’s ○ SHARPSHOOTER: When you push yourself in
addition to the normal benefits, you can do one of
playbook has 8 XP, they reset their playbook XP to 0 the following: Make a ranged attack at extreme
and take a new playbook special ability. distance beyond what’s normal for the weapon--
unleash a
VEHICLE ATTRIBUTES
► Attribute XP for rolling a Desperate action barrage
(regardless of theof
rapid fire
result), or when Training during downtime (see page 227). For
example, a Desperate Maneuver roll earns the Pilot 1 XP in EXPERTISE +1 DOT
○○○○ BATTLE
Expertise. When an attribute gathers 6 XP, reset its XP track to 0
○○○○ DESTROY
and add an action point to one of the actions under that attribute.
○○○○ MANEUVER
Actions have a max rating of 3, unless the squad has the Mastery ACUITY +1 DOT
Squad Upgrade. ○○○○ BOMBARD
○ ○ ○ ○ MANIPULATE
► General XP through several methods. The player chooses where they put their General XP,
○ ○ ○ ○ SCAN
either as playbook XP or attribute XP. At the end of a session, Pilots determine if they:
♦ Expressed their tragedy, history, or opening.
♦ Struggled because of their beliefs, Scars, or their vehicle’s quirks.
♦ Addressed challenges with methods determined by their playbook. The Pilot takes 1 XP for
each item that occurred, and an additional XP for each item that occurred more than once.
♦ If a Pilot contributes at least 1 Tick to their Rival's Clock during a session (see page 78) or
fills their Connection Clock with another Pilot or with their Rival, they gain 1 General XP. If they
permanently remove their Rival as a threat, they gain 2 General XP.
81
the pilots
Where possible, introduce the new Pilot at the start of a downtime phase. This gives the Pilots a
chance to interact with them before throwing everyone into a mission. Make sure every other Pilot
has 1 Tick in their Connection Clock with the new Pilot when they are introduced. The new Pilot
participates in the downtime phase as normal.
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Pilot actions in depth
Pilot VS Pilot and Player VS Player
There are two ways to handle conflicts between Pilots. Players can play it out in character
without rolling dice, or they can let the dice determine the outcome. If a Pilot acts against another
player’s Pilot, they may roll an appropriate action, and those involved can make resistance rolls to deal
with the consequences. If you turn to the dice, here are some suggested steps for managing the
conflict fairly:
1. Examine the source of the conflict. If the conflict arises from differences between the Pilots,
that’s usually nothing to worry about. However, never use dice to resolve conflicts between
players. If players are at odds, everyone needs to talk the conflict out until you reach a
resolution.
2. Take a breather. Stop everything and take stock of the situation when Pilots act against each
other. Nothing moves forward until everyone agrees how to handle the conflict—whether that’s
with dice or talking it out in character. If you need to know who acts first, it should be clear from
the fiction. If it isn’t clear, have each player make a fortune roll using the action they’re taking, and
have the Pilot with the higher roll act first (reroll ties).
3. Accept the method for resolution. Don’t roll any dice or move the story forward until everyone
understands what’s at stake. Discuss everyone’s goals in this moment, what they plan on doing,
what they are willing to give, and how their differences might be resolved. Everyone at the table
can make suggestions and objections when negotiating the situation. If your group can’t reach a
unanimous decision on how to resolve the situation, the conflict doesn’t come to a head. It’s not
unusual for two people to be a hair away from coming to blows, only for them to walk away.
4. Acknowledge the outcome. If everyone agrees on the method for a resolution, then everyone
must accept the outcome. Consequences can always be resisted, but trying to escape the
conflict’s terms is acting in bad faith.
83
Pilot actions in depth
84
Pilot actions in depth
Command
When you Command, you force immediate GM QUESTIONS
obedience. You might lead a fire team in combat, ♦ What do you want them to do?
or brow beat a person until they yield to your
♦ Why should they listen to you? Respect,
demands. In a flashback, you might have
fear, leverage, or something stranger?
Commanded a crowd of witnesses to support you
♦ How do you feel when telling others to
instead of your opposition. You could try getting a
follow your will?
superior to do what you want (but Sway might be
better).
EXAMPLES
CONTROLLED RISKY DESPERATE
A bartender refuses to let you A bartender refuses to let you You direct your fire team of
and your fire team of Toughs into a bar's private area. You tell Toughs armed with anti-
into the bar's private area. You him that if he doesn't let you in armor sticky grenades to take
tell him that if he doesn't let now, you're going to beat him down the pair of oncoming
you in now, your companions black and blue. enemy AWVs.
will beat him black and blue.
1-3 (Desperate Position): 1-3 (Harm): Tracer rounds
1-3 (Risky opportunity): The bar's regulars stand up, fly from the AWVs' machine
Just before you make the grabbing bottles, pool cues, and guns, devastating the fire
threat, you see the bouncer’s whatever else is at hand. "They team. They are now Broken
shotgun under the bar within don't take kindly to trouble in the as a few become casualties
arm's reach. You could try to bar, you see." You are now in a (see fire team Harm on page
convince him some other way Desperate Position as the 194). The rest take cover as
(such as being friendly), or menacing crowd approaches best they can.
press on with your threats from you.
4/5 (reduced Effect):
a Risky Position.
4/5 (cost): "Head on back, but Explosions rock one of the
4/5 (complication): The turn out your pockets. No AWVs as several of the
bartender raises his hands in weapons allowed in there," says Toughs land their sticky
surrender. But as you turn to the bartender, gesturing at the bombs. As the smoke clears,
enter the private area, your VIP area. You can hand over your we see that the AWV is badly
target exits, sees you, and weapons, or decide to avoid the damaged, but still functional.
flees back into the maze of private area.
rooms.
85
Pilot actions in depth
Consort
When you Consort, you mingle with allies and GM QUESTIONS
acquaintances. You might gain access to resources, ♦ What do you hope to achieve?
information, people, or places. You might make a
♦ Who do you consort with?
good impression, and score a new contact with your
social grace. In a flashback, you might have partied ♦ How do you ply your shared social
connection? Common experiences, kind
with a courier so that their important delivery was
words, small gifts, or something stranger?
late. You could try to persuade someone with social
pressure (but Sway might be better).
EXAMPLES
CONTROLLED RISKY DESPERATE
Your ally is reluctant to have their You bet an office manager Your Rival points a gun at you,
squad accompany you on your that you can down more the empty barrel looming
next mission, so you lean on your beer than him, so he'll drink
large. There's no good reason
shared history for an owed favor. enough to spill some for her to let you go, so you
corporate secrets. appeal to her fondness for the
1-3 (Risky opportunity): They
good times you've shared
tell you no, and to drop the 1-3 (Harm): You reach for
together.
subject. You could try a different the next one, but find
action (such as pointing out the yourself on the floor. He 1-3 (complication): "You're
logical advantages with Sway), or grins down at you, clearly right, we should spend more
keep leaning on Consort and your not as drunk as you need time together," she says and
relationship from a Risky Position. him to be. Take level 2 slaps handcuffs around your
Harm: Sloshed. wrists. "Let's go, loser."
4/5 (Risky Position): They
agree to help, but aren't happy 4/5 (cost): You manage to 4/5 (Harm): "...You have been
about it. You're not sure where hold your liquor better than fun to toy with," she says, and
you stand with them, so future he does, so you get the info she then shoots you. As she
interactions will have you in a you wanted. However, it leaves, she says over her
Risky Position. took a LOT of drinks to get shoulder, "See you soon." Take
here, and it costs you two level 3 Harm: Gut Shot.
Personnel.
86
Pilot actions in depth
Engineer
When you Engineer, you build or tinker with an GM QUESTIONS
object. You might develop a non-contagious ♦ What do you hope to achieve?
strain of the flu. You might fix a broken door. In a
♦ What tools are you using? Welding torch,
flashback, you might have set up placed
adaptable wrench, caustic fluid, or
explosives to go off at the right time. You could
something stranger?
make an inventory program (but Interface might
♦ How did you learn to alter objects in this
be better).
manner?
EXAMPLES
CONTROLLED RISKY DESPERATE
While the enemies' vehicles A crumbling bridge is between Your Rival has locked an
are parked and unguarded, your convoy and its destination. explosive collar around the
you pop the hood to discreetly You have the tools and neck of your ally. You work
disable them. experience to shore it up for a quickly to get the device off,
crossing, so it's time to work. knowing it could explode at any
1-3 (Risky opportunity):
time.
Before you can really get into 1-3 (worse Position): A
it, you see some soldiers section of the bridge you 1-3 (complication): You'll
heading toward the vehicles. thought was solid falls out from never know if your Rival
You could quickly and under you. You grab onto some activated it or if you tripped a
obviously smash them, or keep exposed rebar, leaving you in a trap inside. You're untouched
working at a Risky Position to Desperate Position as you (other than the blood spatter),
subtly disable them. dangle over the canyon. but the same can't be said for
your ally.
4/5 (Harm): You quickly get it 4/5 (reduced Effect): You’ve
done, but you cut your hand on got the bridge repaired enough 4/5 (cost): It requires a special
the engine in the rush. Take that the convoy can cross, but solvent (spend 1 Materiel) and
level 1 Harm: Sliced. they’ll have to move at a snail’s you break some of your Tools in
pace to make sure they don’t the mechanism (destroy your
shake apart your repairs. Tools). But you get that hellish
machine off of your ally.
87
Pilot actions in depth
Finesse
When you Finesse, you handle an object with agility. GM QUESTIONS
You might secretly draw a pistol. You could grab a ♦ What do you hope to achieve?
dead man's switch before it activates. In a flashback,
♦ Who will be surprised by your feat of
you might have already stolen the guard’s keys. You
agility?
could hotwire a vehicle (but Engineer might be
♦ How do you feel when you manage these
better).
difficult acts? Smug, clever, exhausted, or
something else?
EXAMPLES
CONTROLLED RISKY DESPERATE
Some street urchins have the You're playing cards with some As you slowly reach for ID to
info you need, so you decide to scummy characters in the show the two guards pointing
impress them with a quick hopes they’ll wager their rifles at you, you also reach for
round of The Knife Game at a AWVs. When they finally do, your optical camouflage switch
speed you deem safe. you decide to stack the deck in so you can disappear if things
your favor. get worse.
1-3 (Risky opportunity):
The kids aren't impressed with 1-3 (complication): You're 1-3 (Harm): The guards are
your speed. You could try to about to shuffle when a twitchier than expected. When
get the info from them another familiar voice says, "Mind if I one of them notices you
way (with Command, for deal this hand?" Your Rival sits reaching for something other
example), or go faster— down, takes the cards, and than ID, he shoots you. Take
entering a Risky Position. gives you a knowing smirk. level 3 Harm: Bleeding Out.
4/5 (cost): When you finish, 4/5 (Desperate Position): 4/5 (lost opportunity): You
one of the awed kids wants to You win the hand! But as you hit the optical camo,
hold your knife to see if it's reach for the AWVs' keys, one disappearing from sight as you
actually sharp. Once in her of them points a gun at you. dive for cover. The guards
hands, she takes off running, "You may have won fair and realize what you've done and flip
and you lose the knife. square, but I'm a bit of a sore down their heat vision goggles.
loser." You are now in a You make it to cover, but their
Desperate Position. goggles nullify your optical
camo.
88
Pilot actions in depth
Hunt
When you Hunt, you track targets and attack over GM QUESTIONS
great distances. You might follow a squad through ♦ What long range weapon are you using, or
a ruined city. You could shoot out a fleeing car's what discrepancies are you looking for?
tire. In a flashback, you might have killed the
♦ What senses do you use to pinpoint your
getaway driver before the other operators
target? Sight, smell, taste, or something
complete their objective. You could shoot at stranger?
someone across the room (but Struggle might be
♦ How do you feel as you track your target's
better). movements?
EXAMPLES
CONTROLLED RISKY DESPERATE
You stare at an enemy soldier After exchanging fire with a Your armor stopped the first sniper
through the scope of your rifle as sniper, you search the round, but you don't know where
he stands amongst his fellows. destroyed building across they are. You can't properly take
They are completely unaware of the street using your scope, cover. You quickly search for their
you as you squeeze the trigger. looking for signs of them. nest, knowing that they might have
You just need to sight them you in their sights already.
1-3 (Risky opportunity): The
before they sight you...
soldiers are more perceptive than 1-3 (complication): You grab
you thought, as one of them looks 1-3 (cost): They shoot first, whatever cover you can, but you
in your direction. You could try a and that eagerness is lucky realize it’s pointlessness as the
different method to take out your for you. You keep your brain "sniper" rises from its concealed
target (such as sneaking closer for in your skull, but the round location: an Ape AWV modified
the shot), or you could take the shot shatters and destroys your with stealth capabilities.
anyway from a Risky Position. sniper rifle.
4/5 (lost opportunity): You
4/5 (Risky Position): With a spray 4/5 (reduced Effect): You figure out where the sniper is, but
of blood, your target drops. His shoot first, but your they fire off a few rounds, chasing
friends scatter. Some take cover and eagerness costs you. It's not you into a position where you can't
shoot in your direction, others move a clean kill. They steady engage them at distance. You've
towards your location. You’re now in their rifle, clearly still in the lost the opportunity to Hunt them.
a Risky Position. fight.
89
Pilot actions in depth
Interface
When you Interface, you work closely with electronic GM QUESTIONS
equipment, making it an extension of your body. You ♦ What do you hope to achieve?
might hack into a technologically advanced vehicle,
♦ How do you connect to the machine?
or understand how it works. In a flashback, you might
Wireless, hardline, neural link, or something
have tricked an enemy’s vehicle into updating its
stranger?
operating system. You could disable a vehicle’s
♦ What's the most dangerous thing you've
mobility (but Battle might be better).
hacked into?
EXAMPLES
CONTROLLED RISKY DESPERATE
You're meeting with someone With your back to a metal desk There is a laser-targeted, long-
shady in a public park and need a ringing with deflected gunfire, range missile headed to your
deniable eye in the sky. You try to you hack into the room's location. You have a few frantic
control a kid's recreational quad- security systems to close the seconds to wirelessly take
rotor camera drone to spy on your door barricades and block the control of the missile and
target. incoming shots. defuse its warhead before you
go up in flames.
1-3 (Risky opportunity): The 1-3 (Desperate Position):
drone has better security than One guard tells another, 1-3 (Harm): The missile
expected, and begins flying "Sarge says we can deploy doesn't hit you directly, but that
erratically. You could watch for grenades, go grab 'em!" You hardly matters. Take level 4
threats yourself with Survey, or move to a Desperate Position Harm: Obliterated.
keep Interfacing and draw as the guards start pulling
4/5 (reduced Effect and
attention to yourself (putting you pins.
Harm): You disable the
in a Risky Position).
4/5 (complication): Metal missile's warhead, but its
4/5, Harm: You get control of the barricades slam shut over the remaining fuel still produces a
drone, but keeping an eye on its door and windows, protecting deadly fireball. Take level 2
feed and the conversation you from the guards... but also Harm: Burned.
requires more concentration than trapping you inside the room.
expected. Take Level 1 Harm:
Distracted.
90
Pilot actions in depth
Prowl
When you Prowl, you move with grace and precision. GM QUESTIONS
You might climb an AWV in the middle of a battle. You ♦ What do you hope to achieve?
might sneak past a security camera. You might stab an
♦ What route do you take to your objective?
unsuspecting foe. In a flashback, you might have
destroyed a building’s security cameras. You could ♦ How natural does this style of movement
feel to you?
escape being buried in rubble (but Wreck might be
better).
EXAMPLES
CONTROLLED RISKY DESPERATE
You sneak over the perimeter fence After setting off explosive A few guards in AWVs search
of a mercenary facility in the middle charges, you creep through for you throughout the
of the night. It's dark, and the the mercenary facility to compound’s outer grounds.
camera that sweeps across the avoid the frantic guards One stands between you and
compound's outskirts doesn't have searching for the intruders your escape route. This is your
night vision. who caused the explosion. chance to get onto it and plant
some explosives before you
1-3 (Risky opportunity): An 1-3 (Harm): A pair of
escape.
unexpected guard patrol moves guards spot you, and they
past the fence a moment before open fire. You catch a bullet 1-3 (lost opportunity): The
you start climbing. They haven't yet before you duck around a AWV spots you and calls in your
seen you. You could shoot them corner. Take level 2 Harm: location. Hiding won't be
through the fence while the Shot Shoulder. possible now, unless you can
cameras aren't watching, or climb get rid of this AWV.
4/5 (cost): You escape the
over the fence anyway in a Risky
facility, but fail to notice a 4/5 (Harm): You realize the
Position.
camera that catches your AWV is about to grab you as
4/5 (reduced Effect): The face. Your employer wanted you finish planting the
surveillance camera turns back to you to remain unseen, so the explosives, so you hit the
your position faster than expected. squad loses 2 Trust with detonator. The destroyed AWV
You have to duck behind a parked them. falls, and you take level 3
truck, unable to make it to the Harm: Exploded.
closest building.
91
Pilot actions in depth
Struggle
When you Struggle, you employ lethal or non-lethal GM QUESTIONS
violence. You might restrain a panicking civilian. ♦ What weapon are you using?
You might exchange gunfire across rooftops. In a
♦ How lethal are you trying to be? Disabling a
flashback, you might have already incapacitated limb, knocking them out, killing them, or
the security guards. You could identify a fighting something else?
style (but Study might be better).
♦ How did you learn to commit violence?
EXAMPLES
CONTROLLED RISKY DESPERATE
A scientist you are trying to A biker you are trying to A soldier you are trying to
remove from his laboratory remove from a bar refuses to remove from their vehicle's
refuses to leave, so you grab him leave. As you move to grab cockpit refuses to leave. As you
to drag him from the premises. them, they put up their fists, reach for her, she points a
ready to fight. pistol at you.
1-3 (Risky opportunity): As
you reach for him, he grabs a 1-3 (Harm and worse 1-3 (Harm): There's a loud
scalpel from his work bench and Position): The biker socks bang, followed by a horrid
menaces you with it. You could you in the face, stunning you ringing sound and a burning in
try something else to get him to (take level 1 Harm: Dazed). your chest. You can't catch
leave with you (such as pointing When you regain your your breath; you take level 3
out that he isn't a knife fighter), senses, they've pulled out a Harm: Shot In The Lung.
or grab him anyway from a Risky revolver. You are now in a
4/5 (complication): You grab
Position. Desperate Position.
her outstretched arm and haul
4/5 (Cost): As he resists your 4/5 (complication): Shortly back to yank her out. Instead,
efforts, two of his fingers break after you drag the biker out of you both tumble out and find
when they catch in a safety the bar, there's the bark of a yourselves hanging from the
railing. Your employer wanted siren as a military police jeep open cockpit hatch.
him unharmed, so you lose 1 pulls up to investigate what
Trust. exactly you are doing.
92
Pilot actions in depth
Study
When you Study, you meticulously examine details GM QUESTIONS
for better understanding. You might read technical ♦ What are you trying to learn?
manuals to find a weak point. You might determine
♦ What material do you scrutinize to get
a statement’s truth by scrutinizing the speaker. In a
information? Scientific reports, witness
flashback, you might have scouted out a facility’s
statements, a person's movements, or
delivery schedule. You could try to read a charged something stranger?
situation (but Survey might be better).
♦ How do you feel when you interrogate
information like this?
EXAMPLES
CONTROLLED RISKY DESPERATE
In search of secret information about In search of secret information In search of secret information
your next mission, you rifle through about your next mission, you about your next mission, you rifle
documents laid out on your Direct rifle through documents laid through documents laid out on
Superior’s desk while they are away. out on the desk of your target's your Rival’s desk while he's on
mechanic while she's repairing the phone in the next room.
1-3 (Risky opportunity): You hear
vehicles in the hanger nearby.
one of your Direct Superior's aides in 1-3 (complication): Before you
the next room, but you haven't yet 1-3 (Harm): Before you find find the information, you
gained the intel you need. You could the info, the mechanic comes accidentally trigger a trap on one
try something else to learn the up behind you. You don’t of his desk drawers. A gas fills the
information you need (such as notice until she hits you with room, and you start to lose
charming it out of the aide), or you a wrench. Take level 2 Harm: consciousness.
could keep going through the papers Clobbered.
4/5 (reduced Effect): You find
in a Risky Position.
4/5 (cost): The mechanic some of the information you were
4/5 (worse Position): You find walks in on you looking looking for, but you have to drop
what you were looking for, but your through the papers. She says the papers and leave when you
Direct Superior comes back early to that for 2 Personnel, she didn't hear your Rival’s phone call
find you holding confidential see anything. You pay the conclude.
documents. You move to a Risky bribe, and she lets you find
Position as they loom over you. what you need.
93
Pilot actions in depth
Survey
When you Survey, you observe your surroundings GM QUESTIONS
and predict outcomes. You might spot trouble ♦ What are you trying to learn?
before it happens. You might discover an attacker’s
♦ What details are you looking for? Faint
vulnerabilities. In a flashback, you might have seen
sounds, slight vibrations, a glint of light, or
the fastest route through a crowded market. You
something stranger?
could diagnose what destroyed a vehicle (but
♦ How did you learn to observe the world like
Engineer might be better).
this?
EXAMPLES
CONTROLLED RISKY DESPERATE
Your Rival is arguing with another Your Rival is fighting your Your Rival mocks you from their
squad, giving you the chance to squad, giving you the chance to AWV while trying to kill you. Even
observe their body language for observe their body language for though you’re on foot, you take
what they are really feeling. what they are really feeling. this opportunity to observe their
speech patterns for how they
1-3 (Risky opportunity): Before 1-3 (Harm): You don’t learn
really feel.
you learn anything, the argument anything. Worse yet, one of
moves closer to your location and your fellow Pilots takes a sword 1-3 (Harm): This was a bad idea.
puts you in danger. You could try to their chest while you’re Your Rival steps on you. Take level
something else to learn more about distracted. They gain level 2 4 Harm: Squished.
them (such as looking at reports of Harm: Sliced.
4/5 (complication and Harm):
their fights), or stick around to
4/5 (complication): You gain You learn some of your Rival's
continue your observation in a
some insight into their beliefs, inner thoughts, but they knock a
Risky Position.
but they call for back up in the small building onto you. You're
4/5 (reduced Effect): You discern meantime. The GM starts a buried in rubble, taking level 2
some of your Rival's true thoughts. "Reinforcements" Threat Clock Harm: Crushed. They leave,
However, the other squad gives in and adds 2 Ticks to it. thinking you’re dead, so you lose
so fast that you don’t learn much. the opportunity to further
observe them.
94
Pilot actions in depth
Sway
When you Sway, you persuade with guile, wit, and GM QUESTIONS
charm. You might negotiate better ceasefire terms. ♦ What do you want them to do?
You might convince a guard that you do, in fact,
♦ How do you get them to agree with you?
belong in the restricted area. In a flashback, you
Mock their opinion, emphasize the
might have bought an item before it went to
advantages of your position, confuse their
auction. You could get a nervous militia to charge understanding, or something stranger?
the enemy (but Command might be better).
♦ How often do you use your skills against
your friends?
EXAMPLES
CONTROLLED RISKY DESPERATE
You need to talk your way past You need to talk your way past You need to talk your way past
some bored guards at a security some bored guards at a some bored guards at a
checkpoint to get into a vehicle security checkpoint to get into security checkpoint to get into
hanger. a vehicle hanger before the a vehicle hanger before the
lockdown order reaches them. AWV chasing you arrives.
1-3 (Risky opportunity): You
realize the guards are only 1-3 (complication): The 1-3 (complication): The AWV
feigning boredom, and are conversation drags on, and arrives faster than expected,
actually quite alert. You could the lockdown order reaches and the guards realize you
try something else at a the guards. They refuse to let don't belong here. They draw
Controlled Position (such as anyone through. their guns and yell at you to get
sniping the guards), or you on the ground.
4/5 (reduced Effect): The
could try to talk your way past
guard starts up a conversation 4/5 (Harm): The AWV arrives
anyway—but it’ll be Risky.
with you that you can't get out just as the guards let you
4/5 (cost): The guards buy your of inconspicuously. When you through, and it punts you into
story, but they say that finally excuse yourself to head the hanger. Take level 3 Harm:
weapons aren't allowed in the for the hanger, enough time Smashed.
hanger for safety regulations. has passed to put your
Lose any weapons that you've objective at risk.
declared.
95
Pilot actions in depth
Wreck
When you Wreck, you act with brutal force. You GM QUESTIONS
might lift a car off a wounded companion. You ♦ What are you trying to break?
might smash through a locked door. In a
♦ How are you accomplishing your task?
flashback, you might have set the floor to collapse
Explosive charges, sheer muscle, precise
when an enemy steps onto it. You could attack
calculations, or something stranger?
with pure strength (but Struggle might be better).
♦ How do people look at you after they've
seen your affinity for destruction?
EXAMPLES
CONTROLLED RISKY DESPERATE
You’re breaking through an You’re breaking in the door on You break in the door to an
apartment door to surprise a an apartment full of armed apartment full of armed spies
group of spies that have been spies after negotiations with after they activate the
surveilling your squad's FOB. them through said door failed automated machine gun turret
to get their surrender. in the hallway that you’re
1-3 (Risky opportunity):
presently occupying.
Before striking, you notice that 1-3 (worse Position): You
the door is reinforced. You could are unable to bash in the door. 1-3 (Harm): You aren't able to
try something else at a Worse, the attempt activates bust open the door, and the
Controlled Position (such as the automated machine gun turret opens fire on you. Take
picking the lock), or you could turret in the hallway; you are the level 3 Harm: Swiss
bash it down (at a Risky Position now in a Desperate Position. Cheese.
as the spies hear you and grab
4/5 (Harm): You break the 4/5 (cost): You bash in the
their guns).
door in, and the spies shoot at door and get inside safely
4/5 (complication): You catch you. You take level 2 Harm: despite the gunfire. However,
the spies by surprise, but one is Shot In The Arm. this was supposed to be a
quick on her feet. She jumps out discreet mission. Lose 3 Trust
of a window and onto the fire with your patron Faction.
escape. The GM creates the
"Spies Escape" Clock and adds 1
Tick to it.
96
Pilot actions in depth
97
standard pilot gear
GEAR OUTFITS
[⎔] Burglary gear: Lockpicks (both mechanical [⎔ ⎔] Armor: A tactical vest with matching
and electronic), thin wire and hooks, a mister, and gloves, boots, and pads.
other intrusion tools. + [⎔ ⎔ ⎔] Heavy Armor: Trauma plates
added to the vest, and a helmet added to your
[⎔ ⎔] Climbing gear: Ascenders, descenders, head.
fast rope, harnesses, and more. Everything you
need to climb a wall or rappel down one for a [Ø worn, ⎔ ⎔ carried as a 2nd outfit]
dynamic entry. Environmental suit: A bulky suit that protects
the wearer from lack of oxygen, vacuum, or
[Ø] Throat mic transceiver: A device pressed
radiation. It has maneuvering thrusters for use
against the throat that can transmit the wearer’s in microgravity.
voice over short distances.
[⎔ ⎔] Parachute: A large backpack containing
[⎔] Long-range transmitter: A device that can a parachute. It provides some maneuverability
send data over great distances.
and protection while falling from great heights.
SUPPLIES
[⎔] Bribe: The liquid assets a Pilot has on hand. [⎔] Placed explosives: A brick of moldable
Each point of Personnel or Materiel is 1 Load. explosive putty with a timer or remote
detonator. Never quiet.
[⎔] Documents: Digital and printed files on
diverse topics, along with the tools to create or [⎔] Subterfuge supplies: A set of actors’ props
annotate files. and makeup with accompanying documents for
making disguises.
[Ø] Intel: Information provided to the squad that
you can access. Spend 1 Personnel point to get
+1d on a gather information roll while on a
mission.
98
standard pilot gear
Tools WEAPONS
[⎔ ⎔] Demolition tools: Power tools suitable for [⎔] A blade or two: A nice, big, one-handed
destruction or “heavy remodeling.” blade, or a smaller, but no less deadly, pair.
[⎔] Flashlight, flares, or glow sticks: A simple [⎔ ⎔] A heavy weapon: A large, two-handed
form of illumination that can be activated when weapon, such as a sledge or wood axe.
needed. [⎔] A pistol: A semi-automatic pistol or revolver.
[⎔] Palm computer with useful programs: A [⎔ ⎔] A rifle or shotgun: A semi-automatic
small, book-sized computer with handy but simple rifle (useful at a distance) or pump action
programs. shotgun (useful close up).
[⎔] Remote vehicle control: A tool that [⎔] Throwing knives: Six light blades made
remotely controls a specific vehicle, but it’s not as for throwing (and not hand-to-hand combat).
effective as being in the cockpit.
[⎔] An unusual weapon: Could be a stun
[Ø] Smartphone: A pocketable tool providing baton, nerve-whip, or something stranger.
many different digital functions, but it relies on
probably compromised infrastructure for sending
and receiving data.
99
3: PILOT PLAYBOOKS
pilot playbooks
100
pilot playbooks
101
The ACE
playbooks
pilot playbooks
Battlefields of The War stretch across cities, continents, and star systems. Such distances are
not easily traversed on foot, so we made incredible machines that stride, soar, and roam. Most
see a vehicle as just a tool, but for Aces they're a better half. Created with purity of purpose
and a desire to be filled, the vehicles in The War are a light for people looking to join in that
purity and desire.
How’d you gain your skills? What made you realize you belonged behind the wheel?
102
pilot
pilot playbooks
CHOOSE THE ACE IF YOU WANT TO: XP TRIGGER
playbooks
♦ Be the hotshot Pilot known for being the best in a Earn end of session XP when
vehicle. you address a challenge
♦ Have an incredibly flexible vehicle with with Piloting or violence.
experimental equipment.
♦ Be more reliant on your vehicle than other Pilots.
ACE ACTIONS
+2 Maneuver,
+1 Engineer
Ace Abilities
► ADAPTABLE: You may spend your Spark ► ADVANCED PROTOTYPE: When
to uninstall up to two points of your vehicle’s declaring vehicular gear, you can state that it’s
Load, or to push yourself in a vehicular experimental. That gear has its Load reduced by
maneuver. 1 (to a minimum of 0). When you push your
vehicle using that gear, take increased Effect
► MORE THAN MEETS THE EYE: Your AND +1d. You can only have one experimental
custom vehicle can transform into a secondary
item at a time.
form. Detail that second form. Select 2 Load
worth of vehicle gear and 3 action points that ► BLOODLUST: Gain the tragedy “Seeks
your vehicle has. It lacks this gear and these violence.” When you defeat a worthy foe (or a
action points when in its secondary form. Select gang of the unworthy) in battle, heal 2 Stress.
2 Load worth of vehicle gear and 3 action points
► RED COMET: You have a reputation as a
that your vehicle lacks. It has this gear and these
action points when in its secondary form. Pilot of great skill (whether earned fairly or not).
When you try to impress or dismay someone
► MEAT IS CHEAP, SAVE THE METAL: using your reputation, take +1d. When you
When the vehicle you are Piloting takes Damage, reveal yourself with a dramatic action, those
your Pilot may take an equal level of Harm around you are briefly stunned.
instead. If you resist this Harm, take -1d to the
resist roll. Pilot Armor cannot prevent this ► TRAVELLING COMPANION: You can
exhaust 1 Quirk or spend 2 Stress to push
Damage.
yourself on vehicle actions.
► LAST STAND: When you take a Dire Action
► VETERAN: Choose a special ability from
with a vehicle, you can continue to act on a 4-6
another source. Can be taken up to three times.
(instead of just on 6s). Take a bonus die to Dire
Actions for each point of Breakdown your vehicle
has until you stop taking Dire Actions.
103
pilot playbooks
104
pilot playbooks
Starting Ace Beliefs Ace Gather Information
♦ They handle their vehicle very poorly. ♦ What is their vehicle capable of?
♦ They don't understand my value as a Pilot. ♦ When are their vehicles unattended?
♦ What do they intend to do?
♦ They are going to get someone killed. I ♦ How can I get them to [X]?
better keep an eye on them.
♦ What's the best way through?
♦ They desire glory as much as I do! We’ll
♦ Where did [X] go?
make history!
♦ What’s really going on here?
I trust Bert with my life, but he’s nothing special. I’m a little jealous of Pilots with fancier AWVs, but at the
end of the day, Bert does fine against them. Most of the time. I’ve seen some Pilots pull off stuff I didn’t
think was possible. It’s hard to describe the way they fight that’s different. Like, you know the way really
expensive clothes just fit right on people? Not like the hand-me-downs I’ve got, clothes or AWV. Pilot and
AWV moving together like one, like they were made for each other.
Note to self: See one of these, run the other way.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
105
The BUREAUCRAT
playbooks
pilot playbooks
Resource management is something few people understand. The War might seem like
constant bombs and blood, but that hides its true face. Paperwork and red tape. It's a relay
race no one watches—requests, orders, and communiques changing hands from nobody to
nobody. When those documents arrive, and whether they're unchanged, is left up to the
Bureaucrats.
How often do you abuse your position? What are your responsibilities? Are you satisfied
with your power?
106
pilot
pilot playbooks
CHOOSE THE BUREAUCRAT IF YOU WANT TO: XP TRIGGER
playbooks
♦ Be the master of managing resources and the Earn end of session XP when
downtime phase. you address a challenge with
♦ Have access to mundanely weird gear and abilities. procedure or management.
♦ Be a banal cog in the machinery of The War.
BUREAUCRAT ACTIONS
+2 Consort,
+1 Study
Bureaucrat Abilities
► STAY LATE: Take “level 1 Harm: Tired” to ► CONNECTED: During downtime, you get
give another Pilot an additional downtime +1 result level when you acquire an asset or
activity. This Harm can be resisted as normal. Schmooze. Take +1d when declaring an ally
during a mission.
► COOK THE BOOKS: Spend 2 Stress and a
downtime activity to gain an additional Supply ► WORK HARD, PLAY HARD: When you Cut
Roll. If you are part of an Independent squad, Loose with another Pilot, they may roll to heal
your Supply Roll is 0d (unless something Stress as well using their Connections to you. If
increases it). You may use this ability once per either of you overindulge, you both suffer the
downtime phase. effects.
► RED TAPE: When you quote a regulation ► RAINY DAY: You may spend your Spark to
that would prevent a consequence, you may roll gain a Supply Point to be used immediately, or to
Resolve to resist instead of any other attribute or push yourself when trying to bypass or enforce
spending Quirks. protocol.
► BENEATH NOTICE: When you use a ► FORGETTABLE: When you successfully
disguise or other form of covert misdirection, Sway someone, you may cause them to forget
add +1d to your action rolls and resistance rolls that it's happened until they next interact with
(or exhaust 1 fewer Quirk, minimum 1, with you.
vehicle resistance) to confuse or deflect
suspicion. When you throw off your disguise, the ► VETERAN: Choose a special ability from
another source. Can be taken up to three times.
resulting surprise gives you the initiative in the
situation.
107
pilot playbooks
108
pilot playbooks
Starting Bureaucrat Beliefs Gather Information
♦ Their disdain for protocol will endanger ♦ What loophole can I abuse?
the squad. ♦ What protocol can I enforce?
♦ They are too invested in rules. ♦ What do they intend to do?
♦ They are lazy. ♦ How can I get them to [X]?
♦ They are responsible, so I’m teaching ♦ Are they telling the truth?
them useful loopholes.
♦ How can I find [X]?
♦ What's really going on here?
The Cenotaph isn’t exactly in the Myriad’s good books. Honestly, I’m pretty sure the higher ups hate us. If
Bishop Finmal wasn’t looking out for us I’m pretty sure we’d all be out of a job. I feel kinda bad for that.
Every time I see him those stacks of paperwork look taller, and I wouldn’t be surprised if a lot of that had
to do with us. He’s a good guy. I bet he does more good sitting at that desk alone than the whole Cenotaph.
After all, if someone from another faction sends you a letter, you’re gonna react differently than someone
from another faction showing up inside an AWV.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
109
The EMPATH
playbooks
pilot playbooks
When someone looks at you they aren’t seeing you. When they hear you, they don’t listen.
They touch but don’t feel. The pressures of population density and society play a joke on the
heart. But people are changing. Not the person you look at, hear, and touch, someone else.
Something else. Evolution is making something to help bring people closer together beyond
just population density, and these new types of people are Empaths.
What emotions do you refuse to toy with? How did you discover your abilities?
110
pilot
pilot playbooks
CHOOSE THE EMPATH IF YOU WANT TO: XP TRIGGER
playbooks
♦ Play a character who is deeply connected to Earn end of session XP when
emotions—whether it's their own or the emotions of you address a challenge with
their squadmates and foes. understanding or poise.
♦ Have psychic powers that give you a unique edge in
conflicts.
♦ Understand others, regardless of the danger that
EMPATH ACTIONS
poses. +2 Study,
+1 Survey
Empath Abilities
► TELEPATHY: You can communicate directly ► EMOJI: You know the secret method for
to a person’s mind as though speaking, provided interacting with apps or AIs as if they were
you previously had a revealing interaction with normal humans, regardless of how corrupted or
them. When taking part in a group action, you can rampant it appears. You have increased Effect
spend 1 Stress per participant to let others when communicating with digital entities.
involved use the leader’s action rating instead of
► CAROUSE: When you participate in a Cut
their own.
Loose downtime activity, choose one of the
► BROADCAST: When you push yourself, you following: The Pilot cutting loose cannot
can do one of the following in addition to the overindulge, but only heals half the Stress rolled
normal benefits: Use your mind to instill a powerful, (rounded up); your relationship with them
undirected emotion in others -- paralyze a person improves by an additional +1; their relationship
with your mind or voice. with you improves by an additional +1.
► FAR SIGHT: When you gather information ► CARRY THAT WEIGHT: After you see the
with Survey, take +1d. The information gained results of an action roll, you can push yourself or
can be from a place and time where you were not assist (if no one else assisted on the roll). If 0d
present. were rolled, roll again with 1d. When you have a
personal moment with someone, you can take
► GOOD HEARTED: When you act any amount of Stress (up to your max Stress) to
compassionately (with more than just words)
heal that person the same amount of Stress.
towards a foe, you keep a Controlled Position
until you act against their interests. ► VETERAN: Choose a special ability from
another source. Can be taken up to three times.
► EVERYBODY HURTS: You may spend your
Spark to resist a consequence from ambushes
(physical or not), or to push yourself to
understand others.
111
pilot playbooks
112
pilot playbooks
Starting Empath Beliefs Gather Information
♦ I can fix the reason they hurt. ♦ How is this person hurt?
♦ I can take advantage of their pain. ♦ How is this person vulnerable?
♦ Their vehicle has strong emotions tied to it. ♦ Are they telling the truth?
♦ I can feel they are a good person, and I ♦ What drives them to do this?
implicitly trust them. ♦ What are they feeling?
♦ Who’s most afraid of me?
♦ What’s really going on here?
I think I trust people less now, since I started being a Pilot. I feel like before I usually thought the people
around me had good intentions. Ever since I started this job I’ve been backstabbed by someone I saw as
a father, front? stabbed? by one of my closest childhood friends. I’m so tired of being betrayed. But for
some reason I keep trying. Once in a while, I can still get through to the other side. I save both of us from
a fight we don’t want to have. Just when I think I’m going to give up on reaching out, someone shows me
I shouldn’t.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
113
The ENVOY
playbooks
pilot playbooks
The difference between a diplomat and a spy is the quality of the intelligence they bring to
their superiors. Ceasefires, alliances, and treaties don’t last long in The War, and the clever
ones will make the most of that reprieve by preparing for when it fails. The best use of that
time is to employ an Envoy. Skillfully negotiating the celebrations, deals, and deceptions of
politics to pull the most out of such opportunities, they bring intel home with a smile and
handshake.
When are you truthful in a meaningful way? What relationships do you have that aren’t
a means to an end?
114
pilot
pilot playbooks
CHOOSE THE ENVOY IF YOU WANT TO: XP TRIGGER
playbooks
♦ Play a flashy character who talks their way into and Earn end of session XP when
out of trouble. you address a challenge with
♦ Manipulate people and organizations like puppets. deception or influence.
♦ Explore what happens when you are all flash
and no substance in life threatening situations.
ENVOY ACTIONS
+2 Sway,
+1 Consort
Envoy Abilities
► ROOK'S GAMBIT: Take 2 Stress to roll your ► READ ‘EM AND WEEP: Spend 2 Stress to
best action rating while performing a different ask one of the following questions about
action, so long as you can justify adapting your someone you have observed either in secret or
skill to this use. You can use Pilot actions in place openly. You may ask additional questions by
of vehicle actions (and vice versa) with this spending 1 Stress per question. What was their
ability. lowest moment? -- What do they crave
forgiveness for and from whom? -- What are their
► COOL UNDER PRESSURE: When you take
secret pains? -- In what ways are their mind and
Harm, heal Stress equal to the level of that
soul vulnerable?
Harm.
► SUBTERFUGE: You may spend your Spark
► REGENT’S BRILLIANCE: You and your to resist a consequence from suspicion or
entourage have increased Effect when
persuasion, or to push yourself for subterfuge.
Consorting and Swaying, so long as you take
advantage of how truly impressive you are. ► TRUST IN ME: You get +1d vs. a target
with whom you have a strong relationship. For
► LIKE LOOKING INTO A MIRROR: You can
another player’s Pilot, this is a +2 or higher
always tell when someone is lying to you. Connection value.
► A LITTLE SOMETHING ON THE SIDE: At
► VETERAN: Choose a special ability from
the end of each downtime phase, make a fortune
another source. Can be taken up to three times.
roll using the squad's Tier. Add 1 Tick to a Drive
Clock on a result of 4+.
115
pilot playbooks
116
pilot playbooks
Starting Envoy Beliefs Gather Information
♦ They're a sucker who will get me into ♦ What do they intend to do?
trouble if I don't fix them. ♦ How can I get them to [X]?
♦ They’re in need of a makeover, and I have ♦ Are they telling the truth?
the style.
♦ What are they really feeling?
♦ They don't fit the objective of this squad,
♦ What do they really care about?
so I will find out why they are here.
♦ How can I blend in here?
♦ They will make a good social prop.
♦ What's really going on here?
The worst kinds of missions, the absolute worst, are the ones where we have to dress up and go talk to
people. You know what happens on those missions? I get stabbed. I get stabbed by someone with greasy
hair and really white teeth. One minute they’re talking to a crowd of people and smiling way too big and
then suddenly I’ve got a sword cane in my side because I had to jump in front of a VIP. The thing about
these people is they’re usually not all that strong and also not great with swords? Still fucking sucks to
have a sword stuck inside you!
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
117
The HACKER
playbooks
pilot playbooks
Technology fills the lives of the masses and programming computers has become as important
as literacy. However, there are those who make that skill into an art, a direct expression of their
will. These people are hackers and they bend augmented reality to suit their desires. Apps and
proxies pose little obstacle to them, with the most skilled being able to challenge AIs. Bring a
Hacker with you if you plan to confront the digital realm and live.
Why did you delve into the guts of the AR? Do you consider yourself a whitehat?
118
pilot
pilot playbooks
CHOOSE THE HACKER IF YOU WANT TO: XP TRIGGER
playbooks
♦ Bend machines and vehicles to your will. Earn end of session XP when
♦ Control the perception of others by manipulating the you address a challenge with
augmented reality around them. knowledge or digital power.
♦ Be vulnerable in direct conflicts.
HACKER ACTIONS
+2 Interface,
+1 Study
Hacker Abilities
► COMPEL: You can Interface with ► DATA PACK: You can Study an app (or
augmented reality to force a nearby app or proxy create a new one) to develop it into a reusable
to obey a command you give it. You can always form. You know the complex methods to create
distinguish between reality and the AR created apps. You begin with one app already learned.
by a program you summon or compel (though (See page 298 for more on app development.)
your allies may become lost).
► TESLA: When you push yourself, you can
► MATRIX MIND: You’re always aware of do one of the following in addition to the normal
apps and proxies in your presence. Take +1d benefits: Unleash a stroke of lightning as a
when you gather info about AR and apps. weapon from the power grid -- summon an AR
storm in your immediate vicinity (swirling ads,
► IRON WILL: You're immune to the AR flashing neon, heavy smog, shouting crowds,
confusion that some apps and proxies inflict on
etc.) that will cause AR confusion.
sight. Take +1d to resistance rolls with Resolve.
► WARDED: You may spend your Spark to
► TURING TEST: You can always tell if you’re resist an AR consequence, or to push yourself
interacting with a human.
when you deal with AR forces.
► CROWDSOURCE: Spend 2 Stress to use a ► VETERAN: Choose a special ability from
squadmate’s action rating instead of your own
another source. Can be taken up to three times.
by describing how you make use of their
knowledge.
119
pilot playbooks
120
pilot playbooks
Starting Hacker Beliefs Gather Information
♦ The AR echoes tell me they're being ♦ What is holographic or inorganic here?
followed. ♦ What lingers in the augmented reality?
♦ I've found their digital secrets. ♦ What is hidden or lost here?
♦ They're computer illiterate, and I'm going ♦ What do they intend to do?
to fix that.
♦ What drives them to do this?
♦ They don’t trust me, and that’s insulting.
♦ How can I reveal [X]?
♦ What's really going on here?
Compared to the other Cenotaph AWVs, Bert is a little plain. And kind of old-fashioned. I mean, everyone
else has all these digital interfaces and whatever. I’m over here yanking levers and turning dials, and the
hatch still has a porthole. There’s been a couple times when I’ve been really glad for that though. See, we
don’t have an AR or tech specialist. When the others got hit with an AR storm and couldn’t use their
displays I was fine. I think there was even a time when Tower’s AWV got disabled remotely somehow?
That’s what you get for being too fancy.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
121
The INFILTRATOR
playbooks
pilot playbooks
Privacy is a rare commodity in the technologically advanced lives of those touched by The War.
Many keep their secrets locked in physical spaces far from prying eyes. This is when you need
an Infiltrator. Able to get past the security measures of the most paranoid and then fight their
way out if necessary, they'll get you what you want. Make sure you treat them right because
they can get into your home too.
Why are you drawn to the skills of the Infiltrator? When have you regretted moving
unseen?
122
pilot
pilot playbooks
CHOOSE THE INFILTRATOR IF YOU WANT TO: XP TRIGGER
playbooks
♦ Remain unseen until you choose to strike, whether Earn end of session XP when
on foot or in your vehicle. you address a challenge with
♦ Bite off more than you can chew, and get out stealth or evasion.
anyway.
♦ Play a character who is seen as unreliable because
they are never around.
INFILTRATOR ACTIONS
+2 Prowl,
+1 Finesse
Infiltrator Abilities
► GHOST: You are not negatively affected by ► EXPERTISE: Choose one of your action
Quality or Tier when you attempt to bypass ratings. When you lead a group action using that
security measures. action, you suffer only 1 Stress or exhaust 1
Quirk at most, regardless of the number of failed
► AMBUSH: When you attack from hiding or
rolls.
spring a trap, you get +1d.
► NEVER TELL ME THE ODDS: Take +1d to
► DAREDEVIL: When you roll a Desperate resistance rolls or exhaust 1 fewer Quirk
action, you get +1d to your roll if you also take
(minimum 1) for vehicle resistance when you are
-1d to any resistance rolls (or exhaust an outnumbered or drastically outmatched by a
additional Quirk for vehicle resistance) against
foe.
any consequences from your action.
► REFLEXES: When there's a question about
► THE DEVIL'S FOOTSTEPS: When you
who acts first, the answer is you (two Pilots with
push yourself, choose one of the following in
Reflexes act simultaneously).
addition to the normal benefits: Perform a feat of
athletics that verges on the superhuman -- ► SHADOW: You may spend your Spark to
maneuver to confuse your enemies so they resist a consequence from detection or security
mistakenly attack each other. measures, or to push yourself for a feat of
athletics or stealth.
► VETERAN: Choose a special ability from
another source. Can be taken up to three times.
123
pilot playbooks
124
pilot playbooks
Starting Gather Information
Infiltrator Beliefs ♦ What do they intend to do?
♦ How can I get them to [X]?
♦ They make way too much noise.
♦ What should I look out for?
♦ Got themselves caught so that I could
finish the mission. I owe them. ♦ What's the best way in?
♦ They aren't going to make it out of The ♦ Where can I hide here?
War because they're too reckless. ♦ How can I find [X]?
♦ I have to keep an eye on them, I know ♦ What's really going on here?
their secret.
Tower and I are kind of in the same boat. I mean being a circus acrobat is a lot more exciting than being
a farmer, but neither of us should really be here. There is a pretty big difference between us though. I think
Tower is even less suited for this than I am. Sure, they’re great at sneaking past other squads. But when
it comes to a fight they’re next to useless. It’s not like I have to worry about protecting them. I’ve seen
them dodge through AWV gunfire on foot, and they’ve pulled off even more ridiculous stunts in the Mantis.
But when there’s nowhere to run, I can’t count on them to have my back.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
125
The OFFICER
playbooks
pilot playbooks
Any conflict is chaos, whether it’s an explosion filled battlefield or posturing for status in a
masquerade. Except it’s not really chaos, not if you know how to look. Lines of attack and
defense, routes for flanking and retreat, all exist no matter the arena. There’s a way around,
through, or over if you’re properly prepared. An Officer always has a plan.
What lingering debts do you possess? How will you honour them?
126
pilot
pilot playbooks
CHOOSE THE OFFICER IF YOU WANT TO: XP TRIGGER
playbooks
♦ Have a measure of inherent authority. Earn end of session XP when
♦ Have other Pilots look to you for a plan or decision. you address a challenge with
coordination or a ruse.
♦ Play a character that has reached their position by
choosing (on some level) to be complicit
with their superiors.
OFFICER ACTIONS
+2 Command,
+1 Survey
Officer Abilities
► TACTICAL GENIUS: Two times per ► HEART TO HEART: When you make the
mission, you can assist a squadmate without weight of an arrangement clear to your opposite
paying Stress. Tell us how you prepared for this. and both agree to terms—surrender, cease fire,
prisoner exchange, and so on—you are all
► LEADER: When you Command a Cohort in
emotionally invested in the deal. If either party or
combat, they continue to fight when they would their squad breaks the agreement, the
otherwise break (they're not taken out when they
negotiator takes level 3 Harm: Despondent.
suffer level 3 Harm). You have increased Effect
when you lead a group action. ► WARLORD: When you have a Vendetta
with another squad, your squad gets improved
► RALLY: Spend 2 Stress to do one of the
Effect against that squad.
following. To compel additional directions, you
may spend 1 Stress per direction: Direct an ► MASTERMIND: You may spend your Spark
unaffiliated crowd to perform an action -- have to negate a squadmate’s consequence, push
an unaffiliated crowd commit violence -- prevent yourself when you gather information, or work on
an unaffiliated crowd from causing damage. a Long-Term Project.
► FUNCTIONING VICE: When you Cut ► WEAVING THE WEB: You gain +1d to
Loose, you may adjust the dice outcome by 1 or Consort when you gather information on a target
2 (up or down). The Pilot you Cut Loose with for a mission. You get +1d to the engagement
heals 1 Stress as well, which cannot cause them roll for that operation.
to overindulge.
► VETERAN: Choose a special ability from
another source. Can be taken up to three times.
127
pilot playbooks
128
pilot playbooks
Starting Officer Beliefs Gather Information
♦ They trust my plans, and I won't let them ♦ What do they want most?
down. ♦ What should I look out for?
♦ They have a good head, and I trust their ♦ Where's the leverage here?
instincts.
♦ How can I discover [X]?
♦ They refuse to see how their actions affect
♦ What do they intend to do?
the squad.
♦ How can I get them to [X]?
♦ Their reputation precedes them, and it
worries me. ♦ What's really going on here?
I know Harrow led a squad before the Cenotaph, but it was weird because he’s just my dad. Not actually,
but he’s the closest person I have. Had. Anyway, I know as a kid you like, don’t know everything about your
parents. But when we were out there as a squad he was different. At the orphanage he would tell us to do
chores or whatever, but it wasn’t the same. Those weren’t orders. During a battle he had this weird energy,
like he was focusing, but it wasn’t just that. The way he would tell us to move, or the way he would say to
attack a certain AWV. It felt like he was taking the other squad apart, piece by piece. When he left us. No.
When he betrayed us. It didn’t make sense. I didn’t know the Harrow who made that decision. But I think
I’d already realized he wasn’t the person I thought he was, out on the battlefield, a while ago.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
129
The SCOUT
playbooks
pilot playbooks
Despite all the signs and guidebooks, the world is filled with hidden paths. People, whether
consciously or by accident, hide things. Sometimes it’s where they’ve gone, or their favourite
bauble, or a route through dangerous places. It’s a Scout’s job to find these secrets, then help
clear the path from a safe distance.
How did you run into trouble while alone in the field? When does the loneliness of your
work find you?
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pilot
pilot playbooks
CHOOSE THE SCOUT IF YOU WANT TO: XP TRIGGER
playbooks
♦ Play a character with a core of loneliness who finds Earn end of session XP when
camaraderie in their robotic companions. you address a challenge with
♦ Devastate your foes from far away, with both a exploration or violence.
sniper rifle and artillery barrages.
♦ Lead the way, finding threats and obstacles ahead
of your squadmates.
SCOUT ACTIONS
+2 Hunt,
+1 Survey
Scout Abilities
► Sharpshooter: When you push yourself, ► Ranger: When you gather information to
you can do one of the following in addition to the locate a target, you get +1 Effect. When you hide
normal benefits: Make a ranged attack at in a prepared position or use camouflage, you
extreme distance beyond what’s normal for the get +1d to rolls to avoid detection.
weapon -- unleash a barrage of rapid fire to
suppress the enemy -- ricochet a shot to hit a ► Survivor: From hard won experience or
specialized training, you can subsist on what any
target indirectly.
environment provides, and you can function on
► Focused: You may spend your Spark to the barest sustenance. You get +1 Stress box.
resist a consequence of surprise or mental harm
► Lay of the Land: When a Pilot takes
(fear, confusion, losing track of someone), or to
push yourself for ranged combat or exploration. advantage of terrain you have scouted, they get
+1d to resisting consequences (or spend 1 fewer
► Terminator: Your well programmed hunter Quirk, minimum 1). When you scout as a
robot has additional systems installed. It has flashback setup action, spend 1 less Stress than
increased Effect when tracking or fighting normal.
machines, and gains a custom upgrade: Beast of
Burden [+1 Load, and it’s stronger], Mind-link ► Determination: When you roll a failure on
a Risky or Controlled action, you can choose to
[can be directed with the Pilot’s mind], or Quick
and Quiet [is faster and nearly silent]. Take the make that a partial success by changing the
Position to Desperate. This does not grant XP for
ability again for an additional custom upgrade.
taking a Desperate action.
► Veteran: Choose a special ability from
another source. Can be taken up to three times.
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pilot playbooks
Starting Scout Beliefs Gather Information
♦ They would be lost without me. ♦ What do they intend to do?
♦ They make me feel like part of the team. ♦ How can I get them to [X]?
♦ They want to survive, and I can teach ♦ What are they really feeling?
them how. ♦ Where are they vulnerable?
♦ They’re in constant danger, so I’ll keep ♦ Where did [X] go?
them safe.
♦ How can I find [X]?
♦ What's really going on here?
I can’t stand working with Riza. I heard she used to be a hotshot Pilot and got discharged from her unit?
The thing is, I don’t really care! She has this chip on her shoulder and she’s just, such a soldier. I guess I
hadn’t realized it before, but the Cenotaph is mostly civilian adjacent: an acrobat, an architect, a farmer.
We’re not like Riza, who scouts ahead and then shoots someone through their cockpit from two miles away
as a precaution. She’s a stickler for call signs and callouts too. I think Riza believes that if we make one
mistake we’ll be ambushed and killed, and that stresses me the fuck out when I’m already under the
pressure of a mission.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
133
The SOLDIER
playbooks
pilot playbooks
The War touches everyone, demanding some form of violence be committed on its behalf.
Those who embody this ferocity in its most primal form are the Soldiers. While others perform
violence, they ARE violence. They reek of blood, gunpowder, and dominance. Even when they
don't wound their victims, they staple fear onto their bloody, beating hearts.
When do you refuse to employ violence? When do you refuse to refrain from violence?
How have these stances hurt you?
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pilot
pilot playbooks
CHOOSE THE SOLDIER IF YOU WANT TO: XP TRIGGER
playbooks
♦ Be very good at hurting and terrifying people. Earn end of session XP when
♦ Be incredibly hard to stop, even when badly injured. you address a challenge with
violence or coercion.
♦ Play with ideas around having a body designed for
violence, whether you embrace it or struggle to
imagine what peace looks like for yourself.
SOLDIER ACTIONS
+2 Struggle,
+1 Command
Soldier Abilities
► BATTLEBORN: You may spend your Spark ► NOT TO BE TRIFLED WITH: When you
to reduce Harm from an attack in combat, or to push yourself, you can do one of the following in
push yourself during a fight. addition to the normal benefits: Perform a feat of
physical force that verges on the superhuman --
► BODYGUARD: When you protect
engage a small gang on equal footing in close
someone, take +1d to your resistance roll (or combat.
exhaust 1 fewer Quirk, minimum 1, for vehicle
resistance). You get +1 Effect when you gather ► BRUTAL: You’re especially frightening
information to anticipate possible threats in the when you unleash physical violence. When you
current situation. Command a frightened target, take +1d.
► ROBOT FIGHTER: You know the weak ► VIGOROUS: You recover from Harm faster.
points of the inanimate, and you gain increased Permanently fill in one of your Healing Clock
Effect in combat against machines. segments. Take +1d to healing treatment rolls.
► TOUGH AS NAILS: Penalties from Harm
are one level less severe (though level 4 Harm is ► VETERAN: Choose a special ability from
still fatal). another source. Can be taken up to three times.
► MULE: Your Pilot Load limits are higher.
Light: 5. Normal: 7. Heavy: 8.
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pilot playbooks
[⎔] Frag, flash, or smoke grenades (3 [Ø] Your custom vehicle: The vehicle assigned
uses): A few grenades that can be thrown or to you, suitable to your needs. It’s represented
launched from a suitable firearm which either by the vehicle entry on your pilot sheet.
explode in shrapnel, sound and light, or smoke.
[Ø] Handcuffs or zip ties: A tool designed to
restrain the limbs.
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pilot playbooks
Starting Soldier Beliefs Gather Information
♦ Their hesitance to inflict violence will ♦ How can I hurt them?
harm the squad. ♦ Who's most afraid of me?
♦ They rely too much on their technology. ♦ Who's most dangerous here?
♦ The squad needs a better fitness ♦ What do they intend to do?
regimen, and I will start with them.
♦ How can I get them to [X]?
♦ We’ve fought side by side in the past,
♦ Are they telling the truth?
and I can trust them at my back.
♦ What's really going on here?
They said I would make a good soldier. I know my way around Bert, and working on the fields around
Hulinton has me in pretty good shape, according to them. I don’t know. The training’s been weird. I can’t
quite imagine Bert standing up to another AWV. I’m following their instructions fine so far, but when it
comes down to it, can I really hurt another person? And what do I do if I run into someone else from the
orphanage on the other side of a battle? I want to bring them back. I want to bring them home. But do I
have to hurt them?
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
137
The TECHNICIAN
playbooks
pilot playbooks
Technology runs the world, but it all falls apart sooner or later. Will it be repaired or replaced?
Regardless of the choice, someone with specialized skills must tackle the challenge.
Technicians have that know how. They push the bounds of what science can accomplish, and
keep the lights on while they are at it. Of course, any skill that can create can be used to
destroy. Just ask Oppenheimer.
How did you afford to develop your skills in the rationing of The War? Do you prefer to
create or destroy?
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pilot
pilot playbooks
CHOOSE THE TECHNICIAN IF YOU WANT TO: XP TRIGGER
playbooks
♦ Get imaginative with your methods, whether Earns end of session XP when
creating or destroying. you address a challenge with
♦ Support your squadmates by maintaining them and technical skill or mayhem.
their vehicles.
♦ Explore what your role in The War is as an innovator.
TECHNICIAN ACTIONS
+2 Engineer,
+1 Wreck
Technician Abilities
► SIMULATION: Take +1d to engagement ► DOCTOR: You can use Engineer with
rolls. You can decide what Position-appropriate bones, blood, and organs to treat wounds or
consequence you suffer on 4-5s with action rolls; stabilize the dying. You may study a malady or
the GM will make it fit the narrative. corpse. Everyone in your squad gets +1d to their
recovery rolls.
► JURY RIG: Spend 2 Stress to reduce the
penalty (but not level) of all Damage on a vehicle ► SABOTEUR: When you Wreck, the work is
until the end of the mission. If you have Doctor, much quieter than it should be, and the damage
you can also use this on a Pilot’s Harm. Level 4 is hidden from casual inspection. If you use
Damage or Harm can be affected by this ability, placed explosives instead of wrecking tools, the
but the vehicle will be destroyed or the Pilot killed work is not any quieter, but you get +1d to the
at the end of the mission. action.
► RESEARCHER: When you design or ► CUSTOM IMPLANT: Choose a chemical or
manufacture a creation, take +1 result level to gadget you have already researched and can
your roll. You begin with one special design build. The chemical’s delivery system or the
already known. gadget itself is perfectly concealed inside of your
body and has 0 Load. Spend 1 Stress to use the
► FORTITUDE: You may spend your Spark to
implant. Changing the implant is a 4-Tick Long-
resist a consequence of fatigue, weakness, or Term Project Clock.
chemical effects, or to push yourself when
working with technical skill or handling ► VETERAN: Choose a special ability from
chemicals. another source. Can be taken up to three times.
► ROAD MASTER: You know how to Wreck or
Destroy an area with experimental substances
and methods so it is either impassable or good
terrain for infantry, vehicles, or apps (your
choice).
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pilot playbooks
140
Technician Starting Beliefs Gather Information
♦ They show promise, so I will support their ♦ What do they intend to do?
endeavours. ♦ How can I get them to [X]?
♦ They are not sufficiently interested in the ♦ Are they telling the truth?
results I could achieve.
♦ What can I tinker with here?
♦ My data indicates they could be so much
♦ What might happen if I [X]?
more, but choose not to be.
♦ How can I find [X]?
♦ They’ve insulted my methods. They aren’t
very bright.
Dredge scares me a little sometimes. I mean, the Magpie is the creepiest fucking AWV I’ve ever seen. I’m
glad it’s on our side. I know I shouldn’t think like this. Co’s only ever been good to me. But knowing what
co’s capable of makes me wary. Out of anyone on the Cenotaph, Dredge and cor AWV could absolutely do
the most damage. And co has. Co’s caused so much destruction, sometimes disregarding the safety of the
people who live in the area. I always see regret in cor eyes afterward. But it hasn’t stopped cor yet.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
141
player principles
player principles
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4: PLAYERS’ PRINCIPLES
player
player principles
You’ve just read a lot of rules that explain the mechanics of being a Pilot. This section provides
principles that guide you, the players, in how to use those rules. Follow these principles to get the
most out of being a Beam Saber Pilot.
principles
Protect Your Comrades Everyone at the table is responsible for
The subject matter of Beam Saber can be
making sure these themes don’t harm the
dark and heavy at times. The themes
players (including the GM). Keep an eye on the
surrounding war, and the relationships that
group’s Lines and Veils (see page 263). Take a
develop because of them, are very intense. Even
moment to ask if everyone is okay when you
the most lighthearted Cut Loose scene can
think one is breached, or you suspect a player is
stumble into or around troubles from the last
uncomfortable.
mission.
If something harms or upsets a player, the
Feeling strong emotions in play can be
table has many options. Use any combination of
enjoyable (just look at horror movies), but it isn’t
these to protect yourself and each other:
always clear when they become harmful.
► Cut out the harmful detail by saying that
it never happened.
► Drop the subject and talk about
something else.
► Pause and discuss what just happened—
provided everyone is okay talking about it. No
one is obligated to talk about their feelings or
well-being.
► Quietly skip ahead if everyone is
comfortable with the event happening, but
not with depicting it.
► End the session, and ask if people would
like to debrief about what happened.
Everyone’s well-being is more important than
the game.
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player principles
with Trouble
You will never be completely safe, so be
bold. You’re a Pilot surrounded by massive
Take Responsibility
Everyone playing is responsible for the
machines (some of which are trying to kill you) in
game’s narrative. This includes tone, themes,
a war that predates your birth and won’t
style, descriptions, and much more. You
conclude in your lifetime. It’ll take big plans and
participate in both a tactical role and, just as
big actions to fulfill the big dream of a happy
importantly, an expressive one. Let your Pilot
ending. Embrace risky ideas. Go for what sounds
embody what you want to see in the game. If you
fun, exciting, and probably dangerous. The rules
want The War to be deadly, take serious Harm
support your risky or seemingly impossible
when it’s offered. If you want political
goals. So dare to be interesting, and don’t fear
complexity, seek out and implement schemes of
peril. Avoiding every little danger won’t build up
your own. If you want emotionally flawed
the Pilots’ Stress, but it sure will stress out the
characters, lean into that with your own. Be the
players!
story you want to see.
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player principles
Use Your Stress and Quirks Build Your Character Through
Your Pilot’s Stress and vehicle’s Quirks are
resources that help you overcome the challenges
Play
in your way. By pushing yourself and getting an When you start your Pilot’s first mission,
assist from a squadmate, you can get at least 2 they’ll be a handful of details—a history, tragedy,
dice in any action. If you don’t get a 6, you can opening, and several beliefs about the other
negate any consequence with a resist roll. If you Pilots. Those details say who the Pilot was, not
don’t spend your resources, the challenges may who they are or who they will become. You’ll
seem insurmountable. reveal who they are through play, based on the
choices you make, the orders you follow, who
you leave behind, and when you rebel. Let your
Advocate for the Scenes You Pilot surprise you over the course of the game—
maybe your Pilot isn’t who they thought they
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player principles
146
player principles
147
5: FICTION-FIRST GAMING
Fiction-first gaming
148
Fiction-first gaming
149
Fiction-first gaming
150
Fiction-first gaming
Triggering the Action Roll
Let’s look at how the fiction triggers an action roll. Most of the game involves talking in
character, describing actions, making plans, and all the fun that comes with playing games with
friends. However, there will come a time for dice. Here are a few fictional situations that would trigger
an action roll:
♦ A Pilot attempts a dangerous activity, or one with potential repercussions.
♦ A Pilot leads or orders one or more NPCs to take on a dangerous or challenging activity.
♦ A player is really excited to make a roll!
At this point, an action roll triggers (see the process on page 30). The roll determines if the action
is a failure (1-3), a success (6), or a bit of both (4-5).
In Beam Saber, action rolls determine the outcome for the Pilot’s action and their opposition’s
action—the GM doesn’t roll to see how hard the opposition hits back. In these dramatic situations, the
enemy and Pilot are attempting to achieve their goals at the same time. A 4-5 result means the
opposition finds some success alongside the Pilot. A single action roll covers a back and forth
exchange of blows, words, maneuvers, or whatever form the conflict takes.
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Fiction-first gaming
152
Fiction-first gaming
Setting Precedents
The laws of reality need to be consistent between the Pilots and NPCs, or the fiction will break.
If an NPC can shoot through a vehicle’s cockpit with a Pilot’s rifle, then the Scout should be able to
attempt that shot as well. Likewise, if a player’s Pilot is the only person who can Pilot their customized
vehicle, then the same is true for customized NPC vehicles. Every time new facts are introduced, they
become opportunities for everyone.
The precedents you set may need to change at some point in the game. Don’t hesitate to make
those changes, but remember that they apply for both Pilots and NPCs!
ABSTRACTION VS DETAIL
A good story doesn’t have to be described in exact detail. It’s often more important to know if
you’ll reach your target in time, rather than knowing the exact distance. The exact price of the bribe
isn’t important, just that it costs 1 Personnel.
Players probably won’t possess the same expertise and skills as their Pilots. We don’t expect
players to do the math behind an Engineer roll, so a level of abstraction is fine for players who aren’t
comfortable describing the detail of their actions.
Just make sure you bring out the details when setting an action’s Position and Effect. If you’re
bribing a guard, do they have their gun to your head, an arm’s length away, or still in their holster?
The detail will impact your Pilot’s circumstances and potential consequences.
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6: THE VEHICLES
the vehicles
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the vehicles
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the vehicles
VEHICLE CREATION
A Pilot’s vehicle is not just a means of engaging in war, it is representative of the Pilot within. A
vehicle reflects both the Pilot’s public reputation as their face and actions, and who this Pilot is as a
person. Pilots that favor misdirection will have vehicles that use similar methods. Those who consider
themselves pawns in the conflict use basic workhorse models, while those who see themselves as
grand adorn their vehicle with capes and gold. Keep this in mind as you make and use vehicles,
whether you’re the GM or a player.
This section provides step-by-step instructions for creating a Pilot’s vehicle. However, you can
also randomly generate a vehicle in part or in whole using Appendix B (see page 414).
1. Choose your vehicle’s look, and name its model and manufacturer.
2. Choose your vehicle’s Load (but don't detail what gear it has at this time).
I remember the first day I stepped into Bert. There was all this training before, of course, but being
inside an AWV is… hard to wrap your head around until you actually step inside. I’d only seen other
AWVs before, the Church ones as they passed through Hulinton, and Bert looked like a rusty tractor
compared to them.
I started with the arm. Just lifting it up. It felt so fucking heavy, and I was only pulling on a control stick. I
think sometimes it’s easy to see an AWV moving from the outside and forget how slow and heavy it still
is. Slow, and heavy, and dangerous. We were still in the old barn, and I knew if I lifted the arm over
Bert’s head it would punch a hole straight through the roof.
I’ve been thinking a lot lately about how Bert feels different now. All this new armoring and stuff. He’s
heavier, but with new parts to make up for it. I think he moves better than he used to, but it feels weird
and I don’t know, bad? A while ago I painted flowers on Bert’s head, to make him look less like a pile of
junk. They look real out of place now. I get this sinking feeling in my gut looking at them, knowing how
much more damage I could do if I’m not careful. There were all these protocols to follow even when I
was just Piloting him in a field with no one else around. What happens if I fuck up in the middle of a
battle?
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
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the vehicles
Vehicle Looks
A vehicle can be anything (as long as they can ride in or on it)—a mech, a dump truck, a fighter
jet, a tank, you name it. The rules and looks work for any Piloted vehicle. Feel free to pick any number
of words that describe each part of your vehicle. Just remember to avoid describing weapons or other
vehicle gear.
Beam Saber is a fiction first game (see page 148). Your look impacts the fiction when
overcoming challenges (but doesn’t have strict mechanical benefits, like extra dice). If you’re taking
on mountainous terrain, a vehicle with treads might have worse Position and Effect than a flying
vehicle. In fact, a flying vehicle might bypass the mountains without a problem.
Below are some suggestions for a vehicle’s look:
♦ Mobility: Bipedal, quadrupedal, flight, hover, wheeled, treads, anti-grav, rotor.
♦ Arms: None, humanoid, tentacle, industrial, hardpoint, wings, ornate.
♦ Hand: None, industrial, human, tentacle, weaponized, ornate.
♦ Core: Armored, armed, light, bulky, practical, massive, ornate.
♦ Head: None, armored, armed, hi-tech, ornate, practical.
♦ Cockpit: Sealed, open, armored, spacious, cramped, homey, customized.
♦ Shell: Organic, hard light, ceramic, alloy, plastic, crystal.
♦ Style: Ornate, practical, improvised, custom, fashionable, sleek, powerful, artistic.
Pitchfork and Dredge are crossing a river in their vehicles. Pitchfork's Agrarian is quadrupedal,
so it’ll wade through the river, while Dredge's Kettle 2.0 can hover over the obstacle. Pitchfork's player
makes a Controlled Standard Maneuver action roll, and she gets a 5. She gets across safely, but the
river slows her down. Dredge doesn’t roll.
Unfortunately, when Dredge gets to the other side ahead of cor squadmate, co realizes the
riverbank is mined, but co has difficulty coming to a stop to avoid activating the mines. Co makes a
Risky Limited Maneuver roll, getting a 4. The Kettle twists under the controls, becomes unbalanced,
and crashes to the ground just short of the minefield. Dredge is now in a Desperate Position.
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the vehicles
The Expertise and Acuity attributes determine the number of Quirks a player must spend when
resisting consequences with their vehicle (see page 162). They gain a point of attribute XP when they
perform a Desperate vehicle action, and General XP can also be put into an attribute’s XP track. When
the vehicle’s Enhance track fills through the Enhance downtime activity, an additional action point can
be added to any vehicle action, or a new Quirk (see page 162) can be gained.
VEHICLE LOAD
[⎔] Load represents the equipment installed on a vehicle. Load abstracts how much of the
vehicle’s resources are occupied by its gear use—resources such as weight, balance, bulk, and
computing power.
At the start of the very first mission, decide if your vehicle is carrying a Light, Medium, or Heavy
Load. Each Load level has its pros and cons: Light vehicles hold less resources but are quicker, while
Heavy vehicles are well-supplied but slow and conspicuous. Pick wisely, this will be your Load for the
whole campaign (unless you embark upon a Long-Term Project to change your vehicle’s Load).
► A Light vehicle has a max Load of 3. It’s quick and less conspicuous, giving it improved Effect
when those features are advantageous. A Light vehicle is faster and stealthier than others, but has
less versatility due to its lower Load. Light vehicles are smaller (generally about 30ft tall), allowing
them to fit into places that others cannot, such as building interiors or small caverns and tunnels.
► A Medium vehicle has a max Load of 5. It looks like it’s geared up for trouble. Medium vehicles
strike a balance between the two doctrines represented by Lights and Heavies. Their size (generally
about 45ft tall) often gives them access to the same options as both, but they may need an action roll
where smaller or larger vehicles could automatically succeed.
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the vehicles
► A Heavy vehicle has a max Load of 6. It’s slower and looks like it’s ready for war, giving it
decreased Effect when those features are a problem. Heavy vehicles offer great versatility, but they
are less agile and more obvious than Light and Medium vehicles. Heavy vehicles are larger than others
(generally about 60ft tall), meaning they can frequently reach places others cannot, and they are also
often out of enemy reach.
Sometimes, the vehicle’s size will be important, such as reaching a person on a rooftop.
Remember to follow the fiction, so what is possible and what succeeds without an action roll may vary.
If a player really wants to take advantage of their vehicle's physicality, they should make Quirks (see
page 162) related to its size and shape.
Tower, Dredge, and Pitchfork are ambushed from the top of a small office building by modified
Ape Light Vehicles with rockets. Tower moves the Mantis inside the office building (making use of its
Light Load and “Unusually Small” Quirk) to avoid getting hit. Sasha states that Dredge’s Kettle has
Armor, since it is Medium. The Armor uses up the last available Load, but Dredge takes no Damage
from the attack. Pitchfork’s Heavy Agrarian already has Armor and spends it to shrug off the rockets.
Only the Agrarian can reach the roof, because the other vehicles are too small. But it’s slow due
to its size, and it’ll take a moment to get there (long enough for another attack). Tower wants to get
to the roof without opening themselves up to another barrage, but can’t find a way up through the
building. The Kettle has an analytics suite, so Dredge Scans the building and finds a large service
elevator that reaches the roof. Co also moves the Kettle behind an adjacent building to take cover. The
Agrarian presses on, as it’s too big to hide.
The Apes are about to fire on the Agrarian when the Mantis bursts from the service elevator’s
shaft. Tower Maneuvers the Mantis in a distracting fashion to set up Pitchfork’s imminent attack,
allowing her to strike the Apes with Great Effect. The Agrarian ends the conflict with a final blow from its
modified jackhammer (a fine heavy melee weapon).
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the vehicles
Stolen Gear
Stolen gear takes up an amount of Load as is suitable for the fiction. If you’re only carrying the
stolen gear, its Load slot frees up at the end of the mission (for no Materiel cost). The vehicle can
install the stolen gear if you want to use it on the mission, but you’ll need to spend the necessary
Materiel points during downtime to uninstall it as per usual.
If a Pilot steals a piece of gear from a squad of a higher Tier, it counts as a fine item for the next
two missions. After the second mission, the gear loses the fine Quality, as the squad’s support
infrastructure is not up to the task of maintaining that piece of gear. A Long-Term Project could be
completed to upgrade the supporting infrastructure so that piece of gear retains the fine Quality
permanently. Using lower Tier gear provides no benefit and may in fact cause a worse Position or
Effect as the fiction demands.
Gear
[⎔] A shield or forcefield: A Pilot-directed, thick [⎔ ⎔] Mobility suite: A full flight system, dash
alloy plating or electromagnetic barrier held at a thrusters, all-terrain suspension, or some other
distance from the vehicle’s body to protect it from modification providing the vehicle with extra
incoming attacks. Does not count as Armor for mobility.
reducing Damage, but can alter Position.
Outfits
[⎔ ⎔] Armor: Spend to reduce Damage by one [⎔] Passenger space: A contained area
level. Armor is restored at the start of downtime suitable for a few to travel in comfort, or many to
at no cost. Armor can be taken multiple times— travel in cramped conditions. (A vehicle without
each costs 2 Load and can be spent once per passenger space can uncomfortably fit two
mission. people, including the Pilot, in the cockpit or
equivalent.)
[⎔] Cargo space: A contained area suitable for
moving a large amount of objects or a few large
objects.
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the vehicles
Programs Supplies
[Ø] Coding program: Some vehicles come with [⎔ ⎔] Supply reserves: Allows the squad
a limited code editor as part of their OS. access to their Supply Points during downtime,
even if the fiction says they should be unable to
[⎔] Intrusion Countermeasures Program
access them.
(ICP): Dedicated computer systems to prevent
hacking.
[Ø] Retrieval program: Some vehicles have
programs for searching through connected
databases.
Tools
[⎔ ⎔] Destruction tools: Tools for smashing [⎔] Modding tools: Tools for modifying large
buildings, vehicles, and other large objects. objects on the fly.
[⎔] Grapnel anchor tool: Harpoons that [⎔] A spotlight or flare mortar: A source of
stabilize a vehicle to prevent it from shifting illumination mounted on the vehicle; a spotlight
position, or allow it to rappel and slowly climb offers directed light, and flare mortars are
vertical surfaces. launched into the air to illuminate a wide area
for several minutes.
[⎔] A holo-projector: Can visualize AR or
specific images.
Weapons
[⎔] Anti-infantry defenses: A close-range [⎔ ⎔] A heavy cannon: A long-range, large
shrapnel launcher that shreds flesh and light bore cannon, designed for penetrating heavy
materials, but does little to sturdy objects. armor. It has a low rate of fire.
[⎔] A directed energy weapon: A device that [⎔] A machine gun: A heavy machine gun
coalesces a highly visible beam of thermal effective against vehicles, and devastating
energy. It can melt through targets, but is prone against infantry, at relatively short ranges.
to overheating.
[⎔] A rack of missiles or rockets: A case full
[⎔] A flamethrower : A nozzle that fires a of guided or unguided self-propelled explosives
stream of burning liquid. It’s terrifyingly effective that often cause unintended destruction.
against unarmored or lightly armored targets.
[⎔] A melee weapon or two: A vehicle-
mounted melee weapon, such as tire spikes, a
plow, or handheld blade.
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the vehicles
QUIRKS
Quirks are a vehicle’s unique qualities. A Pilot who is familiar with those Quirks can use them to
their advantage. However, these Quirks aren’t wholly positive; if a Pilot expends all of them without
maintenance, the vehicle suffers a Breakdown.
Creating Quirks
Every vehicle starts with 4 Quirks, which are probably EXAMPLE quirks
common to that vehicle’s model. A vehicle may earn more Quirks
(up to a max of 8) by filling the Enhance track with the Enhance Ominous Appearance
downtime activity. These additional Quirks are unique to this Flexible Structure
vehicle. There are some examples to the right, but a player can
Slow and Heavy
make up their own with the GM.
Military Workhorse
Each Quirk has 2 descriptors that determine when the Quirk
Splintering Carapace
can be used. These descriptors show how the Pilot can push their
vehicle in just the right way to get more out of it. If a vehicle has the Mighty Clumsy
“Roaring Fast” Quirk, the Pilot can push their vehicle for more speed Light Footed
and noise. When selecting your descriptors, make sure that at least
Common Parts
one of them can be interpreted as a disadvantage, because
struggling with your Quirks provides XP at the end of the session. Fixed Hardpoints
Blinding Boosters
If you are having trouble coming up with Quirks, look at the
specialist vehicle gear available to playbooks other than your own. Redundant Systems
Think of a negative descriptor you can add to that gear, and take Aggressive Targeters
the two as a Quirk. For example, you could have: Intermittent
Optical Camo, Fragile Magnification Suite, or Cumbersome
Electronic Filter.
A player can speak to their GM if they discover their Quirk isn’t a good fit for them or their
vehicle. If your Quirk hasn’t seen much action, just change it and move on as if it was always that way.
If the narrative has changed the vehicle’s nature (making the Quirk no longer applicable), then
describe what changed, how it changed, and just change the Quirk.
Using Quirks
Once per roll, a Pilot can exhaust a Quirk to push their vehicle for one of the following benefits:
+1d to a vehicle action roll, improved Effect with a vehicle action, or taking a vehicle action when the
vehicle has level 3 Damage. This may activate certain abilities, such as the Hacker's Tesla ability, which
triggers when the Pilot pushes themself or their vehicle. You may only activate one ability per Quirk. If a
Pilot has multiple abilities that activate when a Quirk is spent, each must be paid using different Quirks.
A Pilot can also exhaust Quirks to resist consequences (see page 36) while using their vehicle. The
GM picks the attribute the Pilot must resist with, and then they spend Quirks. Resisting costs 4 Quirks,
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the vehicles
minus the chosen attribute’s rating (to a minimum of 1, even if a special ability would reduce it to zero
or less). If the cost is more than the available Quirks, the vehicle can still resist by spending all
remaining Quirks. For example, if a vehicle has an Expertise attribute rating of 2 (say, at least 1
Maneuver and 1 Battle), resisting with Expertise costs 2 Quirks.
Whether pushing a vehicle or resisting consequences, a Quirk can only be exhausted when one
or more of its descriptors would be advantageous. When you exhaust a Quirk describe how you take
advantage of it, then mark the box next to it.
Scarecrow moves through an urban combat zone in her Claymore, engaging enemy combat
engineers. She turns a corner and finds herself face to face with an enemy Elephant. She opens fire.
Because she’s close range, she chooses to roll Battle and pushes her vehicle. Jess (Scarecrow’s player)
spends the Quirk "Oversized Reactor" to push herself, and describes how Scarecrow uses her vehicle's
powerful engine to quickly charge and fire off an accurate snap shot on the Elephant. She rolls a 5.
The Elephant is destroyed. But as it crashes forward, it sets off a trap laid by the enemy
engineers. The trap causes “level 2 Damage: Crushed” as
demolition charges pull a building down onto Jess’ vehicle. Jess
resists that consequence, and the GM says she must use Acuity.
Scarecrow has an Acuity rating of 2 (1 from her points in Bombard,
and 1 from her points in Scan), so she must spend 2 Quirks (4
minus her Acuity rating of 2). She also describes how she uses the
Quirk and attribute to avoid the trap. Jess marks off "Compact
Design" and "Aggressive Targeters." She then describes how the
overactive targeting system lets Scarecrow spot the trap at the
last moment, and how the Claymore’s narrow build allows her to
get out from under the collapsing building.
When a vehicle exhausts all of its Quirks (4 Quirks in most cases), its Pilot can either send the
vehicle limping home quietly or push past its limits:
► If the Pilot chooses to send their vehicle away, it refreshes all Quirks, is removed from the scene
and mission in a terrible state, and gains a Breakdown Tick. The Pilot does not have to leave the
scene or mission. The vehicle becomes available again at an appropriate time, presumably after it has
been refueled and polished.
► If the Pilot pushes their vehicle past its limits, they take a Dire Action (see page 74). The Pilot
can ignore the vehicle’s current Damage penalties for a single action. It cannot exhaust Quirks to take
this action, nor can it resist consequences (since all of its Quirks are exhausted). Stress can be used
as normal. If it gets a 6 on its Dire Action, it can take another vehicle action—potentially allowing for
several successful actions. If the Pilot gets less than a 6 or chooses to stops taking actions, that’s it for
them (other Pilots can still act between the vehicle’s Dire Actions). On a result of less than 6, they
suffer consequences as normal.
After taking its last action or if the scene ends, the vehicle receives an appropriate level 3
Damage, is removed from the scene and mission, and gains a Breakdown Tick.
If the Pilots rolls a critical success, they refresh 1 Quirk of their choice instead of having improved
Effect, are no longer taking Dire Actions, and instead return to acting normally. They avoid taking a
Breakdown Tick and level 3 Damage.
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the vehicles
DAMAGE
Damage is a major blow that impedes a vehicle. Level 1 Damage reduces the Effect of vehicle
actions. Level 2 Damage gives -1d to vehicle actions. Level 3 Damage means the vehicle can’t act
without being pushed by exhausting 1 Quirk or receiving assistance from a squadmate. Level 3
Damage and lower can be removed between missions by using the Fix downtime activity.
A vehicle that suffers level 4 Damage (or fatal Damage) is destroyed beyond repair. Any Pilots
inside the vehicle immediately suffer appropriate level 3 Harm (which they can resist as normal). An
Engineer action can salvage the vehicle’s best parts on a mission, which generates 1 Supply Point on
a 4+. Otherwise, the entire vehicle can be towed away and salvaged during downtime.
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the vehicles
Breakdown
Breakdown is permanent damage to the vehicle, where only the Example Added
symptoms can be treated. Each time a vehicle gains a point of Breakdown,
the last Quirk used becomes degraded in some way to represent the
descriptors
symptoms. The player can modify the Quirk's existing descriptors or add a Leaning
new negative descriptor. Smoking
Clumsy
A Pilot can use Long-Term Projects to fix these changes or remove
one or more Breakdown points. However, it will likely be an involved Sparking
process requiring at least one 8-Tick Clock. Use the fiction and tone to Obsolete
inform how hard this process is in your campaign. Noisy
Overheats
When a vehicle acquires its fourth Breakdown Tick, it is worn down
Glitchy
beyond repair or function and must be scrapped (or salvaged during
downtime).
Pitchfork pushed her Agrarian past its limits, and it gained a point of Breakdown. She must
degrade the final Quirk she used: “Slow and Heavy.” She considers changing the Quirk to "Slow,
Clumsy, and Heavy." But she ultimately decides to go with: "Unresponsive and Heavy."
Vehicle Advancement
Pilots wanting to improve their vehicles must perform Desperate vehicle actions, the Enhance
downtime activity, or put General XP into their vehicle attributes. Rolling a Desperate vehicle action
immediately earns the vehicle 1 XP in the attribute rolled, and General XP can be put into an attribute
at the end of a session (see page 46). When an attribute reaches 6 XP, the player can add one action
point to any actions in that attribute (to a max of 3, or 4 if the squad has the Mastery Upgrade). Reset
the attribute’s XP to zero.
The Enhance downtime activity lets a Pilot mark 1 box on their vehicle enhance track (or 2 boxes if
the squad has the Testing Facility Upgrade). When that track fills (6 marks), you may add an action point
to any vehicle action or create a new Quirk. Reset the Enhance track to zero.
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the vehicles
Replacement Vehicles
Replacing a vehicle takes a great deal of resources and effort. A Pilot has three routes for
acquiring a new replacement vehicle:
♦ Purchasing a vehicle. The Pilot must first have a patron Faction, Cohort, or ally that can sell
them a vehicle. The Pilot must also spend Materiel Points equal to double the new vehicle’s
Load, plus the squad’s Tier. The player picks the vehicle’s Load.
♦ Acquiring a vehicle using less honest means through a mission or Long-Term Project. Acquired
vehicles start with “level 2 Damage: Unfamiliar” (in addition to any other Damage sustained).
The GM determines its max Load and debuted gear it comes with based on the established
fiction. It cannot have any available Load.
♦ Accepting a squadmate’s hand-me-down vehicle. The vehicle comes as-is, with the same Load,
installed gear, Damage, and everything else.
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the vehicles
Temporary Vehicles
There may be times where a Pilot needs a temporary vehicle—maybe they hijacked an enemy
vehicle, or they need a different ride for one mission. Here’s what you need to know about Piloting a
temporary vehicle:
♦ A temporary vehicle doesn’t replace the vehicle on the Pilot’s character sheet.
♦ You gain improved Effect when controlling a temporary vehicle with a higher Tier than
your squad, and reduced Effect if it has a lower Tier. (Determine Tier by the squad that
usually operates the vehicle.)
♦ Temporary vehicles do not have Quirks or a traditional Damage track. They have a
Temporary Vehicle Clock representing its ability to function. The vehicle is destroyed (in a
spectacular fashion) when the Clock fills. Mundane vehicles (such as a sedan, shuttle, jet
ski, etc.) have a 4-Tick Progress Clock, while enemy vehicles (such as a tank, mech,
fighter jet, etc.) have a 6-Tick Progress Clock.
♦ When it takes Damage, the GM adds a number of Ticks to the Progress Clock according
to the consequence list.
♦ The Pilot can push their temporary vehicle by adding two Ticks to the Progress Clock, and
three Ticks to resist consequences. Either may overfill the Clock, which will destroy the
vehicle.
Borrowed Vehicles
When a Pilot gets into a squadmate’s vehicle, their own vehicle is generally not replaced (use
the replacement rules if this is a hand me down). Borrowing a vehicle works like this:
♦ The Pilot uses the borrowed vehicle’s installed gear, but only the owner can debut new
gear.
♦ Mark Damage and exhausted Quirks on the owner’s character sheet, the same as if they
were in the cockpit.
♦ The Pilot in the borrowed vehicle uses their own vehicle actions and attributes. They can
nudge the vehicle in unexpected ways, but this is an unfamiliar rig—you can’t take full
advantage of its owner’s vehicle action ratings.
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the vehicles
Bombard to use vehicular weapons designed to attack targets beyond human sight.
Designate long range missile targets; shoot a railgun through a skyscraper at an
enemy.
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the vehicles
Battle
When you Battle, you engage in vehicular GM QUESTIONS
close combat. You might lash out with your scoop ♦ What close-range weapon are you using to
arm. You might fire your Gatling gun in a dogfight. attack?
In a flashback, you might have feigned an attack ♦ How lethal are you trying to be? Disabling
to increase security. You could perform a PIT the target, blowing it up, killing the Pilot?
maneuver (but Maneuver might be better).
♦ How do you feel as you bring this massive
weapon to bear?
EXAMPLES
CONTROLLED RISKY DESPERATE
You've snared an enemy vehicle As you clash blades with your While exchanging gunfire with
with your tangle gun. Now it's Rival, you see an opportunity to enemies, you retreat in search
time to finish them off with your strike. You take it, knowing they of better cover. Unfortunately,
melee weapon. could break through your you get caught out in an open
defenses at any moment! parking lot, while your foes take
1-3 (Risky opportunity): They
cover amongst low apartment
block your first attack, and 1-3 (cost): The opening was a
blocks.
partially tear free from their ploy! Your Rival parries your
constraints. You could remove blade to the ground, then 1-3 (Damage): Before you can
them from the fight some other stomps on it. The blade shatters, provide yourself some covering
way (such as talking them and you must junk that piece of fire, they light you up with their
down), or you could keep vehicle gear. directed energy weapons. Take
attacking from a Risky Position. level 3 Damage: Slagged.
4/5 (worse Position): Your
4/5 (complication): You take blade slides through their 4/5 (reduced Effect): You
down the foe, but your vehicle's core, but they use it to open fire to buy yourself some
excitement traps you in your own their advantage. They twist the time. You get several hits in, but
snare. It'll take some work to get blade from your hands. the apartment buildings block
loose. Disarmed, you enter a much of your attack.
Desperate Position.
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the vehicles
Bombard
When you Bombard, you use vehicular GM QUESTIONS
weapons designed to attack targets beyond human ♦ What long-range weapon are you using to
sight. You might designate long-range missile attack?
targets. You might shoot a railgun through a ♦ How are you aiming at a target that you
skyscraper at an enemy. In a flashback, you might can’t see with your bare eyes? Precise
have taken out a ship full of enemy reinforcements. calculations, high intensity zoom, aerial
You could use saturation bombardment (but Destroy drone imaging, or something stranger?
might be better). ♦ How appropriate is your weapon for the
shot you are taking?
examples
CONTROLLED RISKY DESPERATE
A group of enemy commanders is As the battle rages around you, A massive chunk of orbital
meeting at a reinforced bunker. You you pinpoint the enemy's debris has been pushed towards
have line of sight with your beam location for allied artillery your FOB. If you can’t destroy it
cannon from a fair distance away, outside of the conflict zone. before it enters atmosphere, it'll
and a snake's head to remove. cause devastation as it burns up
1-3 (complication): An
on entry.
1-3 (Risky opportunity): As enemy rushes you while you’re
you charge your shot, you realize transmitting the coordinates, 1-3 (complication): Your
that the weapon's glow will be and YOUR location is sent to the missiles don't hit any vulnerable
highly visible. You could smash artillery due to the foe's spots on the debris. It moves
the entire area with a different proximity. closer towards the point where it
weapon, or take the shot from a can no longer be stopped.
4/5 (worse Position):
Risky Position.
Transmitting the data to your 4/5 (reduced Effect): Some
4/5 (Damage): Your beam allies alerts an enemy fighter parts break off of the debris, but
tunnels into the bunker, but its wing to your location. You enter its massive size means you
reinforcements require you to a Desperate Position as they can’t do much damage. A bigger
increase the power. The make strafing runs on you. missile is in order.
commanders are killed, but you
take level 1 Damage: Drained.
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the vehicles
Destroy
When you Destroy, you employ your vehicle's GM QUESTIONS
overwhelming destructive power against targets that ♦ What area are you trying to ruin?
can't evade or parry. You might carpet bomb a military
♦ What highly destructive weapon or tool
base. You might smash a building with a wrecking ball. are you using?
In a flashback, you might have collapsed a roadway
♦ How concerned are you about collateral
tunnel along the route ahead. You could attack using a
damage?
bus as a weapon (but Battle might be better).
examples
CONTROLLED RISKY DESPERATE
You decide that the best way to As your companions engage in The mobile fortress' turret turns
clear a minefield before the close-quarters combat with an toward you, charging its railgun.
convoy you’re escorting arrives is enemy squad, you warn them to If you can just smash the rails
to shell it from far away with your take cover as you smother the with your wrecking ball before it
artillery cannon. conflict zone with missiles. fires...
1-3 (Risky opportunity): The 1-3 (worse Position): Friend 1-3 (Damage): The turret lines
convoy arrives ahead of schedule, and foe alike take cover, so all up its shot before you can swing,
placing them in danger from your your missiles do is draw and there's a horrible screech of
artillery. You could find another attention. A group of three metal. Take the level 3 Damage:
way through the minefield (such enemy AWVs are dispatched to Ripped Apart.
as using your vehicle's sensors), deal with you, moving you to a
4/5 (reduced Effect): Your
or you could fire your artillery Desperate Position.
wrecking ball slams into the
anyway from a Risky Position.
4/5 (cost): While your friends turret, knocking it partially out of
4/5 (complication): The take cover, your foes secure the its housing. But it remains active
multitude of explosions from your battlefield. You hold the trigger and armed.
artillery and the mines tear up the down until your ammo counter
field. It'll be difficult for the convoy reads empty, blowing them
to get past all these craters. apart. You can't use your missile
launcher for the rest of the
mission.
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the vehicles
Maneuver
When you Maneuver, you move your vehicle GM QUESTIONS
with skill and agility. You might fly through the ♦ Where are you trying to move your vehicle?
valley between skyscrapers. You might creep
♦ What course do you plot to your
across an unsteady bridge. In a flashback, you destination?
might have snuck your vehicle into a disused
♦ What mobility systems are you using? Legs,
subway tunnel. You could gently nudge another
wheels, thrusters, something stranger?
vehicle into a specific position (but Manipulate
might be better).
examples
CONTROLLED RISKY DESPERATE
Enemy forces closely monitor this An enemy vehicle has been An enemy helicopter is escaping
area, but you could use your light smothering your forces with through the financial district with a
vehicle's small profile and speed missiles. You rev your engine prisoner you need to rescue. You
to get through undetected. and rush to take them on in spot a tight gap between
close quarters. But they have skyscrapers that'll be a great
1-3 (Risky opportunity): You
you in their sights. shortcut to fly through.
discover that there is more
surveillance here than expected. 1-3 (worse Position): An 1-3 (cost): Misjudging the gap,
You could press forward with the incoming missile knocks you you slam into one building, bounce
plan in a Risky Position, or you over. You’re now a sitting duck off it, and crash into the second.
could try something else to get for the enemy, moving you to a Your vehicle is undamaged, but
through (such as ambushing the Desperate Position. your employer will disapprove of
monitoring station). the property damage and terror
4/5 (Damage): You close the
you've inflicted. Lose 3 Trust with
4/5 (reduced Effect): You have distance between the two of
your employer.
a couple close calls as you move, you, taking a couple of missile
and have to hide part way hits in the process. Take the 4/5 (complication): You lose sight
through. It'll take more effort to level 2 Damage: Blasted. of the helicopter as you focus on the
get clear. narrow gap. As you clear the
skyscrapers, you realize it met up
with several other helicopters. Now
you don't know which one has the
prisoner.
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the vehicles
Manipulate
When you Manipulate, you deftly move things GM QUESTIONS
with your vehicle. You might remove a primed warhead ♦ What object are you trying to move?
from a missile. You might pick up a baby in its carriage.
♦ What part of your mech are you using to
In a flashback, you might have destroyed a vehicle’s move the object? How do you control it?
mobility suite while keeping the damage hidden. You
♦ Where do you want to put the object?
could reattach a damaged arm (but Engineer might be
better).
examples
CONTROLLED RISKY DESPERATE
While undercover, you use a A friend is trapped under the Emergency barricades rapidly
loader to subtly put stolen goods rubble of a collapsed building, shut behind your squad as you
on a cargo vehicle, hopefully so you reach out with your try to escape the facility. You're in
avoiding detection. vehicle to free them. the lead and can tell that the
others won't make it unless you
1-3 (Risky opportunity): One of 1-3 (worse Position): As you
hold the door open.
the warehouse supervisors sees shift the ruins, you find a broken
you and begins shouting. You could pipe inside of it. That’s when the 1-3 (complication and
keep loading from a Risky Position, space begins to quickly fill with Damage): You try to hold the
or try some other way to get the water. You move to a Desperate door, but your vehicle buckles
goods onto the transport vehicle Position. under the strain, forcing you out.
(such as convincing the supervisor Take level 2 Damage: Strained
4/5 (reduced Effect): The
to do it). Joints. You’re also separated from
rubble shifts unexpectedly,
your squad.
4/5 (Harm): While you're forcing you to slow down your
working, a stevedore starts efforts. You eventually get your 4/5 (Harm and Damage): You
shouting about how you're doing it friend free, but it takes longer hold the door just long enough for
wrong. They kick you out of the than you hoped. your team to get through. But it
loader and finish the job in half the slams down on your vehicle's
time, all while mocking your skill in cockpit as you scramble through.
front of their co-workers. Take the Take level 2 Damage: Crushed and
level 1 Harm: Roasted. level 1 Harm: Bruised.
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the vehicles
Scan
When you Scan, you broadly observe the GM QUESTIONS
situation around you through your vehicle. You might ♦ What type of sensor are you using?
identify the model of approaching vehicles. You might Radar, sonar, heat imaging, something
spot the heat signature of an active generator. In a stranger?
flashback, you might have noticed the seismic readings ♦ How are the results displayed in your
from an incoming tunneling vehicle. You could judge a cockpit?
building’s stress points (but Study might be better). ♦ What are you trying to learn?
examples
CONTROLLED RISKY DESPERATE
Needing to find a safe route Passive sensors alert you to The heavily armored enemy AWV
through enemy territory, you several enemy vehicles as they barrels towards you with a
activate your sensors in search of activate around your squad. If vicious, thrashing drill. You just
foes to avoid. However, your you can't find them quickly, need a moment more to find a
enemy may detect your probing they'll easily ambush you. weak spot...
and come for you.
1-3 (worse Position): The 1-3 (Harm): An Eager specialist
1-3 (Risky opportunity): You enemies rapidly come online, Cohort knocks you out of the way
sense an enemy vehicle scanning bursting from their concealed at the last moment. You watch
for you. You could try another way locations, surrounding you. through your scanners as their
to get the intel you need (such as You’re now in a Desperate vehicle is shredded. They are now
using your human eyes to look), or Position. Broken.
keep probing with your sensors
4/5 (complication): You 4/5 (cost): You discover that the
from a Risky Position.
discover where they are, but AWV is actually a secret weapon
4/5, reduced Effect: You picked realize some of them are Piloting created by your employer. You’ll
up on several enemies in the area. vehicles stolen from your lose 3 Trust with your employer if
However, a jamming array cuts off Faction. It’ll be hard to identify you take advantage of its weak
the rest of your sweep. friend or foe until you sort it out. spot, as they would rather not
have that information made
public in any capacity.
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the vehicles
VEHICLES IN THE WORLD
A vehicle is not an uncommon piece of equipment in Beam Saber. While many citizens can
access automobiles of varying styles and sizes (and even some civilian versions of Pilot vehicles),
vehicles available to Pilots are in a different league. They are larger, tougher, more versatile, and have
built-in life support. The following sections describe the story behind these vehicles.
Light Vehicles
Light vehicles are generally about 30 feet in length or height, depending on the nature of the
vehicle. Some are smaller, though all are designed so the Pilot remains entirely contained within the
vehicle’s cockpit. Although commonly larger than automobiles, Light vehicles aren’t always
conspicuous—especially when their civilian equivalents can be similar in appearance. This is similar
to how public transit buses stand out in a sea of cars, but they rarely get a second look.
Medium Vehicles
Medium vehicles average approximately 45 feet in length or height, give or take 5 feet. These
are always notable when seen, and arouse curiosity from onlookers. The reactions to a Medium is
comparable to the presence of a police command vehicle: It occupies a lot of space, physically and
mentally. It’s not inherently dangerous, but something serious is going down if it’s here.
Heavy Vehicles
Heavy vehicles max out at 60 feet in length or height. Anything larger requires a full crew
proportionate to its size (putting it beyond the scope of this game). Heavies are always a sign that
someone’s day is about to be ruined. Unless presented in an exceedingly friendly manner, the general
public gives Heavies a wide berth. Imagine a missile truck located in a public space—that gives an
idea of how much a Heavy vehicle stands out.
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the vehicles
176
the vehicles
Are they seen as heroic, cowardly,
monstrous or something else?
A culture in your campaign might
portray those vehicles as the modern
equivalent of chivalrous knights, valiantly
fighting to protect the homeland. Perhaps
others disdained them for taking the
human element out of battle, becoming
symbols of a world too eager to indulge in
massive battles. Maybe their raw,
destructive power is emphasized in the
public’s mind, so they become
monsters—mechanical beasts that easily
kill a person, accidentally or intentionally.
Others may see vehicles as tools, as most
aren’t armed and are considered little
more than bulldozers with legs.
177
7: SQUADS AND FACTIONS
squads and factions
178
squads and factions
179
squads and factions
The Cenotaph is… my coworkers? Plus like, my dad? I don’t know, it’s a little weird. They’re like, I feel
like we’re friends. Or at least friendly. We’ve got each other's backs in the middle of a gunfight even if
we argue about stuff sometimes. It’s… nice. It kinda reminds me of Layla and Hannah and me when we
were little. The way we were close, even though there was sort of a “watching your back” kind of feeling
with the orphanage and all. And with Harrow here it really does almost feel like a little family. Ugh. I
don’t know though. Maybe I’m just desperate to be around people who aren’t just complete strangers
these days. It’s like everyone left because of The War and now I don’t even know anyone in Hulinton
anymore, not really.
Saying it like that isn’t quite right though. Everyone didn’t just up and leave. The Church of the
Celestial Myriad swept in and dragged everyone away with it. Even though I didn’t ask to be part of the
Cenotaph, I do care about them. I would do a lot to keep them safe. I have done a lot, a lot that I’m not
proud of. But I don’t feel the same way about the Church. Why do I keep fighting for them? Why do I
keep doing what they say?
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
180
squads and factions
NAME: The Landed Regent NAME: The People’s Hall of Petitioner’s Matters N
STATUS STATUS
Patron VS TIER -3 +3
Patron VS TIER -3 +3
Patron
Faction OPINIONS: ___________________________________ Faction OPINIONS: ___________________________________ Faction O
GOAL: To accrue the power necessary to overthrow GOAL: To integrate Izya's populace. G
rivals.
GOAL:____________________________________________________
NAME: The Lion’s Pride
STATUS
STATUS IV W TIER -3 +3 I
IV W TIER -3 +3
OPINIONS: ___________________________________ O
GOAL:____________________________________________________
The Jovangellian Empire
OPINIONS: ___________________________________
GOAL: To defend the DFS' maritime interests. G
PROGRESS CLOCK:
PROGRESS CLOCK:
GOAL: To gain legitimacy as fighters.
NAME: The Hall of Law and Order N
NAME: The Dragon Slayers
STATUS
STATUS Iii S TIER -3 +3 I
Iii S
PROGRESS CLOCK:
TIER -3 +3
OPINIONS: ____________________________________ O
OPINIONS: ____________________________________
GOAL: To keep the peace. G
GOAL: Destroy or retrieve the stolen mobile fortress.
NAME: 561st Mechanized Infantry N
NAME: The Heard
STATUS
STATUS IiI W TIER -3 +3 I
IiI W TIER -3 +3
OPINIONS: ____________________________________ O
OPINIONS: ____________________________________
GOAL: Attain greater funding. G
GOAL: To crush the foe. th
NAME: 3rd Public Connections Corps
NAME: The Wolf Pack N
STATUS
STATUS II S TIER -3 +3
II S TIER -3 +3
OPINIONS: ___________________________________ I
OPINIONS: ___________________________________ O
GOAL: To look good for the public.
GOAL: To regain strength. G
NAME: The Quill
NAME: The Jovangellian Jackals N
STATUS
STATUS II S TIER -3 +3
II S TIER -3 +3
OPINIONS: ___________________________________ I
OPINIONS: ___________________________________ O
+3
+3
+3
RELATIONSHIP
RELATIONSHIP
-3
TIER
-3
TRUST
TRUST
OPINIONS: ___________________________________ G
NAME: 45th Drop Troops
GOAL: To infiltrate the Teacher’s Union. N
STATUS
NAME: The Hyenas IS TIER -3 +3
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Squad Creation
This section provides step-by-step directions for creating your squad. However, you can jump to
Appendix B (page 416) if you want to randomly generate your squad in part or in whole.
1. Choose your squad's patron Faction. The Faction carries out goals to further its interests in The
War (see Faction Goals, page 196), and determines what bonus supplies you get when you are
employed by your Patron (see reward section, page 203). The possible options are:
♦ Autocracy (+1 Materiel, +1 Trust with the employer at the mission reward)
♦ Corporatocracy (+2 Materiel at the mission reward)
♦ Democracy (+1 Materiel, +1 Personnel at the mission reward)
♦ Independent (+2 Rep without a Supply Roll at the mission reward)
♦ Oligarchy (+1 Personnel, +1 Trust with the employer at the mission reward)
♦ Theocracy (+2 Personnel at the mission reward)
While the squad’s patron Faction doesn’t necessarily own the squad, it does expect them to follow
its orders and work towards its interests. Note, working with an Independent Faction is intentionally
more challenging than working with other Factions. Independents work against the established
systems, and so lack the same institutional support.
2. Set your Relationship with each Faction to 0. They don’t know or care about the squad until
they’ve performed some missions for or against them. Set your Trust with each Faction to 0 for the
same reason.
3. Create an NPC who is the squad’s Direct Superior. The GM will often use them to assign the
squad’s missions. Other squads also have a connection with them (for good or ill). One squad is
friendly with the Direct Superior, so take +1 Status with them and describe the connection.
Another squad dislikes the Direct Superior, so take -1 Status with them and describe the issue. See
the Direct Superior section (page 184) for suggestions.
4. Choose a goal for your patron Faction. Consider the amount of politics, combat, and brutality
everyone wants in the game, as well as themes they might want to explore. Independent squads
skip this step. See the Faction goals section (page 196) for more details. The possible options are:
♦ Assault the Foe ♦ Hostile Takeover
♦ Divided They Fall ♦ Intelligence Coup
♦ Golden Streets ♦ Manufacture Heroes
♦ Hearts And Minds ♦ Secure the Borders
5. Choose a squad playbook. This determines the nature of most of your missions and some
common training everyone in the squad has.
6. Choose an initial squad reputation and Forward Operating Base (FOB). When you reinforce
your squad’s reputation on a mission, the squad marks 1 XP. Your starting FOB will be small and
unimpressive. See squad reputation for suggestions.
7. Choose a squad ability. This is a special trick everyone in the squad can perform.
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8. Choose two Squad Upgrades. These are tools, Personnel, and facilities. Each squad playbook has
two pre-selected upgrades (for example, Profiteers always have Resolve Training and a Secure
FOB). The squad also chooses two more upgrades from the squad playbook or from the general
Squad Upgrades. A squad helped you get the upgrades; take +1 Status with them. Another squad
was denied those upgrades because you have them; take -1 Status with them. Each of these
squads could be from the same Faction as the players’ squad and/or from a different Faction.
9. Name your squad. This might be your official designation, or it might be a group call sign. Other
squads and Factions know you by this name.
10. If the players haven’t created their Pilots yet, begin Pilot creation (page 58).
Squad Advancement
At the end of a session, look at the squad’s XP triggers on the squad sheet. Take 1 squad XP for
each item that happened this session. For each item that happened multiple times or in a dramatic
fashion, take 2 XP instead. The squad XP triggers are:
► Your squad playbook’s XP trigger. Every squad playbook gets XP for doing missions that suit
their specialty.
► Face off against challenges above your pay grade. If you were opposed by obstacles or
foes of a higher Tier, take XP.
► Reinforce your squad’s reputation or gain a new one. Did the squad’s actions promote
what they’re known for, or did they become known for something new?
► Express the goals, drives, inner conflict, or instincts of the squad. If you played into
what makes your squad unique and interesting, take XP. Don’t be too picky about awarding XP for
this trigger.
When the squad reaches 8 XP, reset the XP to zero, and take either two Squad Upgrades or one
squad ability.
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Direct Superior
The squad will probably interact the most with their Direct EXAMPLE
Superior out of all the other NPCs. This person will be higher rank Democracys
than the Pilots, give them orders, and assign them missions. They
Carberry, a shady
should have a title suitable to the patron Faction, and a brief and cruel fixer.
description of their appearance and personality. If the player’s Pilots
Scratch, a cheerful
are Independent, their superior might be from another squad, a and energetic proxy.
mysterious source, or someone else with unofficial authority over the Virtue de Quidt,
Pilots. an experienced and
crafty noble.
Other squads also have relationships with the Direct Superior. Alderperson Drake,
One squad likes them, so you take +1 Status with that squad and add a fiery and passionate
an appropriate descriptor during squad creation. Another squad politician.
dislikes the Direct Superior, so you take -1 Status with that squad and Captain Martinez,
a weary and grumpy
add an appropriate descriptor during squad creation. officer.
The Direct Superior isn’t there to boss around the squad. They’re Bishop Acampora,
a patient and caring
a representative of the squad’s patron Faction, providing the link member of the clergy.
between the patron and the squad. They’re also a way for the GM to Confessor Tebbel, an
give the players their mission brief. They should rarely be the focus of inquisitive and
the narrative. meticulous theologian.
Councilor Swan,
The Direct Superior might give an order or mission the Pilots or a hard-hearted,
players don’t want to carry out. Pause, and discuss what’s happening calculating bureaucrat.
and how to move forward. Check if the players are uncomfortable or Quartermaster
Hawkins,
uninterested in following the order, and adjust the order accordingly. a sentimental and
If the players are okay, discuss why the Pilots are refusing it. The thoughtful trooper.
Pilots will sometimes find enough reason to go along with the order, Project Lead Walker,
other times they might refuse it, regardless of the consequences. an ambitious and
hardworking manager.
Maybe it's just time to find a new patron Faction. Whatever happens,
Executive Assistant
never pressure a player into something they don’t want to do. McEvoy, a stressed
and organized worker.
Margrave Takeyuki,
a paranoid and
meek leader.
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Forward Operating Base (FOB)
The Pilots spend most of their time between missions at their EXAMPLE FOBS
Forward Operating Base (or FOB). This is a compound that provides the Car Dealership
squad with resources and support, and has relatively little oversight Border Outpost
from the patron Faction. It's their home in The War. Mine
Old Armory
The FOB’s size and complexity increases as the squad increases Crashed Space
their Tier and gains Squad Upgrades. When starting out from Tier 0, the Station
FOB is small, unimpressive, probably run down, and has some upgrades Church
(which the players determine during squad creation). The players Volcano
describe where the FOB is located, and what the facility is like. It might Orbital Platform
be inside of a major city at an official outpost, high in the mountains, in Forest
Amusement Park
a deep cave system, or in the middle of nowhere at an abandoned
refueling station. Whatever sounds interesting to the players is an
appropriate choice.
Squad Reputation
When a potential employer thinks of a squad, their reputation is the EXAMPLE squad
first thing that comes to mind. The squad’s reputation should be a word reputations
or phrase that the squad already embodies or strives toward, but does
Ambitious
not directly speak to their competence. “Skilled” is a bad reputation, try
Amoral
“Daring” instead. The squad gets XP at the end of session by living up to
Honorable
their reputation.
Professional
Menacing
Daring
Savvy
Subtle
Strange
Destructive
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General Squad Upgrade List
The following Upgrades are available to any squad, regardless of their type.
Cohorts
► Cohort: Gain a fire team (a group of agents) or ► Training Course: Choose a type of fire team. All
specialist (an especially skilled agent) that works of your Cohorts are that type in addition to their
for the squad. Requires 2 Squad Upgrades to normal type. Now there’s never a shortage of
purchase. See page 193 for more details. Pilots.
► Barracks: Choose one of your fire team Cohorts.
It gets +1 Scale. Extra room means larger fire
teams.
Engagement
► Forgers’ Workshop: You get +1d to the ► Regional Records: You get +1d to the
engagement roll for deception plans. False engagement roll for stealth plans. You can use
identities help confuse the opposition. blueprints and other documents to determine a
► Guerilla Hideout: You get +1d to the good approach for infiltration.
engagement roll for assault plans. The ► Secret Routes: You get +1d to the engagement
independent fighters around here help you out roll for transport plans. You might have access to
now. long-forgotten underground subways, little
known mountain paths, or some other route.
► Personal Clothier: You get +1d to the
engagement roll for social plans. You always ► Supercomputer: You get +1d to the
arrive on the scene in the most current and engagement roll for scientific plans. It’s running
alluring fashions. simulations for you.
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General
► Hidden FOB: The squad's FOB is hidden from ► Secure FOB: Your FOB has perimeter defenses,
even intensive searches. If it's discovered, such as automated turrets, trip wire explosives, or
complete a Long-Term Project to once again a sturdy wall. These defenses help protect your
conceal it. squad against attacks while at home. This
Upgrade can be taken twice, with the defenses
► Lighthouse Satellite: A safe passage in space.
When you head into the dark and can contact this becoming more effective with the second
Upgrade.
satellite, you’ll never become lost.
► Workshop: The FOB has a space filled with tools,
► Quarters: Your FOB has comfortable sleeping
space for everyone. Otherwise, the squad’s Pilots materials, and a database such that the Long-
Term Project, Salvage, and Fix downtime activities
sleep away from the FOB in vulnerable locations.
can be worked on without leaving the FOB.
► Transmitter Array: -1 Stress cost for digital
powers and app usage. This effect applies to the
entire squad, everywhere. You don’t have to be at
the array to benefit from it.
On Site
► CCTV Network: You get +1d to Survey on site. ► Luxury Venue: You get +1d to Sway rolls on site.
With cameras and audio bugs everywhere, Silks, paintings, and crystal impress the clientele.
you’ve got the advantage.
► Commissary: You get +1d to Consort rolls on ► Private Office: You get +1d to Command rolls
site. Some rationed items and friendly on site. Sitting behind a big desk gives an air of
conversation can go a long way. authority.
► Hack Lab: You get +1d to Interface rolls on site. ► Radar Station: You get +1d to Scan rolls on site.
A hack lab provides tools, both physical and Tapping into a much larger sensor array gives you
digital, for making superb AR works. the advantage.
► Holo-grid: You get +1d to Consort with AR ► Tunnels: You get +1d to Prowl rolls on site. These
entities on site. This room simplifies hidden passages allow you to move around
communication between humans and AR entities unseen.
by bridging their differences.
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Prep and Recovery
► Factory: You get +1d to Fix rolls. Any factory can ► Refit Station: One Pilot may uninstall a piece of
churn out military parts. gear at the start of the mission for free, opening
► Infirmary: You get +1d to Recover rolls. The up a Load slot. It’s easy to swap parts with the
infirmary has beds for long-term convalescence automated arrangement of catwalks and cranes.
and medical automation. ► Scrapyard: You get +1d to rolls that refresh
Quirks. Spare parts on the cheap!
► Loyal Bar: You get +1d to gather information
about the current or upcoming mission. Your eyes
and ears on the streets are always on the lookout
for you.
Quality
► Quality (Gear): Your gear sets are better ► Quality (Supplies): Your supply sets are better
Quality (in addition to the Quality bonuses from Quality (in addition to the Quality bonuses from
the squad's Tier and the “fine” descriptor). the squad's Tier and the “fine” descriptor).
► Quality (Outfits): Your outfits are better ► Quality (Tools): Your tools are better Quality
Quality (in addition to the Quality bonuses from (in addition to the Quality bonuses from the
the squad's Tier and the “fine” descriptor). squad's Tier and the “fine” descriptor).
► Quality (Pilot Weapons): Your Pilot weapons ► Quality (Vehicle Weapons): Your vehicle
are better Quality (in addition to the Quality weapons are better Quality (in addition to the
bonuses from the squad's Tier and the “fine” Quality bonuses from the squad's Tier and the
descriptor).” “fine” descriptor).
► Quality (Programs): Your programs are better
Quality (in addition to the Quality bonuses from
the squad's Tier and the “fine” descriptor).
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Supplies
► Airfield: The first level provides 1 Supply Point ► Side Business: Once per downtime, roll dice
at the start of downtime activities. The second equal to your Tier. You earn Personnel equal to
level provides an additional 1 Supply Point the highest result, minus your most negative
(total 2). Faction Relationship. What kind of legitimate
business is this? How do you get paid in
► Collection Agency: Once per downtime, roll
dice equal to your Tier. You earn Materiel equal secret?
to the highest result, minus your most ► Storage: The first level of this Upgrade allows
negative Faction Relationship. Some of the the squad to store up to eight of all Supply
locals are terrified of you and will gladly pay for Point types. The second level increases the
“protection.” storage to 16.
► Motor Pool: A first level Motor Pool means ► Warehouses: You get +1d to Acquire Asset
you pay half the Materiel cost (rounded up) rolls. You have space to hold all of your various
when procuring new vehicles. At the second spoils gained from battle. It can be useful on its
level, the squad and its Cohorts gain access to own, or for barter when you need it.
Load 3 temporary vehicles for free.
Training
► Mastery: Unlocks 4th action points. Requires ► Training (Prowess): When taking the Train
four Squad Upgrades to activate. downtime activity for Prowess, take 2 XP
► Testing Facilities: When taking the Enhance instead of 1. A space that lets you freely
downtime activity, the vehicle marks 2 boxes exercise your prowess.
on the Enhance track instead of 1. ► Training (Resolve): When taking the Train
downtime activity for Resolve, take 2 XP
► Training (Playbook): When taking the Train
downtime activity for your Pilot playbook, take instead of 1. A space that allows you to steel
yourself and focus your resolve.
2 XP instead of 1. A space that has tools
suitable to your trade, allowing you to practice
the tricks in your playbook.
► Training (Insight): When taking the Train
downtime activity for Insight, take 2 XP instead
of 1. A space for deep thought, to let you hone
your insight.
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Heart
Heart represents the support and control your squad has over areas where they operate. You
gain Heart by acquiring the Public Works Squad Upgrade. Heart makes it easier for squads to increase
their Hold and Tier. For each point of Heart, the squad requires one fewer point of Rep to develop (up
to a maximum of 6 Heart). If the squad has 3 Heart, they only need 9 points of Rep to increase Hold
or Tier. Heart doesn’t reset when you spend Rep to develop the squad, letting you quickly improve the
squad, though it can decrease if the Public Works Squad Upgrade is lost.
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Squad Development
Rep moves a squad up the ranks and is a measure of clout, renown, and resources. When you
accrue enough Rep, Factions and other squads take you more seriously, and you attract the support
needed to develop and grow.
You need 12 Rep to fill the Rep track on your squad sheet. When you fill the Rep track, choose
one of the following:
♦ If your Hold is weak (represented by a "W" after the Tier value), it becomes strong
(represented by an “S” after the Tier value). Reset your Rep to zero.
♦ If your Hold is strong, you can pay to increase your squad’s Tier by one. Spend
Personnel and Materiel equal to the squad's new Tier times 4. For example, a squad must
spend 8 Personnel and 8 Materiel to become Tier II (Tier II x 4 = 8 of each resource type).
You must spend equal amounts Personnel and Materiel (so no spending 10 Personnel and
6 Materiel for Tier II). As long as your Rep track is full, you don’t earn new Rep (12 is the
max). Once you pay and increase your Tier, reset your Rep to zero and reduce your hold
to weak.
If an event (such as an Entanglement) would reduce Rep below zero, it instead stops at zero.
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COHORTS
A Cohort is a fire team (a group of agents) or a specialist (an especially skilled agent) that works
for the squad, and is directed by the Pilots. Acquiring a new Cohort costs 2 Squad Upgrades. To create
a Cohort:
3 Choose 1-2 Edges for the Cohort... ...and as many Flaws as it has Edges.
►Fearsome (terrifying in aspect and notoriety) ►Brutal (excessively violent and cruel)
►Independent (able to make good decisions ►Eager (will act without orders for “the squad’s
and take action without direct orders) best interests”)
►Loyal (can’t be bribed or turned against the ►Principled (has an ethic or value it won’t
squad) betray)
►Tenacious (won’t be deterred from a task) ►Obligation (not always available due to other
responsibilities, illness, etc.)
►Wild (drunken, debauchery, and loud
mouthed)
A Cohort will have items appropriate to its expertise and Quality. Only Rovers and specialists with
an appropriate expertise start with vehicles. They have vehicles that suit their specialty and the
squad’s playbook. A Pilot can acquire an asset during downtime to give Cohorts access to a vehicle or
a different type of vehicle. The squad ability “Motor Pool” also grants Cohorts the same access. Cohort
vehicles have Load equal to the Cohort’s Tier if it becomes relevant.
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Using a Cohort
Pilots can either work alongside a Cohort, send them on tasks alone, or Command them to do
tasks alone—each provides different benefits and challenges. If a Cohort tackles a problem alone
within their expertise, roll its Quality to determine the outcome. If the task is outside its expertise, it
counts as having a Quality of zero. If a Pilot directs the Cohort with orders, that Pilot rolls Command.
If a Pilot participates alongside the Cohort, they make a roll with the Cohort’s Scale and Quality
affecting the Position and Effect. Any of these rolls can be an action roll or a fortune roll as is
appropriate to the fiction.
Demon is working a mission alongside a fire team of Toughs belonging to his Tier I squad. His
scanners show that some enemy infantry are trying to flank him through an empty school. He sends the
Toughs into the school, trusting in their ability to sort it out.
Demon could leave the Toughs to it—they’d roll the squad’s Tier (1d) because they’d be acting
independently within their expertise. But instead, he gives them orders over the radio while he handles
the frontline foe—letting him roll Command (2d) instead. Unfortunately, he gets less than a 6 on his roll;
it isn't enough to win the fight in the school.
After dealing with the frontline threat, Demon gets the Toughs’ request for backup. He moves into
the school on foot and joins the conflict alongside them. Now that he's fighting with them, he rolls his
Struggle action (2d) and adds the Toughs’ Scale to his roll. The Toughs let Demon fight on equal footing,
so they improve the Position and Effect.
If a Cohort suffers Harm, its Harm level increases from 1 to 4 in the following manner:
1. Weakened: The Cohort has reduced Effect.
2. Impaired: The Cohort has reduced Quality (-1d).
3. Broken: The Cohort cannot act until it recovers.
4. Dead: The Cohort is destroyed.
If a Cohort’s environment is suitable for healing, it removes a
level of Harm during each downtime phase. A Pilot can spend a
downtime action to help them Recover, which heals the Cohort an
additional level of Harm.
A Cohort can be reformed if destroyed. The squad spends
Personnel Points equal to the squad's Tier + 2 to restore it, and two
downtime activities finding new fire team members or a new
specialist.
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Cohort Mistreatment
If the squad mistreats a Cohort (physical or emotional
violence, needlessly dangerous tasks, forcing them to fight while
wounded, etc.), they may retaliate if it suits the narrative and
tone of your game. A singular instance of mistreatment is likely
tolerable, but a second (and certainly a third) may have them
looking to make a change.
If appropriate, the GM will make a 4-Tick Clock representing
when the Cohort will retaliate. Add 1 or 2 Ticks (depending on
severity) each time a Pilot mistreats a Cohort. For each Tick
added, the Cohort retaliates in increasingly dramatic fashion.
Here are some examples of how a Cohort could retaliate:
♦ Grumbling: The Cohort complains about the
mistreatment to other NPCs of similar social status. This could be a fire team’s members
complaining to each other.
♦ "A word, sir": The Cohort speaks candidly about the mistreatment to someone in a position
of authority. This may be a Pilot who has not mistreated them, but may also be the squad's
Direct Superior.
♦ Work to Rule: The Cohort does the bare minimum. Maybe they don't work overtime to fix the
squad’s vehicles, or maybe they refuse orders that don't make sense to them.
♦ Strike: The Cohort refuses to work until their demands are met. What those demands are
depends on the nature of their mistreatment.
♦ Fragging: When the opportunity presents itself, the Cohort will put those who have
mistreated them in danger. This may be "accidental" friendly fire, not defending against enemy
attacks, or an off-duty beating.
♦ Betrayal: If the mistreatment is severe enough, the Cohort will start working for someone
else. This may be covert (such as sneaking away at night or feeding the enemy intel) or
dramatic (an assassination attempt or ambush with enemy assistance). Either way, the Cohort
is no longer an asset.
Mending the relationship with a mistreated Cohort requires a Long-Term Project. The more
aggrieved the Cohort is, the more Ticks the project will have. Completing the project should involve
dealing with the Cohort’s demands and addressing the mistreatment. Or you could just cycle out the
current fire team for fresh faces who don't know about the abuse they're about to encounter.
The squad can dismiss the Cohort if the retaliation becomes too much (or if the squad just
doesn’t like a Cohort). Remove the Cohort from the squad sheet. The squad does not gain a
replacement Cohort or Upgrades of equivalent value; those resources are lost. Of course, the squad
can pick up a new Cohort the usual way in the future.
Cohorts may hold a grudge if things ended on a sour note. Depending on how unhappy the
Cohort was when dismissed and the manner of their dismissal, they may return to make the Pilots
suffer.
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FACTION GOALS
Each Faction has a current strategic goal that will help secure their path of dominance in The
War—including the Pilots’ patron Faction. The players and GM discuss which Faction goal makes sense
for their patron Faction to have at the start of the game. Consider the amount of politics, combat, and
brutality everyone is comfortable with when making this decision, as well as the themes everyone
might want to explore. Each Faction’s current goal is represented by a 4-Tick Clock.
The Pilots will likely work toward their patron Faction’s goal during missions. If they successfully
advanced the patron Faction’s goal, they add one Tick to the Clock at the end of the mission. No
matter how hard or how often the squad works towards the Faction goal, getting it done in a single
mission isn’t possible.
When the Clock fills, all squads patronized by the Faction receive specialist training, giving them
a unique benefit. The players and GM then consider The War’s current situation and select a new and
different goal, as each goal can only be completed once.
When a Faction’s goal is fulfilled, every squad they currently patronize gains the appropriate
benefit. But squads that leave a patron Faction also lose the benefits gained from completing that
Faction’s goals. Likewise, squads who join a patron Faction gain access to any benefits from completed
goals.
Of course, Pilots can expect non-patron Factions to achieve their own goals and benefits during
a campaign. The GM will describe the sweeping changes the Pilots hear about when non-patron
Factions complete their goals. Be careful, going up against these Factions will alter a Pilot’s Position
and Effect on certain action rolls.
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INTELLIGENCE COUP BENEFIT: BIG BROTHER
Steal valuable information from Between advances in technology and an extensive spy
the enemy. This can be done by network, you can get the answers you want. Once per
acquiring VIPs, retrieving actionable session, a Pilot may spend 2 Stress to ask the GM a question.
intel, stealing technological The GM must answer honestly. This does not provide
advances, etc. improved Effect, improved Position, or additional dice.
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SUPPLY POINTS
A squad can’t function if it doesn’t have the supplies it needs. These could be boots,
ammunition, bandages, armor plating, intel, targeting computers, or even a few soccer balls to kick
around. All of these things are abstracted into the catch-all term: “Supply Points.” Your squad gets
Supply Points (or one of its subtypes) through mission rewards, the Salvage downtime action, or
another fictionally appropriate means.
However, Supply Points can’t be used themselves. They must be converted to a subtype at the
start of downtime activities requiring no action to do so. The different subtypes are Materiel and
Personnel. Each type of Supply Point has its own uses: Materiel keeps vehicles and infrastructure
working (see next page for its uses), and Personnel represents the labor and supplies required for
completing missions (see next page for its uses). But importantly, both Personnel and Materiel are
needed to increase the squad’s Tier (see squad development on page 192).
A squad can store 4 of each Supply Point handy in its FOB initially. However, the Storage Upgrade
increases the amount to 8 and then 16. Any excess Supply Points must be spent during downtime;
your superiors acquire anything leftover, and it disappears. The following table illustrates how
resources scale with Supply Points:
Amount Equivalency
1 Supply A week’s pay for a blue collar worker. Possibly a week’s worth of rationed
Point (SP) material on the black market.
The weekly income of a small business; a full tailored outfit; a fine weapon; an
2 SP
exquisite luxury item.
4 SP A blue collar worker’s monthly income; the full cost of an older used vehicle.
5 SP High end jewelry; a briefcase full of contraband.
8 SP A strong monthly profit for a small business; a rare luxury commodity.
10 SP A significant asset; a luxury vehicle; a small piece of property.
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Materiel Personnel
Materiel represents everything necessary Personnel represents the various forms of
to keep a squad’s vehicles running, if not labor and supplies that keep the Pilots fit and
operating at optimal levels. Materiel is used to: equipped to complete missions. Personnel is
used to:
► Take an additional Acquire Asset, Enhance, Fix,
Manufacture, Salvage, or Upkeep downtime ► Take an additional Collect, Cut Loose, Long-
activity by spending 1 Materiel. Term Project, Recover, Schmooze, or Train
► Add +1d to an Acquire Asset, Fix, Manufacture, downtime activity by spending 1 Personnel.
or Salvage downtime activity, or increase the ► Replace destroyed Cohorts. The cost is equal
result by 1 level. to the squad’s Tier+2 and two downtime
► Uninstall vehicle Load slots during downtime activities.
(this does not expend a downtime activity). ► Have flashbacks that utilize allied squads or
► Acquire new vehicles. Cohorts. Spend 1 Personnel in place of 1
Stress. The flashback’s cost can be paid
► Take the Upkeep downtime activity, add +1d entirely in Personnel, Stress, or a mix of both.
to the Upkeep activity, or increase the result by
1 point. ► Add +1d to a Collect, Cut Loose, Long-Term
Project, Recover, or Schmooze downtime
► Increase the squad’s Tier (see the squad activity, or increase the result by 1 level.
development section on page 192).
► Have a flashback to gather information. Spend
► Avoid certain squad entanglements. 1 Personnel in place of 1 Stress. The flashback
► Purchase Personnel by spending 2 Materiel for cost can be paid entirely in Personnel, entirely
1 Personnel (buying on the black market), or in Stress, or a mix of both.
by spending 1 Materiel for 1 Personnel during ► Add +1d to a gather information roll.
the Collect downtime activity (forcibly buying
from locals). ► Increase the squad’s Tier (see the squad
development section on page 192).
► Avoid certain squad entanglements.
► Purchase Materiel by spending 2 Personnel for 1
Materiel (buying on the black market), or by
spending 1 Personnel for 1 Materiel during the
Collect downtime activity (forcibly buying from
locals).
The squad cannot use Supply Points during
downtime if the fiction indicates they wouldn’t
have access to them (because their FOB is lost,
they are on an extended campaign behind
enemy lines, they are doing back-to-back
missions without a chance to resupply, etc.).
Fixing the problem in the fiction will restore
access to the squad’s Supply Points.
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What About Money?
All Factions use electronic currency organized by centralized servers, and this works well for
most people living under them. Those living outside of the Factions deal almost exclusively in cash,
unless they frequently work within a Faction's financial ecosystem. The term “cash” stuck around to
mean assets that might be exchanged for goods or services, but aren’t easily traced by Factions.
The players don’t track a Pilot or squad’s day-to-day expenditures. If a Pilot needs a small
amount to achieve a small goal (nice clothes, bribe a bureaucrat, have specific furniture), use the
squad’s Tier for a fortune roll. They’ll need to spend Personnel or Materiel for large purchases.
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squads and factions
MISSION COMPLETED
When the squad completes a mission, follow this process:
1. Resolve the squad’s REWARD. They’ll get Supply Points and Rep.
2. Update the squad’s TRUST, STATUS, and RELATIONSHIPS. They’ll be more and less liked by
other squads and their Factions.
3. Determine the ENTANGLEMENTS that affect the squad. Life is unfair and harsh.
4. Play through the DOWNTIME ACTIVITIES. The squad has some time to tend to their needs.
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REWARD
When you complete a mission, you get several benefits. Follow this procedure to resolve the
squad’s rewards. Each step is then explained in full below.
1. If the mission was successful, take a Supply 3. The squad earns 2 Rep. If the mission target
Roll from the employer Faction. Roll dice was higher Tier than the squad, take
equal to the Target's Tier + the employer’s additional +1 Rep per Tier higher. If the
Faction Relationship, to a minimum of zero target was lower Tier, take -1 Rep per Tier
(roll 2d and take the lowest). Gain Supply lower (minimum zero). If the mission was
Points equal to the highest die. A critical completely hidden, take zero Rep instead of
success grants 9 Supply Points. the above.
If the mission failed, use the same process as
4. Assign the Supply Points as Materiel or
above, but apply a -2d penalty to the Supply
Personnel. Any Supply Points beyond the
Roll. Squads with proven track records get
squad’s maximum storage capacity must be
what they ask for.
used by the end of the next downtime phase,
If the mission's employer was Independent,
or they’re wasted.
do not make a Supply Roll.
5. Each Pilot checks to see if they did something
2. Add your employer Faction's supply bonus to
that furthers their drive. If they did, they add
your squad’s resources:
1 Tick to a Drive Clock.
♦ Autocracy: +1 Materiel, 6. Every Pilot can spend Materiel then roll dice to
+1 Trust with the Employer refresh Quirks equal to the highest result.
♦ Corporatocracy: +2 Every Pilot removes all level 1 Harm, and
Materiel every vehicle removes all level 1 Damage.
♦ Democracy: +1 7. If the mission supported the patron Faction's
Personnel, +1 Materiel goal, add 1 Tick to the goal's Clock. If the
♦ Independent: +2 Rep Clock is filled, all squads patronized by the
♦ Oligarchy: +1 Personnel, Faction gain a benefit, then choose a new
+1 Trust with the Employer patron Faction goal.
♦ Theocracy: +2 Personnel
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squads and factions
Step 2: Supply Bonus Since they worked for the Jovangellian Empire
Your employer gives you some extra
(an Autocracy) they also get +1 Materiel and
compensation for your efforts, depending on the
+1 Trust with them.
Faction. This bonus applies for both patron and
non-patron employing Factions:
♦ Autocracy: +1 Materiel,
+1 Trust with the Employer
♦ Corporatocracy: +2 Materiel
♦ Democracy: +1 Personnel, +1
Materiel
♦ Independent: +2 Rep
♦ Oligarchy: +1 Personnel,
+1 Trust with the Employer
♦ Theocracy: +2 Personnel
Step 3: Earn Rep The Cenotaph get 2 Rep for the Mission. They
The squad earns 2 Rep for the mission, also earn an additional 1 Rep because they
whether it resulted in triumph or defeat. If the are Tier I and their target, the Dark Room, is
target was higher Tier than your squad, take an Tier II. The mission was definitely not hidden,
extra +1 Rep per Tier higher. If the target was a so they gain a total of 3 Rep.
lower Tier than your squad, take -1 Rep per Tier
lower (minimum zero). If you keep the operation
completely quiet, you earn zero Rep. Mark Rep on
the squad sheet’s Rep track. If you fill the track,
you may spend it on a squad advance (see Tier and
Hold on page 191).
Now the players must decide how to divide up
their 5 Supply Points into Materiel and
Step 4: Assign Supply Points Personnel. Since both Dredge and Demon
want to use Upkeep on their vehicles, the
Your squad will get Supply Points in steps 1 and players decide that they should take at least
2, however Supply Points can’t be used themselves; 1 Materiel (in addition to the 1 they got for
they must be converted to Personnel or Materiel at the working for an Autocracy). They decide to
start of downtime activities. split the 5 Supply Points into 2 Personnel and
3 Materiel so that they’ll have 2 of each after
Upkeep.
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squads and factions
Step 5: Check Drives With that done, it’s time to see if anyone
furthered their drive. Tower’s drive is to find out
Each Pilot checks their drive. If they
who framed them for murder. During the
took steps toward it, they can add 1 Tick to a
mission, Tower saved a Jovangellian intelligence
Drive Clock. See page 68 for more
officer’s life. While they haven’t yet leveraged
information on Drives.
that channel of information, it now exists for
them to use, so they add 1 Tick to a Drive Clock.
The other Pilots’ drives didn’t come up in this
mission, so they don’t get any Ticks added to
Step 7: Adjust the Goal Player, Cassandra, could spend more Materiel to
refresh additional Quirks, but she decides she’ll
Clock just avoid using Quirks on the next mission.
Additionally all Pilots remove any level 1 Harm
If the mission supported the squad's they have, and their vehicles remove all level 1
patron Faction’s current goal, add a Tick to Damage.
the goal’s Clock. If the Clock fills, the Faction
The last step is to check if the mission
and all its patronized squads gain the goal’s
furthered the patron Faction’s goal. The Church
benefit. Then choose a new goal for the
of the Celestial Myriad has Intelligence Coup as
patron Faction (see the list on page 196). Skip
their goal, and The Cenotaph managed to
this step if the squad completed a mission for
apprehend members of the Dark Room. If they
a non-patron Faction.
turn over the agents to their patron, they will
add a Tick to its Goal Clock as they are
interrogated. However, they might be able to
find another use for the captives if they hold
onto them...
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squads and factions
STATUS AND TRUST
Status measures the Relationship between the Pilots’ squad and other squads. Adjust the
squad’s Status with other squads at the end of each mission, using the following procedure. See page
209 for how Status influences these relationships.
1. If a squad benefited from the mission, consider giving +1 to that squad's Status.
2. If a squad was harmed by the mission, consider giving -1 or -2 to that squad's Status—depending
on how bad the damage was.
3. For every squad Status point above or below zero, add a descriptor that expresses how that
squad views the players' squad (see page 210 for examples).
After assessing Status, the players’ squad adjusts their Trust with Factions impacted by the
mission. Trust measures the relationship between your squad and the huge Factions manipulating The
War. Assess Trust at the end of a mission, unless the mission was quiet. On quiet missions where the
results can’t be traced to your squad, skip the procedure below (instead, lose only 1 Trust with the
target as rumors slowly filter back to the them). If the mission was loud or noticeable, follow the
procedure below to adjust Trust between the squad and the Factions affected by the mission. The Trust
with your employer Faction also changes. Adjust Trust with the employer Faction if:
► There were civilian deaths. (-1 Trust) ► The mission was completed successfully.
(+Trust equal to double target’s Tier,
► The mission’s Rules of Engagement (ROE) were
broken. (-2 Trust) minimum 1)
► There was damage to important infrastructure ► At least one secondary objective was
completed. (+2 Trust)
that was not the mission’s target. (-2 Trust)
► You have a Vendetta with one of their squads at
► The squad caused damage or injury to a squad
belonging to the employer (and they were not the start of the mission. That squad does not
have to be involved in the mission. (-1 Trust)
the mission’s target). (-2 Trust)
Additionally, the Trust with your patron changes after a mission. Regardless of the Faction that
employed you, apply the following Trust modifiers to your patron Faction in addition to the table
above.
♦ You aided another Faction. (-1 Trust)
♦ The patron’s interests were harmed. (-2 Trust)
When your Trust reaches 9, your Relationship with that Faction goes up by 1, the Trust rolls over
back to 1, and any remaining Trust is then added.
If Trust reaches 0, your Relationship with that Faction goes down by 1, the Trust rolls over to 8,
and any remaining Trust is then subtracted.
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squads and factions
2. Adjust the Trust of the Faction that employed the squad for the mission.
♦ Civilians died. -1 Trust
♦ The Rules of Engagement (ROE) were broken. -2 Trust
♦ Important infrastructure damaged that was not the mission's target. -2 Trust
♦ A squad that was not the mission's target and belongs to the employer was harmed. -2 Trust
♦ The mission was successful. +Trust equal to double the target's Tier, minimum 1.
♦ At least one secondary objective was completed. +2 Trust
♦ You have Vendetta with one of their squads at the start of the mission. That squad does
not have to be involved in the mission. -1 Trust
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squads and factions
Squad Relationships
The players’ squad has a Status rating with every other squad and a Relationship with every
Faction, indicating how much they like or hate them. Status and Relationship can range from -3 (Hated)
to +3 (Loved), with zero (neutral) being the default rating. If the rating is something other than a zero,
it is tracked on the Faction and squad sheet.
Status levels
+3: Allies Groups with this rating will help the squad even if it goes against their best
interests, and they expect the same in return.
+2: Friendly Groups with this rating will help the squad if it doesn’t create serious
problems for them, and they expect the same in return.
+1: Helpful Groups with this rating will help the squad if it doesn’t cost them anything,
and they expect the same in return.
0: neutral
-1: interfering Groups with this rating will look for opportunities to cause the squad trouble
(or profit from its misfortune) as long as it doesn’t cost them anything, and
they expect the same behaviour in return.
-2: Hostile Groups with this rating actively seek chances to Harm the squad so long as
it doesn’t create major problems for them. They expect similar retaliation
and take precautions against the squad.
-3: Vendetta Groups with this rating work to Harm the squad even if it is against their best
interests. They expect the squad to do likewise and will take precautions
against them. When the squad has a Vendetta with any number of groups,
they will suffer additional Trust losses, temporarily lose 1 hold (possibly
lowering their Tier by 1 until the Vendetta ends), and Pilots take one fewer
downtime activity. If the players have multiple Vendettas, only apply the
penalty from one at a time. The Vendetta will end if the enemy is destroyed
or a mutual agreement to establish a new Status level is negotiated.
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squads and factions
Squad Status
NPC squads that have a positive Status will have different expectations EXAMPLE
of the Pilots based on the difference between both groups’ Tiers. An NPC
squad with a higher Tier expects deference from the Pilots, and may be willing
SQUAD STATUS
to provide protection. An equal Tier means they’ll provide the Pilots with DESCRIPTORS
support both on and off the battlefield, and they expect requests of a similar
Marketable
nature based on their Status. Lower Tier squads will seek protection from the
Pilots, but may not know how they can help in return. Tidy
Amoral
If you aren't sure how an NPC squad should behave towards the Pilots,
Backpfeifengesicht
use their Faction's Relationship as an indicator of what they've been told they
Aggravating
should do. Their reaction to those orders will vary based on their goal and
nature. Independent squads will act based purely on their description and Zealotous
goal, since they do not belong to a Faction. Strained
Effective
For every squad Status point above or below 0, the players assign a word
Soft
that describes how that squad views the players’ squad. This helps the GM
characterize NPCs from that squad while also giving players an idea of what Cheap
to expect when interacting with them. Try to pick descriptors that suit the Mighty
squad’s nature. For example, a theocratic squad might have “faithful,” an Honorless
autocratic squad “loyal,” a democratic squad “patriotic,” and a
corporatocratic squad “invested.”
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squads and factions
Faction Relationship
Developing Relationships and renown with larger organizations takes time and effort. A Faction’s
Relationship with the players’ Pilots only changes after Trust has filled up or been sufficiently reduced.
But when you get a Faction’s attention, rest assured they could bring the weight of multiple squads
down on you. Even a patron Faction will turn on a squad it governs if that squad becomes unruly
enough. So kiss up to the boss, strike out on your own, or frame others for your misdeeds.
The Faction’s Relationship with the squad informs the way average citizens and the state
apparatus of a Faction reacts to the squad, too. If the Relationship is positive, the Pilots may be seen
as a good influence in the course of The War, and (if it’s strong enough) possibly heroes. A negative
Relationship makes citizens wary of the squad, and they may form a violent mob if the Relationship is
low enough.
The squad’s Relationship with a Faction might differ from its Status with other squads within the
Faction’s control. Squads may hold their own opinions, beliefs, and values separate to their patron
Faction. These differing Relationships represent how those at the top treat you when they give you
orders, and whether the squads you meet will respectfully follow them, follow them with suspicion or
derision, or disregard them entirely.
The Cenotaph have a -2 Relationship with the Jovangellian Empire, but a +3 Status with The
Hyenas, a Jovangellian squad. They know the Jovangellian Empire have orders out to kill or capture
The Cenotaph, but The Hyenas like them enough to not only ignore those orders, but also actively hide
The Cenotaph if needed.
Lastly, Faction Relationship affects Supply Rolls (see page 204) and entanglements (see page
214). More positive Relationships with employer Factions mean a better chance at additional Supply
Points and less damaging entanglements. A negative Relationship with the Faction targeted by the
most recent mission increases the severity of entanglements.
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Trust
Trust monitors the incremental change in Relationship between the squad and the Factions.
Losing or gaining a little Trust doesn’t draw much attention. However, lose or gain too much Trust,
and it’ll change your overall Relationship with a Faction. If the squad hits 9 Trust, they gain a level of
Relationship with that Faction. If they hit 0 Trust with a Faction, the squad loses a level of Relationship
with that Faction.
The Cenotaph complete a mission for their patron Faction. It didn’t go so well, and the squad
end up losing 3 Trust with their patron Faction. The Cenotaph’s current Trust with them is 2. They
remove 3 Trust and hit 0! They lower their Relationship with their patron Faction from 2 to 1. They
then reset Trust to 8 and reduce it down to 7 for that 1 remaining Trust. It’s not a huge deal, but
tensions are growing.
Trust is different to Status—Status measures the rapport between squads (see page 210 for
squad Status). Trust is adjusted at the end of a mission. However, if the mission was kept completely
quiet and the results can’t be traced back to your squad, skip Trust adjustments for the target.
Instead, lose only 1 Trust with them as rumors filter back to them.
+3: BELOVED Citizens and squads that don’t know you will help your squad, even if it
goes against their best interests. They expect the same in return.
+2: Friendly Citizens and squads that don’t know you will help your squad if it doesn’t
create serious problems for them. They expect the same in return.
+1: Helpful Citizens and squads that don’t know you will help your squad if it doesn’t
cost them anything. They expect the same in return.
0: neutral Citizens and squads that don’t know you are indifferent, and won’t help
you without a good reason. They expect the same in return.
-1: interfering Citizens and squads that don’t know you will look for opportunities to
cause your squad trouble (or profit from its misfortune), as long as it
doesn’t cost them anything. They expect the same behavior in return.
-2: Hostile Citizens and squads that don’t know you will seek chances to harm your
squad, so long as it doesn’t create major problems for them. They expect
similar retaliation and take precautions against your squad.
-3: hated Citizens and squads that don’t know you will actively work to harm your
squad, even if it’s against their best interests. They expect your squad to
do likewise, and will take the necessary precautions.
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squads and factions
The Cenotaph have just completed a mission delivering corpses for the Jovangellian Empire
against the Democratic Federated Systems (DFS). The players consider the Trust questions for their
target: The Cenotaph damaged important infrastructure (-2 Trust), caused casualties to a DFS squad
(-1 Trust), and exposed their skullduggery (-2 Trust) for a total of -5 Trust. Before the mission, they had
2 Trust and a Relationship of 0 with the DFS. They apply -2 Trust and hit 0 Trust, so the Relationship
drops to -1 and sets the Trust to 8. They apply the remaining -3 Trust, which puts The Cenotaph at 5
Trust and -1 Relationship with the DFS.
The Cenotaph now modifies the Trust with their employer, the Jovangellian Empire. They
completed the mission against the Dark Room (+4 Trust because it is double the target’s Tier, which
is 2 in this case), completed the secondary objective (+2 Trust), but broke the ROE of not using
explosives (-2 Trust)—totaling +4 Trust. Before the mission, The Cenotaph were at 7 Trust and 0
Relationship with the Jovangellian Empire. They add the first 2 Trust, pushing the squad to 9 Trust. The
Trust track is complete, so their Relationship increases to +1. The Trust track resets to 1, and then the
remaining +2 Trust is applied. The squad finishes at 3 Trust and +1 Relationship with the Jovangellians.
Finally, The Cenotaph checks how this mission affected their Relationship with their patron
Faction, the Church of the Celestial Myriad. They did aid the Empire (-1 Trust), but they didn’t harm
the Church’s interests (0 Trust), so the total Trust change is -1. They had 4 Trust and +1 Relationship
with the Church before the mission. After applying the change, they now have 3 Trust and +1
Relationship.
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entanglements
ENTANGLEMENTS
Entanglements exist because the world is unfair. The brass do things that seem random and
incompetent, and your friends are vulnerable simply because they know you. The GM generates an
entanglement using table A, B, or C below.
First, figure out which table you’re using. If the most recently targeted squad belongs to a
Faction, use your Relationship with that Faction. If the targeted squad is Independent, use your Status
with that squad instead. Here’s how to figure out which table to roll on:
♦ If the Relationship/Status is -3, roll on table A.
♦ If it’s -2 or -1, roll on table B.
♦ If it’s 0 or higher, roll on table C.
Second, build a dice pool equal to 3 minus the squad's Relationship level with their patron
Faction (or the Faction with the highest Relationship if they lack a patron). Roll the dice and take the
highest result (unless the total is 0, then roll 2d and take the lower result).
The squad can affect the result before the GM rolls the entanglement—but it comes with a cost.
They can lean on the region's criminal element by spending Personnel equal to the region’s Crime
rating (the region being the one where the entanglement occurs, usually the same one the FOB is
located in). Players cannot lean on regions where the Crime rating is 0—there’s not enough of an
underworld presence. If they do, they can adjust the entanglement result up to the Personnel spent.
They bribe the local underworld, and it takes attention away from the squad. Unfortunately,
"legitimate" authorities aren't fond of this, so the squad loses Trust with their patron Faction equal to
the Personnel spent. If they are Independent, they lose Trust with the Faction that controls that region.
The Cenotaph just completed a mission targeting the Democratic Federated Systems (DFS).
Their Relationship with DFS is currently -1, so the GM rolls on table B. The Cenotaph have a +1
Relationship with their patron Faction, the Church of Celestial Myriad. The GM rolls 2d and takes the
highest (3 minus the +1 Relationship with their patron Faction).
Several missions later, The Cenotaph's Relationship with their Patron has worsened. After
completing a mission against the Myriad, they have a -2 Relationship with their patron. The GM rolls
5d and takes the highest result (3 minus the -2 Relationship equals 5) on table B (for -2 Relationship
with The Myriad).
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entanglements
TABLE A
1 Flipped OR roll on Table B: A rival squad
arranges for one of your allies, sponsors, 4 Desperate Civilians: A group of civilians
mob the squad, demanding supplies. Give
clients, or a group of your customers to them 4 Supply Points or make a fortune roll
switch allegiances due to the attention on (1-3: Everyone takes two level 1 Harm, 4/5:
you. They’re loyal to another Faction now. lose 2 Supply Points) to see how bad things
get.
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entanglements
TABLE B
1 AI Attention OR roll on Table C: An AI
takes notice of your squad's actions and 4 Challengers: A squad with Status zero
throws their weight around. They threaten
offers to cut a sinister deal with the squad. you, a friend, an ally, or other associate.
Choose one of the following: Forfeit 1 Rep or 1 Personnel per Tier of the
► Accept the bargain. rival, or stand up to them and lose 1 Status
with them.
► Hide until it loses interest
(forfeit 3 Rep).
► Deal with it another way.
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entanglements
TABLE c
1 New Recruit: Someone the squad wants
safe at home is assigned to them as a new 4 Letter from home: One of the squad’s
Pilots receives a personal message with bad
recruit. Describe who this person is and the news. They must use a downtime activity to
details of their bond with the squad. Gain a Cut Loose or suffer 3 Stress.
specialist with Loyal and Eager. Their Quality
is equal to the squad's Tier -1 (minimum 0).
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8: DOWNTIME ACTIVITIES
downtime
218
downtime
219
downtime
Downtime Activities
Between missions, Pilots have a downtime phase where they can pursue personal projects,
recover from the previous mission, prepare for the next mission, and engage in free play. Each Pilot
has three downtime activities they can use toward training, projects, healing, preparing for the
next mission, and so on—the downtime activities are listed below. Pilots can also engage in free play,
where they talk to each other and NPCs—sometimes these scenes are just for color, but you’ll need
to make an action roll or fortune roll if there are risks or stakes.
If a Pilot or Cohort assists with a downtime activity (except for Cut Loose), describe how they help and
take +1d to the roll. Helping costs no Stress and no downtime activities for the Pilot or Cohort assisting.
Only one Pilot or Cohort can assist at a time. Allies and the Direct Superior do not provide +1d when helping
with downtime activities, but likely provide access to resources that would otherwise be unavailable.
A Pilot can
spend 1 Supply Point
to take an additional
MATERIEL PERSONNEL
Acquire Asset: Get temporary use of Collect: Pressure locals to provide
downtime activity. an asset (item, Cohort, service, etc.) your squad with Supply Points.
They may spend a
Enhance: Work towards gaining a Cut Loose: Spend time with a Pilot to
Supply Point per
new Quirk or vehicle action point. relieve Stress and learn about them.
additional activity as
indicated by the Fix: Use technical skill to repair a Long-Term Project: Work towards
following table: vehicle. learning or creating something.
Manufacture: Turn a design into a Recover: Convalesce or get treated
functional object. by a doctor.
Salvage: Deconstruct a vehicle for Schmooze: Do something small to
extra Supply Points. make a Faction Trust you more.
Upkeep: Do routine maintenance Train: Work towards gaining a new
with Materiel to refresh Quirks. action point.
I think it’s really been messing with me. Not having a consistent schedule I mean. Sometimes we’re
gone on a long mission for ages. Sometimes we don’t get called in for a while. I don’t know when I’m
going to be fighting for my life or when I’m going to sit in the barn doing nothing for three weeks. Every
moment in a battle feels like a lifetime, and every break somehow feels like forever and no time at all.
I’ve been trying to rest up as much as I can when we do get some time off. Even after short missions I’m
exhausted, and when we’re gone for a week or more? I can’t move the first day we’re back, and that’s if
I didn’t even get hurt. Harrow comes in and checks on me, brings me snacks or whatever. Guess he
knows what it’s like, but I wonder how he always goes right back to normal after coming home.
After a couple days of lying in bed I go check on Bert usually. Sometimes I tinker around a little, try to
replace something that’s rusted out. After that I finally feel like I can be around people again. So I get
chicken nuggets in town and that’s kind of it these days. God. Writing it out really makes it seem even
worse. I don’t do anything anymore! Everything I do when I’m not on a mission is getting ready for the
next mission or recovering from the last one. Fuck.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
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downtime
Acquire Asset
Gain temporary use of an asset: One Acquiring an asset during downtime is
special item or a set of common items (enough generally used to further a Pilot’s or squad’s goals
for a squad of your Tier scale), a Cohort (a separate from the needs of a mission. This may
specialist or fire team), a vehicle, a service include getting a doctor, renting out a restaurant to
(transport from a logistics team, use of a impress someone, getting a transport vehicle for
warehouse for temporary storage, legal an “unsupervised” trip, etc. The asset acquired
representation, etc.). “Temporary use” is a may be useful for an upcoming mission, but an
period of time that is reasonable for the asset— asset may also be acquired as a flashback during a
usually the duration of the next mission. An asset mission.
may also be put on standby for future use. You
You can spend 1 Materiel for +1d to the
might get a fire team to guard your FOB, and
Acquire Asset roll, or to increase the result by
they’ll either stay until the first serious battle
one level.
concludes or stay for a week until they’re
reassigned. If you want to take advantage of a region's
resources, you can take a number of bonus dice
To acquire the asset, roll the squad’s Tier.
equal to the region’s Might (if acquiring a Cohort)
The result indicates the asset’s Quality using the
or Tech (if acquiring Pilot or vehicle gear).
squad’s Tier as the base. 1-3: Tier -1, 4/5: Tier, 6:
However, you lose Trust equal to the number of
Tier +1, Critical success: Tier +2. To raise the
bonus dice rolled with the Faction that controls
result of this roll, you can spend 1 Materiel per
the region.
Tier level, or raise it beyond critical success by
spending 2 Materiel per additional level added. Eclipse wants some vehicle-scale
The GM may set a minimum Quality level flashbangs for the next mission, so they decide
required to get that particular asset. For to acquire that asset. The GM says flashbangs
example, if you want an intact enemy AWV and that big will require a result of Tier II, so Eclipse
credentials, you’d need to acquire a Tier IV asset. will need to get a 6 (as a 6 provides gear equal
Anything less isn’t enough. If you reacquire an to their squad’s Tier+1). They roll 1d because
asset, you get +1d to your roll. The Cenotaph’s is Tier I. They could increase the
number of dice rolled by spending Materiel
If you continue to get the same asset over
and/or by using the region’s back channels, and
and over again, you can essentially rent it
decide to do both. They spend 1 Materiel for
forever. Chemicals, poisons, and dangerous
+1d, and use Hulinton’s Tech rating of 2 for +2d
gadgets are going to raise some eyebrows.
(at the cost of -4 Trust with their patron). They
When you acquire one of these items (rather
roll 4d (1d for squad Tier, +1d for Materiel spent,
than making it yourself), take -2 Trust with your
and +2d for the region’s Tech rating), and get a
patron Faction. If you want to permanently add
6 as their highest result—exactly what they need
an asset to the squad, you can either get it as a
for the flashbangs.
Squad Upgrade or make owning it a Long-Term
Project.
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downtime
Collect
Choose a region to Collect from, and roll Owl decides that the squad needs more
dice equal to its Wealth rating. Gain an amount Supply Points, so he Collects from Journey City
of Supply Points equal to the highest die rolled since it has a Wealth of 3. He rolls 3d (equal to
(or 9 Supply Points on a critical success). the Wealth rating) and gets a 4, 3, and 1. The
However, those supplies aren't meant for you. Cenotaph gets 4 Supply Points (the highest die
If any of the dice come up as a 1, gain the result), but must now also roll on the
Supply Points and immediately roll an entanglements table because a 1 was rolled.
entanglement determined by your Relationship Since no Faction controls Journey City, the table
with the Faction that controls that region. If a selected is based on the squad that has the
Faction does not control the region, use your strongest presence in the area—the Tower
Status with the squad that has the strongest Defenders. The Cenotaph have Status 0 with
presence in the region. After the first Collect the Tower Defenders, so the GM rolls on table C
during downtime, each subsequent Collect using 3d (three dice minus The Cenotaph’s
takes a cumulative -1d (minimum 0) as likely Relationship with their patron). The
targets take precautions. entanglement rolled is resolved as normal.
The supplies gained can be
supplemented by trading Supply Points at a
rate of 1 Personnel spent to gain 1 Materiel (or
1 Materiel for 1 Personnel) representing forcibly
setting market prices on locals. You can also
spend 1 Personnel to take an extra Collect
activity.
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downtime
Cut Loose
Pilots Cuts Loose to remove Stress from Whether you overindulge or not, you can
their Stress track. Pick another Pilot, and decide to Cut Loose and let your Pilot skip the
describe how the two of you spend time dealing next mission. If you do, play a different squad
with the pressure. Roll dice equal to the number member for that mission. This might be a new
of Ticks in your Connection Clock with the Pilot squaddie, a friend, or an already familiar NPC.
joining you, heal Stress equal to the highest die
Cohorts cannot be the accompanying
result, then add another Tick to the Connection
“Pilot.” Cohorts or other Pilots can be present in
Clock and a new belief about that Pilot.
the scene (so long as they’re not the focus), but
The accompanying Pilot does not increase they do not provide additional dice. You can
their Connection Clock, nor do they add dice to spend 1 Personnel for +1d to the Cut Loose roll,
the Cut Loose roll for participating. or increase the result by one. You can also spend
1 Personnel to take an extra Cut Loose activity.
If the Connection Clock fills, ask the target
Pilot for a truth about one belief you have about If you have Scars and don’t take Cut Loose
them. Reset the Clock to 1 Tick as you see them as an activity during downtime, you suffer 1
in a new light. You both take 1 XP, which can go Stress per Scar.
into either the Pilot’s attribute or playbook XP
Nehalennia decides to Cut Loose with
track.
Demon so she can remove some Stress. She
When you Cut Loose and heal more Stress wants to see if his tactical genius works in her
than you have, you overindulge. When you favorite strategy game, and challenges him to a
overindulge, you’ve behaved poorly and made friendly match. She has 2 Ticks in her Connection
choices you’ll likely regret. Choose one way you Clock with him, so she rolls 2d. The highest result
overindulged from the following: is a 5, clearing that much Stress. She then adds
another Tick to her Connection Clock with
♦ Attract Trouble (Roll an additional
entanglement using the table and dice Demon and writes a new belief about him. If she
from the end of the previous mission). had 4 or less Stress, she would overindulge. If
the added Tick filled the Connection Clock, she
♦ Brag (Take -2 Trust with your patron
Faction). would ask Demon a question about one of her
beliefs about him, which he must answer
♦ AWOL (Your Pilot vanishes for a few
weeks. Play a different Pilot until this one truthfully. They would both then get 1 XP.
returns from their “vacation.” When your
Pilot returns, they’ve also healed all their
Harm).
♦ Impropriety (Make an ass out of yourself
in front of the Pilot that joined you—reset
your Connection Clock with them to 0. If
your Connection is already 0, take the
level 1 Harm: Alone).
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downtime
Enhance
When you spend time improving your Scarecrow wants to improve her Claymore,
vehicle, add 1 mark to the vehicle Enhance track. so she’s going to Enhance it. She spends time
If you have the Testing Facility Squad Upgrade, running simulations on its limits to add 1 mark to
mark 2 instead. When the track fills, add a new its Enhance track, which fills it. After clearing the
Quirk to your vehicle OR add a point to a vehicle Enhance track, she can choose to either gain a
action. You can also spend 1 Materiel to take an new Quirk or one vehicle action point. She takes
extra Enhance activity. the new Quirk “Overstrained Speed,” and can
now push it beyond its stated speeds.
Fix
When you use technological expertise and Unlucky needs to repair his Strafe after the
materials to fix a vehicle, you or a squadmate roll most recent mission. It has two level 2 Damages
Engineer (or have a friendly NPC roll their “Torn Wing” and “Busted Hand,” and one level 3
Quality). It costs 2 Stress to repair a vehicle Damage “Ripped Open.” The Cenotaph has a
(unless you have the Workshop Squad Upgrade). Workshop to help with the repairs (if it didn’t,
The damaged vehicle removes any level 1 he’d have to spend 2 Stress to Fix it). He could
Damage and marks segments on its Mend Clock roll his Engineer to fix it, ask Dredge to use cor
according to the roll result. 1-3: one segment, better Engineer to do it, or he could ask an
4/5: two segments, 6: three segments, critical appropriate Cohort to roll their Quality. Dredge is
success: five segments. When the Mend Clock happy to help and rolls cor 3d Engineer. Cor
fills, reduce each detail of Damage the vehicle highest result is a critical success, so Unlucky
has by one level, then clear the Clock. Any adds 5 Ticks to his vehicle’s Mend Clock! This fills
remaining segments roll over to the now empty the 4-Tick Mend Clock, which lowers the two
Clock. Note, the Pilot whose vehicle is being level 2 Damages to level 1, the one level 3
repaired spends the downtime activity, not the Damage to level 2, and the one remaining Tick
repairer—you could spend one downtime activity rolls over after the Mend Clock empties. “Torn
to have a squadmate roll Engineer fix your Wing” and “Busted Hand” become the level 1
damaged vehicle. Whenever the vehicle suffers Damages “Crooked Wing” and “Stiff Hand,”
any new Damage, clear all Ticks on its Mend while “Ripped Open” becomes “Stuttering
Clock. You can spend 1 Materiel for +1d to the Fix Systems” at level 2. If Unlucky chooses to Fix his
roll or to increase the result by one level. You can Strafe again, both level 1 Damages will
also spend 1 Materiel to take an extra Fix activity. automatically clear, and he’ll add more Ticks to
his Mend Clock.
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downtime
Long-Term Project
When you work on a project (whether it’s Dredge wants to clear the Broken Bank of
new or partially completed), describe how your corrupted apps by rehabilitating them, so co
Pilot advances the project, and roll an starts a Long-Term Project. The GM says Dredge
appropriate action. Mark segments of the Project will need to first create some infrastructure
Clock according to your result: 1-3: one segment, before co begins clearing the district. Dredge
4/5: two segments, 6: three segments, critical agrees to complete an 8-Tick Project Clock that
success: five segments. A Long-Term Project can sets up a clinic for the region. Dredge decides
cover any kind of endeavor that takes a great the first task is finding a good site for the clinic in
deal of time. Researching a new beam weapon, the rundown bank. Co rolls 2d Study to look over
finding a missing person, building a romance, some reconnaissance maps of the area. The
finding a personal sponsor, and even possibilities result is a 6, which adds 3 Ticks to the Project
that break the rules! The GM determines how Clock. Co also spends 1 Personnel to bump the
many segments the Project Clock has based on result up to a critical success (providing 5 Ticks
the goal. A big project may require multiple instead of 3). After completing this Clock, the
smaller projects to complete. You might need to clinic is built, and Dredge can start rehabilitating
complete a preliminary project to get the right the district’s apps.
tools, skills, or resources before starting the
main project. For example, you might want to
make deals with a group of guerrillas, but you
don’t have any way to contact them. Your
preliminary project could be building rapport
with civilians who live in the guerrillas’ area to
build trust before asking them for a contact. You
can spend 1 Personnel point for +1d to the Long-
Term Project roll, or to increase the result by one
level. You can also spend 1 Personnel to take an
extra Long-Term Project activity.
Manufacture
See the Crafting Section on page 300. Alternatively, just use a Long-Term Project of appropriate
size if you want to simplify the process.
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downtime
Recover
Recover lets you seek treatment to heal You can spend 1 Personnel point for +1d to
your Pilot’s Harm. Hurt Pilots need to get medical the roll, or to increase the result by one level. You
care from a medic, veterinarian, autodoc, or can also spend 1 Personnel to take an extra
someone else with a good amount of anatomical Recover activity.
knowledge. If no squadmates or allies can fill
Only the Pilot receiving care spends a
that need, an Acquire Asset can get you
downtime activity on Recover; the healer doesn’t
temporary access to the professional or
use up any downtime activities. When you suffer
equipment you require. You may permanently
new Harm, remove any Ticks on your Healing
recruit a healer by completing a suitable Long-
Clock.
Term Project or mission, or spending Squad
Upgrades to get a specialist Cohort with the Flagstone needs to heal after the most
"Medicine" expertise. recent mission. She has two level 2 Harm
“Stabbed Arm” and “Broken Foot,” and one level
Recovery is a Long-Term Project. Your
3 Harm “Pierced Lung.” They could rest and
healer rolls (Engineer for a squadmate with the
Recover naturally (spending 1 Stress and rolling
Doctor ability, or the Quality level of an NPC), the
0d), ask Dredge to use cor Doctor and Engineer
patient removes any level 1 Harm, and then
action, or have an appropriate Cohort roll their
marks segments on their Healing Clock. 1-3: one
Quality. Dredge is happy to help, and rolls cor 3d
segment, 4/5: two segments, 6: three segments,
Engineer. Cor highest result is a critical success,
critical success: five segments. When the
so Flagstone adds 5 Ticks to their Pilot’s Healing
Healing Clock fills up, the patient reduces each
Clock! This fills the 4-Tick Healing Clock, lowering
instance of Harm by one level, then clears the
the two level 2 Harms to level 1, the one level 3
clock. All remaining segments roll over to the
Harm to level 2. The remaining 1 Tick rolls over
new, empty clock. If you want to let the Harm
after the Healing Clock empties. “Stabbed Arm”
recover on its own, take 1 Stress and roll 0d (take
and “Broken Foot” become the level 1 Harm
the lowest die). If you attempt to heal yourself
“Bandaged Arm” and “Delicate Foot,” while
and have the Doctor ability, take 2 Stress after
“Pierced Lung” becomes “Grinding Cough” at
you roll.
level 2. If Flagstone chooses to Recover again, all
level 1 Harm automatically clears, and she adds
more Ticks to their Healing Clock.
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downtime
Salvage
When you take apart a damaged vehicle Tower managed to steal an enemy AWV
for its valuables, roll Engineer and gain Supply during the last mission. They could try to arrange
Points according to the result. 1-3: 1 Supply a buyer, but they don’t want to deal with the
Point, 4/5: 2 Supply Points, 6: 3 Supply Points, associated headaches. Instead, they just start
critical success: 5 Supply Points. If the vehicle is ripping out the valuable parts. They have 0 points
intact, consider a mission or Long-Term Project to in Engineer, so they roll 2 dice and take the lower
sell it instead of salvaging. Salvage destroys a result. The dice come up as a 4 and a 6, so they
vehicle, regardless of how many Supply Points take the 4 and receive 2 Supply Points.
are pulled from the machine. You can also spend
1 Materiel to take an extra Salvage activity.
Schmooze
Say what your Pilot does to improve Demon wants to ease tensions with the
relations with a Faction, and make a fortune roll Democratic Federated Systems, so he meets
using an appropriate action. Increase Trust with Pars Piani of the Dark Room to discuss the
according to the result: 1-3: one, 4/5: two, 6: three, layout of Fort Jovanol. He looks over the intel she
critical success: five. You can spend 1 Personnel shares about it, and adds more information
for +1d to the Schmooze roll, or to increase the based on his time in the fortress. He rolls his 2d
result by one level. You can also spend 1 Personnel Study and gets a 5, adding 2 Trust to The
to take an extra Schmooze activity. Cenotaph’s Relationship with the DFS.
Train
When you spend time bettering yourself, Pitchfork wants to improve her Engineer,
mark 1 attribute XP or 1 playbook XP. If you have an Insight action. She spends a day reading
the right squad training Upgrade, mark 2 XP technical manuals about her Agrarian, and sends
instead. You can only train each XP track once Dredge the occasional question. This effort gives
per downtime. You can also spend 1 Personnel to her 1 XP in her Insight XP track, which is enough
take an extra Train activity. to fill it. She clears the track and adds 1 point to
any of the Insight actions. She chooses Engineer.
Upkeep
Clear exhausted Quirk boxes on vehicles. Scarecrow still has 3 exhausted Quirks
Spend at least 1 Materiel and roll that many dice. after the free Upkeep, so she decides to do some
Your vehicle refreshes a number of Quirks equal more Upkeep on her Claymore. She wants to roll
to the highest result. If the result is higher than 2d, so spends 2 Materiel. The highest die is a 4,
the number of Quirk boxes filled, the remainder so the 3 Quirks are refreshed, and the extra is
is wasted. You may spend 1 Materiel Point per wasted.
Quirk to remove additional exhausted Quirks
after the roll. You can also spend 1 Materiel to
take an extra Upkeep activity.
227
downtime
228
downtime
229
9: SQUAD PLAYBOOKS
squad playbooks
230
squad playbooks
231
The CONSULATE
playbooks
squad playbooks
Ten-dollar words.
squad
The War complicates everything, especially communication. The right gesture, sound, or look
can launch a thousand ships. You've got the skills to gesture those ships toward the right
place at the right time.
232
squad
squad playbooks
CHOOSE CONSULATE IF YOU WANT TO: XP TRIGGER
♦ See the politicians and generals in formal wear at Execute a successful
playbooks
fancy balls. negotiation, espionage,
♦ Spread propaganda and manipulate expectations. sabotage, or propaganda
operation.
♦ Speak for your Faction while simultaneously
gathering intel for it.
STARTING UPGRADES
► TRAINING (INSIGHT): When taking the Train downtime activity for Insight, take
2XP instead of 1. A space for deep thought, to let you hone your insight.
► QUARTERS: Your FOB has comfortable sleeping space for everyone. Otherwise, the
squad’s Pilots sleep away from the FOB in vulnerable locations.
Consulate Abilities
► SILVER TONGUES: Each Pilot may add +1 ► NOBLE OFFICER: Take +1d when
action rating to Command, Consort, or Sway (up to challenging someone to a duel. Take +1d when
a max rating of 3). fighting against your duel opponent.
► ACCORD: Sometimes friends are as good ► PR CAMPAIGN: Pilots and Cohorts take
as public support. You may count up to three +3 +1d when attacking someone's reputation, or
squad and/or Faction statuses you hold as if they bolstering the reputation of the squad or one of
were Heart. its members.
► HIGH SOCIETY: It's all about who you ► SPONSOR: When you advance your Tier, it
know. Take +1 Trust during downtime with your costs half the Supply Points it normally would.
patron Faction or employer Faction, and +1d to Who is your sponsor? Why do they help you?
gather information about the region’s elite.
► VETERAN: Choose a special ability from
► FRIENDS IN HIGH PLACES: Take +1d another squad playbook.
when making a Supply Roll. This gives
Independent missions a 0d Supply Roll during
reward if it doesn’t already have one.
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playbooks
squad playbooks
Consulate Upgrades
squad
► Consulate Rigging: Two of each Pilot’s ► Elite Adepts: Adept Cohorts belonging to
items are perfectly concealed. your squad get +1d to Quality rolls for adept-
related actions.
► Friends Everywhere: Your squad's Tier
and other squads’ Tiers count as one lower for ► Composed: Each Pilot gets +1 Stress box.
entanglements. This costs three Squad Upgrades to unlock.
► Elite Rooks: Rook Cohorts belonging to
your squad get +1d to Quality rolls for rook-
related actions.
This is true about life in general, too, but like, the consequences of our actions in The War? Really
unpredictable and unfair. Sometimes we lose face just for misunderstanding one small part of our orders.
Sometimes there’s massive collateral damage, but another Myriad squad comes in and talks everyone
down, gets on the cameras, and makes the whole thing fade away. All of their AWVs were spotless ceramic
and gold detailing too, I can’t imagine any of them ever see combat. I wonder about them sometimes. I
guess there’s ways to avoid The War, even if you have to be involved somehow.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
234
The FRONTLINE
squad
squad playbooks
Blood and steel.
playbooks
Advanced tech. Fancy flying. Clever words. Sure, sounds good. At the end of the day, The War
demands violence. You provide.
235
squad playbooks
STARTING UPGRADES
► TRAINING (PROWESS): When taking the Train downtime activity for Prowess, take
2 XP instead of 1. A space that lets you move freely to exercise your prowess.
► TOUGHS FIRE TEAM: Gain a fire team of warriors, bouncers, killers, etc. that works
for the squad. They have Quality and Scale equal to the squad's Tier.
Frontline Abilities
► DANGEROUS: Each Pilot may add +1 ► FORGED IN THE FIRE: Cruel experiences
action rating to Hunt, Struggle, or Wreck (up to a have toughed each Pilot. In combat, you get +1d
max rating of 3). to resistance rolls, and you exhaust 1 fewer Quirk
(minimum 1) for vehicle resistance.
► BLOOD BROTHERS: When you fight
alongside your fire teams in combat, they give ► SPONSOR: When you advance your Tier, it
+1d for teamwork rolls (setup and group costs half the Supply Points it normally would.
actions). All of your Cohorts get the Toughs type Who is your sponsor? Why do they help you?
for free (if they're already Toughs, add another
type). ► WAR DOGS: When you’re in a Vendetta (-3
squad Status), your crew does not suffer -1 hold.
► SHOCK & AWE: When you execute an Pilots still get three downtime activities (instead
assault plan, take +1d to the engagement roll. of just two).
► FIENDS: Fear is as good as respect. You ► VETERAN: Choose a special ability from
may count each negative point of non-patron another squad playbook.
Faction Relationship as if it were Heart (up to a
max of 3).
236
squad playbooks
Frontline Upgrades
► Frontline Rigging: Each Pilot gets two ► Elite Toughs: Tough Cohorts belonging to
free Load of weapons or Armor. your squad get +1d to Quality rolls for tough-
related actions.
► Friends Everywhere: Your squad's Tier
and other squads’ Tiers count as one lower for ► Hardened: Each Pilot gets +1 Scar box.
entanglements. This costs three Squad Upgrades to unlock.
► Elite Rovers: Rover Cohorts belonging to
your squad get +1d to Quality rolls for rover-
related actions.
Harrow told me someone from the Paladins of Saint Nqabutho has been asking after me. Didn’t really tell
me much more, but like, are they thinking of transferring me? Can’t think of another reason unless I’m in
deep shit, and for that, the Breath would probably look into it. It would definitely be a promotion, but… I
don’t know if I could do it. The Paladins are who keep the other factions from moving in on Myriad territory,
and even other Myriad squads are afraid of them. It would almost certainly be nonstop skirmishes, and I
would be right at the front of an offensive. I’m no good with artillery.
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From the journal of Keiko "Pitchfork" Tuesday
237
The LOGISTICS
playbooks
squad playbooks
Dedicated delivery.
squad
The War’s instability makes getting from A to B a serious task—especially if there's something
precious being moved. You get the goods delivered, come hell or high water.
238
squad
squad playbooks
CHOOSE LOGISTICS IF YOU WANT TO: XP TRIGGER
♦ See many different locations as you travel across Execute a successful
playbooks
the world. delivery, or acquire new
♦ Conduct missions that don't hinge on violence or clients or contraband
socializing. sources.
♦ Be the veins that keep your Faction's war efforts
functioning.
STARTING UPGRADES
► TRAINING (PROWESS): When taking the Train downtime activity for Prowess, take
2 XP instead of 1. A space that lets you move freely to exercise your prowess.
► MOTOR POOL: A first level Motor Pool means you pay half the Materiel cost
(rounded up) when procuring new vehicles. At second level, the squad and its Cohorts
gain access to Load 3 temporary vehicles for free.
Logistics Abilities
► ON THE MOVE: During the reward ► LEVERAGE: Your squad supplies
process, one vehicle gets a 1d Upkeep roll that contraband for all Factions. Your success is good
doesn’t cost Materiel. Get +1d to gather for them. Whenever you gain Rep, gain an extra
information about the route for the next +1 Rep.
mission.
► SCROUNGERS: When you use the Salvage
► ALL HANDS: During downtime, one of your downtime activity, take +1d. Once per downtime
Cohorts may perform a downtime activity to phase, the squad may ignore the requirement of
acquire an asset, Schmooze, or work on a Long- scrapping a vehicle to perform the Salvage
Term Project. activity.
► CUSTOM OS: Your vehicles’ systems make ► RENEGADES: Each Pilot may add +1
no sense to most programs. They are immune to action rating to Scan, Bombard, or Maneuver (up
hacking by anyone outside of the squad. to a max rating of 3).
► JUST PASSING THROUGH: During ► VETERAN: Choose a special ability from
downtime, take +1 Trust with the Faction whose another squad playbook.
territory you’re in at the start of downtime. When
your Trust with the local Faction is 5 or more, you
get +1d to deceive people when you pass
yourselves off as ordinary citizens.
239
playbooks
squad playbooks
Logistics Upgrades
squad
► Smuggler Panels: Each Pilots’ vehicle can ► Elite Rovers: Rover Cohorts belonging to
carry two Load perfectly concealed. your squad get +1d to Quality rolls for rover-
related actions.
► Mobile base: The squad’s FOB gains the
“mobile” descriptor and can be moved to a new ► Reliable: Each vehicle gets +1 Breakdown
location as a downtime activity. box. This costs three Squad Upgrades.
► Camouflage: The squad’s vehicles are
perfectly concealed when at rest. They blend in
as part of the environment, or as an
uninteresting civilian vehicle (your choice).
Changing the camouflage can be done for free at
the start of a mission.
It’s funny that I’m with the Cenotaph sometimes. We’re not really a combat squad at all, and fighting’s
the only thing I’m good at. I mean, I know I’m the protection. Dead bodies and wrecked AWVs hold
information that can turn the tide of The War, and there are plenty of people interested in that information.
But I can’t help feeling like we could avoid a lot of battles if we just had someone who was better at talking
than everyone we have right now. Especially me. We’re all still alive though, and that’s what’s most
important. I’m going to do my best to keep it that way.
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From the journal of Keiko "Pitchfork" Tuesday
240
MECHANIZED CAVALRY
squad
squad playbooks
Roaring machine beasts.
playbooks
Always on the move, your strides span cities. Your grasp mechanically meets your reach. This
machine throne is your divine right to rule.
241
squad playbooks
STARTING UPGRADES
► ROVERS FIRE TEAM: Gain a fire team of drivers, astronauts, urban spelunkers,
etc. that work for the squad. They have Quality and Scale equal to the squad's Tier.
► TESTING FACILITIES: When taking the Enhance downtime activity, the vehicle
marks 2 boxes on the Enhance track instead of 1.
242
squad playbooks
Mechanized cavalry Upgrades
► Cavalry Hardpoints: Each Pilot’s vehicle ► Elite Rovers: Rover Cohorts belonging to
gets two free Load of weapons or Armor. your squad get +1d to Quality rolls for rover-
related actions.
► Repair Bay: This counts as a Workshop
Upgrade if the squad does not already have one. ► Elite Adepts: Adept Cohorts belonging to
If the squad already has the Workshop Upgrade, your squad get +1d to Quality rolls for adept-
Repair Bay gives +1d to Long-Term Projects related actions.
involving vehicles, vehicle gear, the Salvage
► Efficiencies: Each vehicle gets +1 Quirk.
downtime activity, and the Repair downtime
activity. Vehicles start with 5 Quirks, and vehicles can
have a maximum of 9 Quirks. This costs three
Squad Upgrades to unlock.
Every time we run into Lady Elreth, it hits me how much of a difference there is between us. Like not just
me, the whole Cenotaph. I do most of the repairs on Bert alone. Lady Elreth is the only Pilot in a whole
squad dedicated to upkeep and other support for her AWV Starfall, and there’s plenty of stories about how
she’s wiped out whole squads alone. The wildest part of all of this for me is the fact that no one even knows
exactly what Starfall is. No one who’s faced it head on has survived. What kind of AWV can even do all
that?
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From the journal of Keiko "Pitchfork" Tuesday
243
The PROFITEERS
playbooks
squad playbooks
The powerful take, and the weak buy. Everyone needs something in spite of The War, and
you have what the weak need. Bleed them for all they're worth—propaganda, information,
news, arms, food, water, medical supplies, spectacle, you name it.
244
squad
squad playbooks
CHOOSE PROFITEERS IF YOU WANT TO: XP TRIGGER
♦ Have a supplementary supply line free from your Acquire product supply,
playbooks
patron. execute clandestine or
♦ Enter tense negotiations about contraband. covert sales, or secure new
clientele.
♦ Meet the clandestine and criminal elements of the
world.
STARTING UPGRADES
► TRAINING (RESOLVE): When taking the Train downtime activity for Resolve, take 2
XP instead of 1. A space that allows you to steel yourself and focus your resolve.
► SECURE FOB: Your FOB has perimeter defenses, such as automated turrets, trip
wire explosives, or a sturdy wall. These defenses help protect your squad against attacks
while at home. This can be taken twice, with the defenses becoming more effective with
the second Upgrade.
Profiteers Abilities
► CORNER KID: Each Pilot may add +1 ► OF THE PEOPLE: Take improved Position
action rating to Sway, Struggle, or Survey (up to when acting against those who want what you
a max rating of 3). are selling, and +1d to gather information about
where your product is wanted.
► BARTER: You can spend Supply Points
(minimum 1) equal to the current number of total ► HOOKED: Your squad members use your
Ticks in your Drive Clocks to add 1 Tick to a Drive product. Add the Brutal, Unreliable, or Wild Flaw
Clock. to your fire teams to give them +1 Quality.
► THE GOOD STUFF: Your merchandise ► SPONSOR: When you advance your Tier, it
is exquisite. The product Quality is equal to your costs half the Supply Points it normally would.
Tier+2. When you deal with a squad or Faction, Who is your sponsor? Why do they help you?
the GM will tell you who among them is hooked
► VETERAN: Choose a special ability from
on your product (one, a few, many, or all).
another squad playbook.
► APP MARKET: Through secret technology
or hard-won experience, you have discovered
how to prepare your product for sale to apps
and/or AIs. They do not pay in Supply Points.
What do they pay with?
245
playbooks
squad playbooks
Profiteers Upgrades
squad
► Profiteer Rigging: Each Pilot gets one ► Elite Toughs: Tough Cohorts belonging to
item that is concealed and has no Load. your squad get +1d to Quality rolls for tough-
related actions.
► Friends Everywhere: Your squad's Tier
and other squads’ Tiers count as one lower for ► Composed: Each Pilot gets +1 Stress box.
entanglements. This costs three Squad Upgrades to unlock.
► Elite Rooks: Rook Cohorts belonging to
your squad get +1d to Quality rolls for rook-
related actions.
I can’t understand anyone who just wants to make money off of all this. Harrow keeps telling me that
everyone has their reasons, everyone needs to eat. I know. I always try to remember that. But what
happened today… We were recovering a Saint’s body. The battle had taken place in the middle of a town,
and they needed medical supplies badly. The only squad close by was the Raccoons. They had the
supplies, but they charged us fifty times the actual price. When we got back, I overheard Harrow on
comms with someone: the Raccoons had returned to that village and taken everything back at gunpoint.
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246
The RECON
squad
squad playbooks
The best way in, way through, way past.
playbooks
Clearing the way isn't what you do. Why go through the trouble when there are ways
unseen? A person just needs the right point of view to see them.
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squad playbooks
STARTING UPGRADES
► TRAINING (PROWESS): When taking the Train downtime activity for Prowess, take
2 XP instead of 1. A space that lets you move freely to exercise your prowess.
► HIDDEN FOB: The squad's FOB is hidden from even intensive searches. If it's
discovered, a Long-Term Project will be required to once again conceal it.
Recon Abilities
► EVERYONE STEALS: Each Pilot may add ► SECOND STORY: When you execute a
+1 action rating to Prowl, Finesse, or Survey (up clandestine infiltration, you get +1d to the
to a max rating of 3). engagement roll.
► AR ECHOES: From a weird experience or ► SLIPPERY: When you roll entanglements,
strange technology, all squad members gain the roll twice and keep the one you want. When you
ability to see and interact with private or offline Schmooze, take +1d.
ARs that would normally be hidden from sight.
► SYNCHRONIZED: When you perform a
► PACK RATS: Your FOB is a jumble of… group action, you may count multiple 6s from
requisitioned items. When you roll to acquire an different rolls as a critical success.
asset, take +1d.
► VETERAN: Choose a special ability from
► SPONSOR: When you advance your Tier, it another squad playbook.
costs half the Supply Points it normally would.
Who is your sponsor? Why do they help you?
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squad playbooks
Recon Upgrades
► Recon Rigging: Each Pilot gets 2 free ► Elite Skulks: Skulk Cohorts belonging to
Load of tools or gear. your squad get +1d to Quality rolls for skulk-
related actions.
► Geographic Intel: Rare maps and the
means through. ► Composed: Each Pilot gets +1 Stress box.
This costs three Squad Upgrades to unlock.
► Elite Rooks: Rook Cohorts belonging to
your squad get +1d to Quality rolls for rook-
related actions.
I like hearing about the Doctors Beyond Stars and Cirque du Soldat from Dredge and Tower. I’m a little
jealous too. I’ve finally gotten to see Journey City and the tower up close with the Cenotaph, but compared
to the others I’ve barely seen anything. I wonder what it’s like exploring all over, ignoring faction lines,
bringing help and entertainment instead of guns and trouble. The thought that a town would be excited to
see outsiders, that sticks with me. What if I had gotten to be a part of a squad like that? Bert’s too loud
and slow, but maybe I wouldn’t even need an AWV with them.
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From the journal of Keiko "Pitchfork" Tuesday
249
The R+D
playbooks
squad playbooks
The only way to win The War is to gain a significant technological advantage. You pull out
every dirty trick to get ahead because you can be damn sure the enemy won't hesitate.
250
squad
squad playbooks
CHOOSE R+D IF YOU WANT TO: XP TRIGGER
playbooks
♦ Create bleeding edge technology. Advance the technology of
♦ Meddle with powers beyond your understanding. The War, or embody your
Faction’s precepts in action.
♦ Be the mind that feeds your Faction's thirst for war.
STARTING UPGRADES
► TRAINING (RESOLVE): When taking the Train downtime activity for Resolve, take 2
XP instead of 1. A space that allows you to steel yourself and focus your resolve.
► ADEPTS FIRE TEAM: Gain a fire team of academics, scientists, mechanics, etc.
that works for the squad. They have Quality and Scale equal to the squad's Tier.
R + D Abilities
► GRADUATE: Each Pilot may add +1 action ► DIRE ASSISTANCE: Your squad has
rating to Interface, Study, or Sway (up to a max acquired a powerful but chained AI. This could be
rating of 3). very useful, but the desires and morals of an AI
are very different from those who bleed.
► GROUNDED: You get +1d to resistance
rolls (and exhaust one fewer Quirk when your ► IRONS IN THE FIRE: Your squad is
vehicle resists) against AR threats. You get +1d excellent at multitasking. When you work on
to healing rolls when you have AR Harm. Long-Term Projects during downtime and have
multiple incomplete projects, you get +1d (but
► EXPERIMENTAL COMMS: You may use must split the resulting Ticks between the
teamwork with any squad member, regardless of
projects as evenly as possible).
the distance separating you. By taking 1 Stress,
every squad member hears your whispered ► FOR THE GREATER GOOD: Your Cohorts
message. are fully committed to the research. They will
undertake any service, no matter how dangerous
► CONVICTION: Each Pilot gains an or strange. They gain +1d to rolls against those
additional tragedy: Experimentation. When you
who would attempt to halt progress.
Cut Loose with a focus on experimentation and
gather a significant data set, you don't ► VETERAN: Choose a special ability from
overindulge if you clear excess Stress. In another squad playbook.
addition, your theories give you +1d on any one
action roll you make from now until you Cut
Loose again.
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playbooks
squad playbooks
R + D Upgrades
squad
► R+D Rigging: Each Pilot gets 2 free Load ► Elite Adepts: Adept Cohorts belonging to
of Tools or Supplies. your squad get +1d to Quality rolls for adept-
related actions.
► Laboratory: This counts as a Workshop if
the squad does not already have one. If the ► Elite Toughs: Tough Cohorts belonging to
squad has the Workshop Upgrade, Laboratory your squad get +1d to Quality rolls for tough-
gives +1d to Long-Term Projects involving related actions.
biological and chemical components, and the
► Hardened: Each Pilot gets +1 Scar box.
Recover downtime activity.
This costs three Squad Upgrades to unlock.
The war is fought with giant machines. At least that’s what I thought right? Before I joined the Cenotaph.
So much of The War does revolve around AWVs, not just their power, but their image, too. But I wonder
how long that will last. We found fragments of research in the wreckage of a DFS AWV. Seriously messed
up. This wasn’t wires and circuits. It was blood and nerves. I didn’t really get it, but I could see how
shocked Dredge was even behind cors mask. I asked cor about it later, and co would only tell me, “They’re
augmenting… it’s inhumane. It’s disgusting. Keiko, I hope you never see the results of this.”
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From the journal of Keiko "Pitchfork" Tuesday
252
The REDACTED
squad
squad playbooks
Subtle violence.
playbooks
Some people just have too much blood in them. You help them with that problem, and
keep the mess from spilling out.
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squad playbooks
STARTING UPGRADES
► TRAINING (INSIGHT): When taking the Train downtime activity for Insight, take 2
XP instead of 1. A space for deep thought, to let you hone your insight.
► TRAINING (PROWESS): When taking the Train downtime activity for Prowess, take
2 XP instead of 1. A space that lets you move freely to exercise your prowess.
Redacted Abilities
► DEADLY: Each Pilot may add +1 action ► SPONSOR: When you advance your Tier, it
rating to Hunt, Prowl, or Struggle (up to a max costs half the Supply Points it normally would.
rating of 3). Who is your sponsor? Why do they help you?
► DIRE NEEDS: Due to hard-won respect and ► PREDATORS: When you use stealth or
contacts, your employers understand the subterfuge to commit murder, take +1d to the
necessity of what you do. You can choose not to engagement roll.
lose Trust from breaking ROE related to the
► VIPERS: When you acquire or craft
treatment of civilians and enemy soldiers on a
mission. poisons, you get +1 result level to your roll.
When you employ a poison, you are immune to
► BIO-SOLVENT: The squad has been its Effects.
trained in the special application of a topical
► VETERAN: Choose a special ability from
solvent that quickly dissolves dead flesh. Take 3
another squad playbook.
Stress to properly apply the bio-solvent.
► NO TRACES: When you keep an operation
quiet or make it look like an accident, you get
half the Rep value of the target (rounded up)
instead of zero. Additionally, if you don’t lose any
Trust with your employer Faction on a mission,
take +1 Rep.
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squad playbooks
REDACTED Upgrades
► REDACTED Rigging: Each Pilot gets 2 free ► Elite Toughs: Tough Cohorts belonging to
Load of weapons or gear. your squad get +1d to Quality rolls for tough-
related actions.
► Friends Everywhere: Your squad's Tier
and other squads’ Tiers count as one lower for ► Hardened: Each Pilot gets +1 Scar box.
entanglements. This costs three Squad Upgrades to unlock.
► Elite Skulks: Skulk Cohorts belonging to
your squad get +1d to Quality rolls for skulk-
related actions.
I’ve seen some seriously fucked up things. The Cenotaph has been outgunned in so many situations I’ve
lost track of how many times I thought, “we’re going to die.” But this last mission doesn’t even compare
to those. I watched another squad disappear. We had no info on this squad that ambushed us. No
identifying markings. The instant they appeared, there was a comms blackout. Harrow had told me about
squads like this before, and I thought it was like a ghost story. But I really saw them pour something on
those bodies. I watched them dissolve into nothing.
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10: THE GAME MASTER
the game master
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the game master
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the game master
GM Goals
The GM should strive toward these four goals every session:
♦ Play to find out what happens. There’s no need for the GM to actively prepare the story.
After all, there are three parties that have input into the story: the GM, the players, and the
dice. If the players or dice take the game in an unexpected direction, go with it. Chase the
narrative alongside the players. This way everyone gets to be surprised by the story that
develops!
♦ Fill the world with detail. Every NPC needs a name, look, motive, and methods. Every
location needs a Quality that describes it. Every situation needs to be surrounded by a full
world.
♦ Convey the world honestly. Speak with honor when you tell the players what their
surroundings look like, what NPCs do, and what happens because of all this. Don’t lie to the
players, and don’t favor anyone over others.
♦ Ensure everyone at the table is safe. As the GM, a lot of the responsibility for maintaining
Lines and Veils (see page 263) falls to you. But encourage your table to share that work so
everyone stays safe. And remember, that includes your safety as well. Ask the table to check
in during and after dark or heavy scenes.
Beam Saber uses GM Principles and Actions to help you achieve these goals.
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the game master
GM Principles
You should strive toward meeting these GM Principles during every session. They help the game
flow easier and give you an idea of how to portray the world and the people living in it.
► Be a fan of the Pilots. Be excited for their ► Address the players. When addressing
stories, victories, and suffering. But make sure out-of-fiction concerns, such as a player’s desires
you aren’t actively pushing them towards defeat. for the story, speak to the player themselves.
The War is hard enough without the GM leaning This brings the real world to the front, centering
on the scales. the player’s desires, concerns, and feelings.
► Let everything flow from the fiction. ► Fill the world with inequality. There are
There will be an inciting incident that starts the cities blasted to ruins because they are too close
story, the players’ Pilots will act, and there will be to the front, while other population centers less
consequences. Events will speed up and get than 100km away only ever notice The War as
more serious as victories and defeats stack on distant thunder. The poor are conscripted to
top of each other in a teetering tower that fight, while wealthy scions avoid combat with the
heightens the tension. If a player says they use right donation. Populations survive on rationed
an ability, ask them to first describe what their necessities, but the black market circumvents
character does—get an idea of what the story this for some. Where does The War creep in?
and stakes look like. Establish Position and Effect
if it requires a roll, then the player can decide to ► Make The War the enemy, not the
soldiers. This war has been going on for a long
use an ability that might change the situation.
time, and it’s more devastating than any person
► Address the Pilots. Address the players could ever be. Show this by giving every NPC
with their Pilot’s name when in-fiction concerns humanity. Everyone has someone they care for,
arise, such as their Pilot’s actions. This brings the whether it’s because that makes survival easier,
fiction to the front, giving the Pilot desires, or just more tolerable. Humanize individuals, and
power, and life. make groups monstrous through cold calculation
I’m really grateful for my squad. And for Scratch, I guess. For a commanding officer, they’re not all that
bad, even if their suits are atrocious. I think maybe COs are just bad in general. Maybe that’s because
when we interact with officers from other squads we only see the face they put on to deal with other
squads, that negotiating side of them, but that really hasn’t left a good impression on me like, ever. Even
when we worked with Layla and the Rubble Runts, things were a little weird. I didn’t like that at all, that
feeling that I couldn’t fully trust her despite how much I care for her.
It’s like, I do actually get the sense that Scratch cares about us. But they’re also looking out for
themselves first. When the Cenotaph does well, they’re the one benefiting from that, and I get the
sense that if things went real bad they wouldn’t hesitate to use us as a scapegoat. There have been
some missions that felt like such an obviously terrible idea, that I can’t help but wonder if Scratch was
getting something extra on the side that they weren’t letting on about. Or the times they asked us to
follow really unreasonable ROE, which they said was because of the higher-ups. Was that really true? I
don’t know. All I know is those orders aren’t worth shit if they’re going to put the squad in danger. I just
wish everyone else saw them the same way.
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From the journal of Keiko "Pitchfork" Tuesday
259
the game master
260
the game master
GM Actions
The game typically flows between the players and the GM—either the GM sets up what’s
happening and asks the players what they do, or the players assert what they want to do, and the GM
lets the world respond. But if you’re not sure what to do next, the following actions are a good place
to start.
► Ask questions. Questions are your most ♦ The briefing is a summary of the
versatile tool for responding to the Pilots’ situation that necessitates the mission.
actions. You could ask a player: Are you focusing ♦ The objective is what the mission is
fire on the enemy Ace, or are you suppressing meant to accomplish.
their squad? Did anyone bring an invitation to
♦ The employer is the squad that wants
the masquerade? Are you avoiding Harm with a
the objective accomplished.
resistance roll or Armor? If you’re unsure what to
do, ask a question and go from there. ♦ The target is the probable identity of
the opposing force.
► Provide opportunities and follow the
♦ The Rules Of Engagement (ROE) are
players’ lead. The War is filled with potential
actions that the employer forbids the
missions for the squad. Sometimes these
Pilots from doing.
missions will come from the officers above,
sometimes the Pilots will take the lead, and Of course, players may gather information about
occasionally both groups will agree on the way the mission, such as other squads with a vested
forward. If the players have an idea for a mission, interest in the objective, possible complications,
work with them to have their assigned mission or confidential intelligence about the situation.
match those desires or discuss what happens But if they begin planning too much, remind them
when their squad acts independently. Try asking that they can perform flashbacks (page 74).
these questions: ► Cut to the challenge. This game feeds on
♦ Are you targeting a specific squad or momentum. When the players start a mission,
Faction? jump to their first obstacle. If they’re having a
quiet dialogue during downtime, skip the small
♦ Are you targeting a squad weaker, talk and start with the tough questions. Paint the
stronger, or about the same as you? picture, and drop them in the thick of it.
♦ Is your aim to seize a Squad Upgrade,
hurt the target, aid yourselves, or aid ► Telegraph trouble before it strikes.
another squad? Foreshadowing is extremely important, even if
it’s for a danger currently riding a pressure wave
♦ Is there a specific Region you want to
out of a barrel. Describe the threat in the
target?
moment, make the stakes clear so there’s no
♦ Is there a specific resource you want to confusion about the potential Harm or Damage,
acquire? and then ask: “What do you do?” This setup
Sometimes the available missions won’t be fair allows the players to create unexpected and
or consistent. The intel given to the squad isn’t skillful ways to avoid danger while also making
always the complete picture (both in regard to the potential consequences clear. If the danger
their superiors’ motives and the enemy’s isn’t that immediate, consider starting a Clock to
resources). There are only five things the squad show the trouble getting closer as the Clock fills.
needs to know before they start a mission:
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the game master
► Follow through. With the threat properly ► Tick a Clock. Ticking a Clock increases
telegraphed, no one will be surprised when it tension and follows through on consequences
proves to be as dire as it appeared. Have the without ending a conflict entirely. It’s also a way
Pilots arrested. Shoot them. Break their hearts. If to be honest about inflicting a consequence
the player really doesn’t want that to happen, without directly harming the Pilots; adding 3
they can choose to resist. You don’t have to treat Ticks to a Clock will almost never be as bad as
them with kid gloves. taking a level 3 Harm. Remember, keep these
Clocks visible to the players so they get a sense
► Initiate action with an NPC. Sometimes of the time, pacing, and seriousness of the
the execution of a threat is too skillful for a Pilot
conflict.
to react. Instead of telegraphing the trouble,
describe the damage happening before the Pilots ► Offer a Collateral Die. Give players a
can be proactive. Inflict the consequence choice: Offer a bonus die with an interesting
immediately, and the Pilot can react by resisting consequence (that happens regardless of
the danger. This GM action makes an NPC seem success or failure), or refuse the die and take a
incredibly skilled and dangerous, so save it for bigger gamble on their roll. If players have an
those who are masters of their trade and only idea for an interesting consequence, feel free to
when they play to their strengths. take their suggestions or actively ask them.
Alternatively, give these hyper-competent NPCs ► Think offscreen. The War continues out of
Rival Moves (see page 78)! This will help some sight of the Pilots and players. Consider what
players agree with the consequences that are impact the current scene and mission may have
inflicted outside of the typical game flow. Calling on the other squads and Factions. Think about
these consequences “Rival Moves” means that what obstacles are in the area, and which might
there's a finite amount of times that the GM will be waiting down the line or drawn to the current
use that trick. action.
► Tell them the consequences and ask.
When a Pilot initiates an action or has a choice to
make, tell them the probable consequences for
the paths before them, then ask: “What do you
do?”
Player Count
Beam Saber is recommended for 3-4 Players plus a GM. Why that number? When I’ve GM’ed
Beam Saber for five players before, I often feel like I can't provide the Pilots with an equal spotlight. It
feels very much like, "Alright, you did your Action. But we can't really follow up on it because it's been
too long since this other player had the spotlight. So we're going to jump over there and EVENTUALLY
get back to the follow-up on what you just did." This can disrupt the narrative flow, and it risks players
losing the story thread because it's been 20 minutes since they did anything.
Another consideration for larger player counts is resource management. Larger squads give the
game a stronger sense of attrition in The War. They have more resources (Stress, Quirks, Load,
Harm/Damage, etc.), but the rules don't scale Supply Point income with the number of players. This
means that individual missions won't press the group hard, but the resources they do spend will be
difficult to recover, making their losses hit hard.
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session zero
SESSION ZERO
Session zero takes place before the first session with the first mission. A session zero is the
foundation of a campaign—it’s the time to discuss tone, create Pilots and vehicles, and do a little
worldbuilding. It builds the narrative and, more importantly, social bonds within the game. This section
has steps to follow for laying those foundations.
V e il s
L in e s – —–
►—- –- – —
–
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session zero
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session zero
The X Card Above all, remember that everyone’s well-
The X-card is a tool
created by John Stavropoulos being is more important than the game. Don’t
(http://tinyurl.com/x-card-rpg) hold it against someone if they’re okay with a
to help manage topics on the fly topic now, and then later decide to X-card the
during a role-playing game. topic. Additionally, these tools create space for a
Draw a big X on an index card, conversation (to whatever level people are
on a piece of paper, or on any comfortable); they don’t replace the
material you have on hand. For conversation. If a person would rather speak
online games, you can draw a against a topic’s use in the game, that should be
large X in the play space or use respected. It’s okay if someone wants to leave
a group text chat. Put the X somewhere in the the campaign because they’re not having fun
play space where everyone can access it. (and that includes you, GM). Talk with the person
first to see if you can make changes to increase
If someone wants to cut out or change their fun. But if they’re done, don’t push it.
something that comes up in a scene, they can Likewise, it’s not the GM’s job to make other
invoke the X-card. This might be by tapping the people have fun, so protect your well-being too.
card or picking it up. However, tell players they Either way, a player leaving may end the
can also say “X-card,” type “X-card” in a group campaign, and that’s okay. You can always start
chat, make an “X” with their arms, or any other another.
means of communication suitable to your group.
Everyone at the table must have safe access to
the X-card.
When someone uses the X-card,
immediately edit out the detail that necessitated
the card’s use. If the harmful detail is unclear,
pause the game to identify the content (but don’t
probe into why it’s harmful). Consider taking a
break so people can collect themselves or
discuss how to change the scene if needed. Add
the harmful detail to your Lines or Veils if
needed, so everyone knows how to handle the
topic in the future. You may not need to if it’s a
temporarily sensitive topic, such as a person who
recently ate hearing about eating something
gross.
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session zero
Discussing Expectations
With boundaries established, it's time to discuss what people DO want in the game. Mecha
media does have its themes, tropes, and archetypes, but players will likely have their own specific
ideas they want to explore. After all, some mecha stories focus on the personal goals of the Pilots
(Armored Trooper Votoms), others on the struggles of small communities (Mobile Suit Gundam), and
a few spotlight the political maneuvering between massive organizations (Iron Blooded Orphans).
The best Beam Saber campaigns start with an agreement on what themes you’ll bring out in the
game. If you don’t, you’ll likely see players pull the story in conflicting directions that weaken the
campaign—which in turn may cause problems for you and the other players.
Discuss with your group (and remember to give your input too):
♦ How long should each session be?
Some people are comfortable playing for 3 or so hours, while others are happy playing for 8
hours plus breaks.
♦ How many sessions would everyone like to play in the campaign?
It’s common to play a single session (also known as a one shot) when trying a new game. But
some people like to have campaigns without an expected endpoint.
♦ When can people schedule sessions?
Some people work 9 to 5 jobs, and some online players are in different time zones.
♦ What are some media touchstones that inspire everyone?
These can help clarify what tone each person wants to experience in the game.
♦ Is the game about the Pilots or the squad?
Choosing a focus helps gauge the table’s interest in roster changes, Harm, and removing Pilots
from the game (temporarily or permanently). A squad-focused game implies more roster
changes should a Pilot die, retire, go AWOL, or any situation that requires a player to change
characters. Those stories will likely touch upon changing group dynamics, loss, and feeling
expendable. Whereas Pilot-focused games focus more on the long-term relationships between
these Pilots as they struggle through The War together—losing a Pilot is a big blow to the
squad.
♦ How politically complex should it be?
(see the political scale section on page 273)
♦ What Factions and squads do people want to see?
Focus on three or four squads at the start, whether choosing from the examples or creating
them from scratch.
♦ How large of an area should the campaign cover?
Consider whether the campaign focuses on a national, planetary, or galaxy-sized scale of
conflict (see the map scale on page 271).
♦ What environments do we want to see in our campaign?
You could play in deep space, with communities formed around clusters of asteroids and
nomadic nation ships. However, some players may prefer a game set in a climate similar to
the region where they live. Your choice will impact how technology works, so choose what will
be fun for everyone.
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session zero
♦ How dangerous and gritty should our campaign be?
Some people want to feel the adrenaline of a dice roll when threatened by a mugger with a
knife, while others want to feel fearless as they describe their Pilot in a blazing gunfight.
♦ How combat focused should we be?
Some people want to fight their way into and out of every problem, while others would prefer
to talk or sneak. Some may even want to avoid combat entirely by having the game focused
on encounters that aren’t life and death, such as vehicle-based sports.
♦ How frequently should the Pilots face conflicts outside of their vehicles?
Some people want to emphasize their vehicle’s power through action, while others feel that
Pilots should be challenged as often as their machines.
♦ What technologies do we want to see in the game?
AR is part of Beam Saber’s core setting, but players might have no interest in exploring its
impact, and would rather focus on cybernetic augmentation.
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session zero
Ask the players questions about these details, and encourage the other players to ask questions
as well. You might ask how much the public knows about a Pilot’s tragedy, why they’re pursuing their
drive, or how they gained their Pilot ability. It’s okay if they don’t know the answer yet, it can be
answered during play.
Finally, discuss the Pilots’ beliefs about each other and name the squad. Beliefs define the bond
between Pilots and give XP opportunities, so don’t skip them. If a player is really stuck on a belief,
consider using an example from their playbook (or even a different playbook). If you can’t name the
squad, don’t worry. You can figure it out after a couple of missions.
268
GM Tips and Considerations
GM Tips and Considerations
What follows is advice from the game’s creator to help GMs facilitate the best possible Beam
Saber experience.
► Make instructions from the patron Faction’s ► Don’t be afraid to change your plans if the
superiors seem inappropriate, incompetent, and Pilots are extremely beat up. Consider the
confusing, then blame it on the Pilots for missing game’s tone and story. Is it more interesting to
the big picture. grind them down, or would that just ruin the fun?
You have control over the consequences.
► Consider giving the player what they want on
a result of 1-3, but make what they want turn out ► Sometimes the GM should give missions to
to be a terrible thing. the squad, and sometimes the players should
suggest missions to the GM. The latter could
► Consider destroying vehicle items as a involve the GM speaking as the CO to the squad
consequence. Tell the players to replace the
about the upcoming mission, or they could give
item’s occupied Load slot with “junk.” the squad a long-term objective, ROE, and
Alternatively, damage their vehicle items by
expect the squad to figure out an approach
removing the fine tag (at least temporarily).
(think Star Trek: TOS’ ongoing 5-year mission). It
► Consider harming the Pilot, even when they might also be a matter of the Pilots acting
are in a vehicle. Some attacks may pierce the without direct approval from their superiors.
vehicle’s cockpit, wounding the Pilot but leaving ► Roughly every three sessions, go over
the vehicle intact.
everyone's beliefs. This will remind players to
► Consider using consequences, whether from lean into them, push back on them, and create
results of 1-3 or 4-5, to show that the Pilots are conflict with them.
skilled, but were just taken by surprise. They don’t
► There may be times when the squad won’t
always fail because they made a mistake, receive a Supply Roll after a mission, however, you
sometimes it’s bad luck or a more competent
must tell the squad they won’t get one before they
enemy. accept it. Players can negotiate with the GM, and
► It's more important to see what a character Pilots can make rolls to sweeten a situation. But
does with knowledge, rather than if they know it ultimately, the players decide whether they do or
or not. If the information can’t be immediately don’t accept missions for reduced compensation.
acquired in a scene, give the Pilot the Here are some reasons that the players might not
information it makes sense for them to have. It’ll get a Supply Roll:
be more interesting when they act on it, instead
♦ The mission's employer is an Independent
of not acting without it. squad.
► Place Clocks on maps in the locations where ♦ The employing Faction blackmails the squad
they apply. into completing the mission.
► If you think the downtime phase is taking too ♦ The mission doesn’t have an employer
long, consider combining multiple activities into (for example, the Pilots are working for
the same narrative. For example, maybe one Pilot themselves).
Cuts Loose alongside another Pilot as they Fix a ♦ The narrative dictates that receiving a
vehicle, or perhaps a Pilot Schmoozes at the same Supply Roll doesn’t make sense—the
time they Acquire an Asset. supplies can’t be reached, there are no
supplies to be had, etc.
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GM Tips and Considerations
► When a player makes an outlandish change a person’s life. If you don’t like how fast
suggestion, don’t automatically say, “No.” your players are accumulating drive Ticks, you
Instead, ask that player, “How?” If their can control how effective drive is by negotiating
explanation seems reasonable to the group and the scale of “change” and “circumstances."
doesn’t go against the game’s tone, let them try.
Maybe their idea makes more sense with a Long- ► If you can’t think of a consequence for an
action roll, you can ask the players to suggest
Term Project than a single action roll. Give them a
one. Alternatively, use the consequence of a
chance to fulfill their dreams, and you’ll be
rewarded with an interesting story. Collateral Die that the acting player declined.
► If you come across a rules issue that doesn’t
► When you present an approaching danger to
the players and they take no action to stop or avoid it, appear to be covered by the book, ask everyone
playing what they think should happen. Getting
inflict the consequences. If they’re fighting on train
the players’ input will increase approval of the
tracks and you describe a nearing train whistle, they
outcome. Just make sure everyone agrees to
should get hit by the train if they ignore the sound and
abide by the results before going through with it.
keep fighting. They can always resist the
consequence if they want. ► Have NPCs ask a Pilot about their
squadmates: What kind of person their
► If the complications, characters, and other
details you prepared don’t come up in the session, squadmate is, why they’re in a bad mood, how
their relationship is going. It’ll encourage the
save them for a more appropriate time later. No need
players to express the squad’s dynamics (which
to waste good prep.
may be worth XP at the end of the session), and
► Be generous with giving drive Ticks to helps develop characters’ personalities.
players, as drives fuel character arcs. If a Pilot
gets 1 Tick every mission, it will take a whopping ► Questions for GMs to ask players: Have you
done this before? Are you OK with this? IS that
eight missions to save up enough Drive Clocks to
true?
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how to prepare a campaign
HOW TO PREPARE A CAMPAIGN
The session zero is done, the squad's set up their FOB, and the Pilots are ready to go. Now it's
time to start thinking about the campaign. This can be daunting to do alone, which is why this section
exists!
If you start to feel overwhelmed, use these tips:
♦ Think about session zero. Your players shared what excites them, so draw from that
energy. For example, if the players want to focus on a single city, you know you won’t be
focusing on space or sea travel.
♦ Ask your players questions whenever you need answers. If session zero didn't
give you the details you need, just ask your players. Consider which player's Pilot would
be the expert on the topic, and ask them! If you need to know more about how the
Jovangellian military organizes itself, consider asking a player whose Pilot is Jovangellian,
or a player using the Officer playbook.
♦ Use the examples in this book. Whether you want to use them entirely or as a
jumping-off point, you can get a lot of value from the setting details in this book. For
example, you can insert The Broken Bank (page 338) into any urban area that needs a
ruined section.
Campaign Scale
An important consideration when planning a campaign as a group is the desired scale of the
narrative. Impactful stories happen across the vastness of space (Mobile Suit Gundam), several
regions (Mobile Suit Gundam: 08th MS Team), and the districts of a single city (Mobile Suit Gundam
0080: War In The Pocket). Some have a multitude of Factions vying for power (Friends At The Table
Season 2: COUNTER/Weight) and some have only a single Faction that the protagonists struggle
against (Mad Max: Fury Road). What scale really determines in a campaign is the complexity, not the
quality, of its narrative.
Map Scale
A campaign’s physical geography primarily influences two facets of the game: the types of
environment, and the communities that exist outside of the squad. You’ll have some idea of how this
looks after session zero.
If your players want to explore multiple planets, you’ll see a variety of differing geography. The
plants, animals, vistas, natural dangers, and technology may change wildly from mission to mission.
Pilots won’t know exactly how to prepare and may find their vehicles caught off guard by a planet’s
unique defenses.
On the other hand, campaigns focused on a smaller area will pay more attention to city-scale
conflicts and local politics (rather than space-wide politics). It’s reasonable for NPCs outside of the
squad to make an appearance or be sought out by the Pilots. The characters that appear multiple
times will become fleshed out through their interactions with the Pilots. In turn, they’ll flesh out the
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communities they are from, both their culture and social circles. The campaign’s map, too, will
become more fleshed out with time as places are revisited or talked about. Of course, staying in the
same place means that the view outside the window doesn’t change very much.
Is it better to have a planet-hopping campaign with many strange horizons or one in a single
city? Your campaign will likely see a mix of the two, but it’s okay if your group skews more toward
space over land and vice versa. It’ll likely shift over the campaign’s duration.
When starting a campaign, first consider the size of the squad’s FOB or downtime area. Is the
region the size of a neighborhood, town, county, province, nation, planet, or star system? A region is
the smallest mechanical unit of geography, and a campaign’s scale should be no larger than two steps
above a region’s size. For example, if every town is a region, the game should focus on conflicts within
a single county or province at most.
What happens if the squad needs to travel to a place beyond the scale agreed at session zero?
Everyone should consider whether this degree of travel is a one-time thing or a new norm. A one-time
journey doesn’t need significant adjustment, as most missions will take place upon the scale agreed
at session zero. If the game shifts to a larger scale permanently, the group should discuss how this
impacts the story.
Regardless of the map’s scale, make sure the players have limited elbow room throughout the
campaign. This feeling can be achieved with strategic objectives that are constantly fought over.
Bridges, cities, factories, harbors, spaceports—all of these are points of conflict that every Faction
wants to control in some capacity.
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Political Scale
With a map scale decided, that map must now be populated with Factions and their squads.
Every Faction has its own goals, and each squad has methods to accomplish those goals. As more
Factions and squads are added to a campaign, the focus of the narrative weakens. However, more
Factions and squads mean a greater variety of foes, more opportunities for schemes, and sometimes
greater moral greyness. Find some middle ground between the two.
Campaigns of two or fewer Factions have very clear political lines—us and them. If the players
pick an Independent squad in this scenario, they can play both sides against each other or push one
side to victory. If things get stale, you can add a third or fourth Faction to the campaign.
Campaigns with three or more Factions create possibilities for Faction alliances, which in turn
allows for betrayals, lesser evils, aligned interests, and all kinds of immoral, pragmatic decisions. If the
players choose an Independent squad, they will likely pursue their own ambitions, as Factions will be
far more concerned about the actions of other Factions. If you feel like there are too many Factions in
play at one time, talk with the players about which Factions they want to spotlight right now.
No campaign should have more than eight “active” squads. Active squads are those feature
prominently, either as the target, a close ally, or an interfering third party. There can be other squads
that exist, but they should not be attached to meaningful story arcs. Otherwise, the story binding
Pilots to NPCs becomes too loose or vague.
But how do you choose which NPC squads to feature? First, consider which squads interest your
players. If a player becomes invested in an NPC squad, chances are that squad will feature an ally or
Rival—perfect for intrigue and drama. Next, consider the NPC squads’ Tier. Divide the featured squads
by Tier into two categories: direct competition (NPC squads with two or fewer Tiers above the players)
and conflict spoilers (squads with three or more Tiers above the players). Aim for an even split of direct
competition and conflict spoilers (leaning towards more direct competition if given the option).
Direct competition squads are roughly on the same level as the players. They should regularly
be the targets of missions and should take direct action (attacks, thefts, framing, etc.) against the
players’ Pilots. Direct competition squads that have a positive Status with the players may
occasionally team up with them on missions. Sometimes, squads two Tiers above the players may act
as conflict spoilers.
Conflict spoilers are powerful squads who have bigger fish to fry, but may provide support
(employment, information, tools, etc.) to weaker squads if it serves their own interests. Whether they
provide these benefits to the players or their foes depends entirely on the squad’s Status with them.
As the players’ squad increases in Tier, conflict spoilers become direct competition.
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Creating a Faction
First, determine the Faction’s type. Is it an Autocracy, Corporatocracy, Democracy, Oligarchy, or
Theocracy? The answer influences its goals, and lets you know how it mechanically affects the players
if they choose it for their patron Faction.
The type is the only thing required for making a Faction. However, you may find it useful to give
Factions their own goals. If you’re not sure how a Faction would react to a situation, their goal can give
you some ideas.
What follows is a description of each type’s basis, its similarities and differences to the
others, suggested goals, and an unusual alternative to the standard variety. Use these details to
flesh out a Faction however you see fit. Keep in mind that these notes on government are extremely
simplified for the purposes of the game.
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Autocracy
An Autocracy has:
♦ A single leader who holds the vast majority of political power.
♦ A military that is the most important organization in society.
♦ A populace that is afraid of being perceived as unsupportive of the government.
♦ A social order that is commonly enforced with physical violence.
♦ Access to +1 Materiel and +1 Trust during the reward process.
An Autocracy’s basis has two key points: 1) there is a single leader who holds ultimate decision-
making power (the autocrat), and 2) the person in charge uses force to remain in charge. The first
point creates an organization where powerful individuals (often those who are charismatic and/or
innovative) are viewed with suspicion, authority figures jockey for what little power they can hold
(usually by selling each other out to the autocrat), and anyone not seeking power keeps their head
down and follows orders. The second point means that the autocrat must keep their military happy,
which requires funding them, which leads to needing more resources, which causes them to
continuously expand their influence. An Autocracy wants to weaken and then conquer its neighbors.
An Autocracy has similarities to all the other Factions in that most Factions have a single
leader. In this regard, it may be most like a Theocracy if that Theocracy has an all-powerful religious
individual.
An Autocracy differs from the Factions that do not put the ultimate decision-making power in
their leader’s hands. Other Factions may have a council of elders, a parliament, or a board of directors.
Additionally, unlike the Theocracy, the autocrat’s power comes from the fear of physical violence,
while a Theocracy’s leader likely wields power due to their followers’ sense of religious duty to them.
An Autocracy’s suggested goals are Assault the Foe and Secure the Borders. Autocracies
thrive on expansion and paranoia, which these goals enthusiastically feed.
An Autocracy’s alternative is a monarchy. The main difference is that a monarchy’s ruler (the
monarch) does not maintain power through subjecting their people to constant fear of physical
violence, but through subtler means. The monarch rewards those who are loyal, impoverishes the
untrustworthy, and ostracizes the dangerous. Very rarely do they resort to physical violence. But
when they do, it is often performed through their control of the judicial system by making everything
“legal.”
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Corporatocracy
A Corporatocracy has:
♦ A political system that gives direct power to corporations.
♦ Wealth as the primary measure of competence.
♦ A small group of corporate representatives that lead the Faction.
♦ Corporate representatives that are disposable, and will be readily replaced by their
corporation.
♦ Access to +2 Materiel during the reward process.
A Corporatocracy’s basis is that 1) the most competent should rule, and 2) competency can be
easily measured through the accruement of wealth. Furthermore, the most wealthy entities are
corporations, whose monetary power dwarfs even the richest CEO. Its government is formed of
representatives of the wealthiest corporations with the singular goal of gaining more wealth for
greater power within the Corporatocracy.
A Corporatocracy’s similarities to other Factions lay primarily with the Oligarchy. Both have a
relatively small group of people who guide the government, and those people are selected based on
their personal power. A Corporatocracy may also have a board chairperson or other singular leader,
similar to the Oligarchy’s consul or the Democracy’s prime minister.
A Corporatocracy’s differences are 1) how it measures personal power, and 2) who is eligible
to wield power. Personal power in a Corporatocracy purely depends on a person’s financial power,
whereas oligarchies elect officials with power rooted in their connections and the debts owed to them.
The difference in eligibility for political office is that the corporations themselves wield power in a
Corporatocracy, and any individual within a corporation, including its representative, is entirely
disposable. An Oligarchy’s representatives, however, are eligible because they belong to a personal
organization (such as a family or caste), making them disposable only in dire circumstances due to
their social connections.
A Corporatocracy’s suggested goals are Golden Streets and Hostile Takeover.
Corporatocracies are primarily interested in earning money, which can be done by lowering
expenditures and increasing profits. They improve the Faction’s resources and economically weaken
opponents to achieve this goal.
A Corporatocracy’s alternative is a technocracy. The main difference is that a technocracy has
its rulers selected from pools of experts in that field. For example, a professor of urban planning might
be selected as the Minister of Cities. This might seem ideal, but this government’s criteria for selecting
“experts” are usually full of its biases. On top of that, any given field is often divided on what is
“correct,” making it hard to identify an “expert” who can speak for everyone.
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Democracy
A Democracy has:
♦ A populace that expresses political power through voting.
♦ A leader with limited political power.
♦ A leader that must justify their actions to the populace.
♦ Universal or near universal suffrage.
♦ Access to +1 Materiel and +1 Personnel during the reward process.
A Democracy’s basis is that the people ruled by the government have the ultimate decision-
making power as expressed through voting. This may take the form of a representative government
where the masses elect leaders based on their geographic location, culture, or ethnicity. But it could
also be a system where every citizen has the opportunity to vote directly on every issue.
A Democracy’s similarities to other Factions are seen in the presence of a leader and the
presence of voting.
A Democracy is most different from the Autocracy and Theocracy. A democratic leader is often
a first among equals, having only a little more power than their fellow citizens. They are typically the
face of the government and make decisions in times of crisis. Eventually, a Democracy’s leader must
answer to the people through inquiries, public opinion, and elections. Additionally, a Democracy has
universal, or near universal, suffrage—a vast majority of the population has the ability to guide the
course of government in some fashion. This is different from the corporatocracies, oligarchies, and
some forms of Theocracy, where a tiny percentage of the population has the option of influencing the
nation.
A Democracy’s suggested goals are Manufacture Heroes and Hearts And Minds. Democracies’
governments are heavily invested in keeping the people that elected them happy. This requires
aggressive public relations campaigns, which often involve creating heroes and proving that the foes
are the “Bad Guys.”
A Democracy’s alternative is a demarchy. The main difference is that a demarchy’s ruler or
rulers are chosen randomly from a group of eligible candidates. A demarchy is set up so those who
would misuse power for their own gain cannot volunteer themselves for positions of authority. Instead,
anyone could be elected in a demarchy, and would likely be advised by knowledgeable support staff.
This may seem like a weird idea, but in some countries, such as the United States of America, law
court juries are selected as a demarchy.
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Oligarchy
An Oligarchy has:
♦ A small percentage of the population with access to political power.
♦ A codified system that determines who can access political power.
♦ A small group of individuals who directly wield political power.
♦ Limited opportunities for wielding political power, which encourages underhanded
methods to acquire or retain it.
♦ Access to +1 Personnel and +1 Trust during the reward process.
An Oligarchy’s basis is that only certain people should have access to the levers of power to
prevent mob rule, but the reason for having this governmental power differs from Oligarchy to
Oligarchy. Some will only give landowners suffrage. Other grounds for suffrage include military service
and familial lineage. All have a very low percentage of their population as eligible voters, ensuring the
“right people” are the only ones who can vote.
An Oligarchy’s similarities to other Factions come from it being managed by a fairly small
group of people. A Corporatocracy might have a board of directors with votes from many different
corporations, and a Democracy with a large enough representative ruling body might have a number
of senators comparable to the entire voting body of an Oligarchy.
An Oligarchy’s differences are that power rests in the hands of a few people. Even if they have
a monarch of some kind, that “ruler’s” voice is no louder than any other. Some oligarchies will have
enough voters that they will have to elect committees to handle tasks, while others will have so few
members that they can all sit around a table. Meanwhile, a corporation cannot sit at a table as a
disembodied, non-sapient entity; it can only be represented by small, sentient parts of its whole. A
Democracy likely can’t fit inside of a single building, as there are far too many people.
An Oligarchy’s suggested goals are Intelligence Coup and Divided They Fall. Oligarchies are
filled with internal treachery to gain social power, and they carry those skills beyond their borders.
They wreak havoc on their foes without getting their hands dirty.
An Oligarchy’s alternative is a cryptocracy: the identities of those who are eligible to vote in a
cryptocracy are completely hidden from the people whose lives will be affected by their decisions.
How a voter is selected will vary. Some voting positions will be handed down, with the retiring elector
selecting their replacement. Others have an AI who selects new electors at the end of every term.
There might be no ruling body, and it’s the faceless civil servants who keep the wheels turning.
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Theocracy
A Theocracy has:
♦ A leadership comprised of one or more entities of great spiritual power.
♦ Mortal clergy who employ political power.
♦ Leaders who are kept in power by the populace’s belief in their divine authority.
♦ A political structure where mundane failures and a perceived lack of religiosity may
cause the populace to believe that its leaders have lost their divine authority.
♦ Access to +2 Personnel during the reward process.
A Theocracy’s basis is that its rulers are figures of worship, either gods or people of great spiritual
power. If the head of the government is a god, then they will be represented by mortal clergy. There
may be a singular high cleric who rules or a council that rules together. How they are selected for such
positions varies between theocracies. Some will have councils that elect a leader, some will require
demonstration of miracles, and some will be inherited. The population’s continuing belief that their
power is derived from non-mortal authorities keeps them in positions of leadership.
A Theocracy’s similarities to other Factions comes from its flexibility. It may have a singular, all-
powerful ruler like an Autocracy, or it may have a council of elders like an Oligarchy.
A Theocracy’s differences are that its rulers maintain power with popular loyalty through the
lens of religion, not through inflicting fear, personal wealth, or direct social connections. If the leaders
of a Theocracy fail to live up to the virtues required of their office, they may find themselves removed
by their peers or the masses. Good public relations are key.
A Theocracy’s suggested goals are Hearts And Minds and Golden Streets. Theocracies are
always interested in converting people, and the smoothest way to do that is by making their religion
look incredibly beneficent. If the Theocracy is interested in forcibly converting people, consider Assault
the Foe as well.
A Theocracy’s alternative is a deified dictatorship. Any sufficiently advanced technology is
indistinguishable from magic. While the base Beam Saber game has some minor psychic powers, some
player groups may want to have wilder games. If you want to have a Faction led by what seems to be a
literal god and then fight it with mechs, have fun!
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Corruption
Corruption is the next thing to consider when creating a Faction. A government’s purpose is to
care for the populace through protecting it against external threats, building infrastructure, ensuring
health, and other ways of providing the populace with stability. However, the degree to which each
government embodies this ideal can vary wildly. The leader of an Autocracy could be beneficent,
ruling over their populace as a loving parent. But the need to threaten violence tends to sour even the
kindest dictatorship.
The easiest way to judge a Faction’s level of corruption is by looking at how much power and
wealth its leaders possess because they lead the Faction. If the leaders earn resources in a way that
harms the populace (embezzling public funds, biased implementation of laws, drastic self-imposed
pay raises, etc.), they set a tone for the entire government that likely results in widespread corruption.
This corruption may involve dishonest government reports, bypassing protocols for friends,
underhanded legal proceedings, and all the other ways that leaders enrich themselves.
Here are some questions you can ask about each Faction that will indicate its level of corruption.
If you really want a numerical value of corruption, each “yes” gives that Faction +1 corruption.
♦ Are the Faction's leaders more interested in enriching themselves than the masses?
♦ Are only a small number of people within the Faction’s power structure interested in better
serving the populace?
♦ Are positions of power assigned based on qualities other than competence?
♦ Will the vulnerable face reprisals if they speak out against those in power?
♦ Do the leaders ignore laws if they slow or interfere with their goals?
Both an individual Faction’s corruption and the general corruption of all Factions help set the
tone for your campaign. A game will tend towards “Good versus Evil” if half the Factions are very
corrupt and the other half experience minimal corruption. However, if all Factions have a middling
amount of corruption, then your tone might reflect a pessimistic (some would say realistic) view of the
real world. If everyone is incredibly corrupt, you get a setting where you can only differentiate Factions
based on the lies they tell their populace.
Final Touches
Construct a short list of aesthetic themes, notable NPCs, and vehicle designs for the Faction. The
aesthetic themes are styles and symbols that inform the Faction’s culture, fashion, infrastructure, and
locations. Give its notable NPCs a name and a look, so you’ve got characters ready for when you need
a Faction VIP, target to kill or capture, or contact for employment. Give its vehicle designs a name and
look, so you’re ready to describe the enemy when the fighting starts.
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CREATING A SQUAD
When creating a squad, there are five things to consider:
► What Faction does it belong to? The ► What are its goals? Goals help determine
answer helps determine its look and theme. where, when, and why they are deploying their
Autocracy squads are likely militaristic, with methods. A general idea will do for now, as the
uniforms and gear to match. Corporatocracy next step involves fleshing out its goals. An
squads will either be self-contained corporations alliance with the players’ Pilots should work
or a subsidiary of a larger company and will have towards the NPC squad’s goals too. Any conflict
equipment and appearances that emphasize with the players’ Pilots should also further their
that connection. Democracy squads are as goals, such as when the players’ Pilots impede
diverse as their population but have shared their progress.
mannerisms and uniforms. Independent squads
probably lack a uniform but are instead held ► What is its Tier? Tier determines how big
of a threat they are to the Pilots (see page 191
together by their shared passion. Theocracy
squads will probably have religious iconography for more on Tier). Let the fiction guide your
decision. Give small, weak, or struggling squads
and may consider themselves to be on a mission
from god. Tier I or II. Consider Tier III for more powerful,
individual squads. Squads that command other
► What are its methods of operating? squads are usually Tier IV or V. Squads that are 1
This helps determine how they interact with the or 2 Tiers higher than the Pilots are a good
Pilots, regardless of their Status. Some squads challenge. Anything higher will be quite difficult.
will be mech groups that specialize in urban
environments. Some will be diplomatic corps ► What is its name? A memorable name
will fuel imaginations and help build investment
that seek to make peace while also gathering
in that squad’s narrative. Consider giving squads
intelligence. Some are state-sponsored pop
within the same Faction a shared naming
bands that sing songs of victory to the troops
convention so you can easily identify their
and the masses. A squad doesn’t need methods,
but they may help the GM characterize the connection to each other. For example,
Autocracy squads could have names related to
squad.
beasts, such as “The Wolf Pack,” “The Lion’s
Pride,” and, “The Dragon Slayers.”
The GM doesn’t need to complete a squad playbook for NPC squads, but if doing so would help
you run the campaign, go for it. If you do, don’t use the NPC squad’s abilities and mechanics as
written. NPC squads should act in ways that are most suitable to the fiction.
Squad Goals
It’s time to now flesh out the squad’s goals. Only squads who interact with the Pilots and their plans
need goals, as they help the GM direct the campaign’s narrative. The goal can be anything that furthers
the squad’s interests and should illustrate their core identity. But keep the goal appropriate to the squad’s
Tier. For example, the Squaddies (Tier I) may have the goal of “acquire a steady supply of vehicle parts,”
but would never have a goal like “destroy the Great Crimson Brigade (Tier IV)” because they’d get
crushed in an instant. The Squaddies could increase their Tier over time before taking a shot at the Great
Crimson Brigade, though. Give the goal a Progress Clock with a size appropriate to the task’s complexity.
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Rival Goals
A Rival can contribute to their squad’s goals between missions. They might provide security,
perform research, negotiate with other squads, or any other task that is appropriate to their nature.
Adding a narrative detail ties the squad closer to the Pilots.
However, a Rival may have their own personal goal that is different from their squad’s aims.
Whatever the goal, connect it to the Pilots—especially the Rival’s bonded foe. Give the Rival an
appropriately sized Clock for the goal. Rivals may either contribute to their squad’s fortune roll OR
progress their own personal goal between sessions, but not both.
1. Create a dice pool using dice equal to the NPC squad’s Tier.
2. If the players completed a mission that aided this goal since the squad’s last fortune roll, take +1d
to the pool.
3. If the players completed a mission that impeded this goal since the squad’s last fortune roll, take -
1d from the pool.
4. If a Pilot’s Rival contributed to their squad’s goal, take +1d to the fortune roll.
5. Roll the dice. On a 1-3 add 1 Tick to the Goal Clock, 4/5 add 2 Ticks, 6 add 3 Ticks, and on a Crit add 5
Ticks.
If a Rival chooses to pursue their own personal goals, they make a 1d fortune roll, as they lack
direct support from their squad (so they ignore the squad’s Tier). A Rival can only contribute to their
squad’s goal or their personal goal between sessions.
If the NPC squad’s actions also helped out their patron Faction’s goal, consider adding 1 Tick to
the patron Faction’s Goal Clock too. When a squad’s goal Clock fills, it gains a benefit appropriate for
the nature of the goal. It then gains a new Goal Clock based on their updated circumstances. The Pilots
should hear a rumor or piece of news that indicates what the squad has gained (but you don’t need
to explicitly share all the details). Additionally, completing the NPC squad’s Goal Clock may add 1 Tick
to their Faction’s Goal Clock if appropriate.
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In the last session, The Cenotaph completed a mission on behalf of The Raccoons (a squad) to
steal data from the Society for Wider Understanding (SWU, another squad). Their next mission will
again target SWU. However, the group ends the session there.
Between sessions, the GM first progresses the goals for recently active NPC squads. The
Raccoons and SWU (which also contains Demon's Rival and ex-boyfriend, Vergil Bain) were in the most
recent mission, so they each get a roll. The Raccoons (Tier I-S) were aided by The Cenotaph, so they
get to roll 2d (1d for Tier and +1d for The Cenotaph’s support). They get a 6, which gives them the 3
Ticks they need to complete the Goal Clock—increasing from Tier I-S to Tier II-W. The GM makes a note
to have a scene with a leader of the squad thanking The Cenotaph for helping him get an upgraded
AWV.
SWU is Tier II-S, but they roll 1d due to The Cenotaph's interference (2d for Tier and -1d for The
Cenotaph's impact). The result is a 2, giving them 1 Tick toward their news channels becoming a
major news source for the Celestial Myriad's populace. That 1 Tick gets SWU halfway through their
Clock, the GM makes a note to point out that people are reading Jovangellian newspapers on the
street during the next downtime.
Vergil Bain COULD have added +1d to SWU’s roll, but he instead pursues his own goal of finding
out Demon’s current grift. Bain rolls 1d and gets a 3, adding 1 Tick his Clock as well.
Next, the GM progresses the goals of squads affected by the upcoming mission. The Cenotaph's
players wanted to do another mission against SWU, and the GM decides that The March of Saints (with
Dredge's Rival, Teucer "Bloodless" Hartberg) will be a complicating factor. SWU and Bain have already
rolled, so the GM rolls for only The March of Saints and Hartberg to see what they’ve been doing in the
background. Hartberg ignores their personal goal to aid The Saints’ goal, so the GM rolls 6d for The
Saints (5d for Tier and +1d for a Rival's support)! They get a 5 and add 2 Ticks to their Goal Clock.
The GM considers making rolls for two other squads that have been involved in the story—The
Rubble Runts and The Burden. But neither squad was involved in the most recent mission and won't
be in the next one, so the GM doesn’t roll. The GM will roll their goals before the next mission where
they’re involved, just like with The March of Saints.
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REGIONS
A region is an area that Factions want to control so they can expand their influence and
resources. Regions are where squads, such as the players’ squad, operate. Squads are used to capture
hostile regions, hold captured ones, and exploit nearby resources. A region’s size depends on your
campaign’s scale (see map scale page 271). If the game takes place in a single city, then each city
district will likely be a region. For a game that crosses the stars, entire planets might be a single
region.
Patron Factions expect their squads to fulfill Faction goals in the regions surrounding the squad’s
FOB. They might order the squad to develop infrastructure, build defenses, recruit from the locals, or
something entirely different. The squads, who can call upon war machines, almost always have the
means to fulfill these orders. But can you spare the resources, or is the order distasteful to your
morals? Every squad starts with a stake in the region that immediately surrounds their FOB. This takes
the form of authority that might be done with a light touch or be heavy-handed. However, the squad
isn’t the only group in the area wielding power and seeking control.
Creating a Region
Each region should have a name, description, and scene at a minimum, even if the squad is
just passing through. As a rule of thumb, campaigns need roughly one region per Faction to begin, and
you can add more as needed.
The name should be memorable and speak to the region’s
nature. For example, “The Broken Bank” is a riverside region
filled with ruined buildings. Even without the scene description,
it paints a quick picture.
The description provides the region’s recent history, why
it is important, and how it looks. Keep the description to no more
than a paragraph so the players can add details, too. The Broken
Bank’s description is: “Sitting on the south side of the Izya River,
this area of Journey City used to be called ‘Browen Bank’ after a
long-dead community organizer. But when the Offworlders
brought their war to Earth and Journey City, Browen Bank was hit
the hardest. When the conflict cooled, those powerful enough to
properly reclaim the Broken Bank felt it wasn’t worth the
investment. Now lost proxies and rampant apps roam the
streets looking for signs of life in an attempt to fulfill their
purpose. Criminals, marauders, terrorists, mercenaries, and
freedom fighters make temporary lodgings here, hoping that
those who would stop them also believe the investment would
not be worth tracking them down.”
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preparing a mission
The scene is three or so sentences that describe the region through the lens of everyday life
when the Pilots aren’t tearing things up. The Broken Bank’s scene is: “Dust drifts down the rubble-
filled roads and around burnt-out vehicles. Criminals and freedom fighters skulk down alleys into
hidden basement safe houses. Crowds of rampant proxies wander down the street wearing forms of
the deceased, stumbling from one sign of life to the next.”
If the squad will spend a lot of time in a region, give it 2 or 3 notable NPCs, 2-4 landmarks,
0-4 points in each region rating, and possibly a special rule.
The notable NPCs are important people that the Pilots might have to deal with in the region.
Give each NPC one or two sentences describing what they do, and two or three words that show their
personality. The Broken Bank has: “Lovegood, a deep-voiced bartender who works at The Broken Bar.
They employ several of their cousins as staff at the bar and provide one of the Broken Bank’s only
places of entertainment. (Jovial, Forceful.)”
The landmarks give the players and GM points of reference within the region. One of The
Broken Bank’s landmarks is: “Ambush Row, the only major road that provides a straight line from
southeast Journey City to the Tower at its center. It’s an excellent place for ambushers, who use the
profusion of rubble and wrecked vehicles to set traps and block roads.”
The region’s ratings are Wealth, Might, Crime, and Tech. Each rating uses numerical values from
0 to 4. Ratings can be used as dice pools on fortune rolls affecting the region, and measure the quality
of living between regions. The players select values that make sense for the region’s description. The
squad can benefit from these ratings under certain circumstances. Record the ratings in your notes,
or on the region’s sheet.
► Wealth indicates how rich the area’s businesses and residents are, their political power, and the
quality of mundane infrastructure (such as hospitals, roads, power grid, etc.). Wealth determines the
amount of Supply Points the region provides during the Collect downtime activity (see page 222).
► Might indicates how much of an armed presence is in the area, and the intensity of surveillance
systems. If the region has local security who aren’t affiliated with a squad, their Tier is equal to the
region’s Might. Might provides bonus dice when trying to Acquire a Cohort (see page 221).
► Crime indicates the regularity and intensity of illegal activity. It can adjust the entanglement at
the end of a mission (see page 214).
► Tech indicates the ubiquity and intensity of AR, advanced technology, and digital security
systems. Tech provides bonus dice when trying to acquire gear (see page 221).
The Broken Bank has Wealth 0, Might 0, Crime 2, and Tech 2.
The special rule is unique to the region, evokes its essence, and has a direct mechanical effect
on the squad’s actions. Give special rules a trigger so they only occur when the Pilots encounter them.
Not every region requires a special rule—many are not unique in ways that require special rules. The
Broken Bank has: “Start a 4-Tick Clock when you enter the region: ‘App Focus.’ Add a Tick every time
the Pilots are delayed from moving forward. When it fills, corrupt proxies and apps assault them.” This
rule represents the crowds of rampant proxies and apps that are drawn to the living.
You may use the region sheet to keep track of these details, but it is not required.
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PREPARING A MISSION
Keep this one rule in mind when preparing a mission: Make a situation, do NOT make a
story. The Pilots have many tools on hand to overcome problems (their vehicles, abilities, flashbacks,
and everything else), so you’ll need to be similarly adaptable. Avoid preparing extensive paragraphs
and events that WILL happen, and instead make notes that detail narrative resources and possibilities.
I prepare for a mission with eight categories in mind: Briefing, employer, target, objective,
Rules of Engagement (ROE), complications, characters, and challenges. The GM can pull from
each section for obstacles during the mission. Some of those obstacles will have Clocks, while others
may be the consequence of action rolls.
I create these sections using the previous missions and step 3 in the end of session section (see
page 46). The end of session questions will give you an idea of what the players want to face on their
next mission. However, you’re welcome to use the starting situation for your first mission, (see page
304), as you won’t have shared history or previous missions to draw from.
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preparing a mission
Briefing Employer
A briefing contains the basic information An employer is the squad that hires the
that the Pilots receive when they plan the Pilots to complete the mission. List the squad’s
mission. It’s a short summary of your notes, so representative here, too, as well as the
everyone knows the mission’s context and goals employer’s general goal. Detail the
at a glance. The employer, target, objective, and representative (when appropriate) and the
maybe the ROE will be mentioned in the briefing. squad’s Tier and Faction, so this information is on
You could provide the players with false hand when going through the mission completed
information here if you wanted, since they will process (see page 202). Save any information
have opportunities to gather information before about the mission objective for the “objective”
the mission (which shouldn’t be taken away from section.
them).
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Target Objective
The target is the squad that will be most The objective states why the Pilots are on
harmed if the Pilots complete their mission a mission. The Pilots will need to complete at
objective. Note the relevant information about least one Clock to complete the mission
the target, such as their Tier and Faction. This objective (because the employer wouldn’t need
information should include what the target is help on anything smaller). Some missions may
doing when the mission begins, and the target’s have more than one objective. Other objectives
mission objective (should it be listed). The former may have multiple stages, each represented by
helps describe the situation when the target its own Clock.
appears on screen, and the latter tells you how
The Pilots must complete the objective(s)
they should act.
to consider the mission a success, though the
objective(s) may change if narratively
appropriate. Secondary objectives may be
TARGET: The Wrights of the Ascent (Tier
optional, but the employer will be more
I-W) of the Church of the Celestial Myriad.
impressed if they’re completed. Upon
They’ve been constructing a cathedral of the
completing the objective, the GM decides
Celestial Myriad in Wander. However, it sustained
whether the mission immediately ends there or
structural damage during the recent battle.
continues for some reason (such as needing to
Target objective: The Wrights are prioritizing the
fill a Clock to escape).
cathedral’s repair over everything else, including
neutralizing the remaining danger to the town.
OBJECTIVE: Undermine the locals’ opinion
of the Wrights of the Ascent, and make the
Democratic Federated Systems look good.
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preparing a mission
ROE:
1) Threatening or employing force against
civilians.
2) Firing upon or presenting as a clearly marked
medical transport or facility.
3) Initiating combat with the Wrights of the
Ascent.
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preparing a mission
ROE Suggestions
If you need ideas for new Rules of Engagement, here are some suggestions for ways Factions
can restrict the Pilots’ actions.
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preparing a mission
Complications Challenges
Complications detail the majority of Write down the potential dangers explicitly
obstacles between the Pilots and their objective. stated or implicitly inferred from the other
Pilots don’t get information about complications sections. You’ll likely think of more as the Pilots
before the mission, unless they gather face complications and consequences, so the list
information. However, the complications that are will grow quite a bit. Remember, you don’t have
revealed to the Pilots will depend on the methods to use all of them! The list exists to give you
they use. Come up with about six different ideas for threats, consequences, and obstacles
complications per mission, but remember that on the fly.
you don’t need to use them all—just introduce
CHALLENGES:
them as you need them.
♦ The cathedral’s stability
COMPLICATION:
♦ Hannah Copeland’s Burden cell
♦ The dying dragon’s body is in the middle ♦ Make the Wrights look bad
of the town. One of its two ignition glands
has ruptured, spreading flammable ♦ The deal between the town council and
the Wrights
caustic fluid.
♦ The locals are suspicious of outsiders. ♦ Make the DFS look good
♦ A secret Burden cell (Tier II-S) looking to ♦ Mountainous terrain
use the locals’ suspicion to gain political ♦ The dying dragon
power is present. ♦ Wireless communication is difficult
♦ The town council is resistant to receiving because of the mountains
aid from outsiders because they’ve ♦ The caustic ignition fluid splattered all
already made a deal with the Wrights of over
the Ascent. ♦ A second dragon
♦ Wander is in the mountains. The rough ♦ Suspicious locals
terrain makes communication with the
outside difficult.
♦ Should the dragon’s mate come looking
for it?
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preparing a mission
Characters CHARACTERS:
Detail some important NPCs who might ♦ Hannah Copeland, Burden cell leader/
appear on the mission. You don’t need many populist politician. Lithe build, late-30s,
characters listed, as there’s always the chance pale brown skin, curly purple hair. Knew
they won’t come up. Write down the NPCs who one of the Pilots when she was a kid.
give a face to the groups involved that could Wears a tank top and coveralls with the
provide meaningful opposition or support to the top tied around her waist. Prefers
manipulation, but isn’t afraid of using
Pilots. One character for each group involved in
force. Is trying to turn the populace
the mission should be plenty.
against Offworlders. She/her.
Each NPC should have four details: Look, ♦ Grout DeVinter, Wander’s mayor. Former
pronouns, motive, and methods. Describe contact of another Pilot’s gang. 50s, wears
the character’s look and pronouns as the person a headscarf and beautiful robe, soft build,
becomes relevant. Their motive is why they take East Asian ethnicity. Will compromise with
action (a single goal that’s core to them can be powerful groups to remain in power in
enough). An NPC may have two methods to Wander. They/them.
achieve their motive—a broad method that ♦ Senior Kin Arrow Slide, the local leader of
fleshes out their personality to a degree (for the Wrights. Frail build, sickly, 40s, bald,
example, someone who uses stealthy or pale white skin, wears the same rough
deceptive methods probably avoids open hooded robe that all Wrights wear. Seeks
to increase the Wrights’ prestige by
confrontation), and possibly a specific motive for
completing monuments to the Church.
this particular mission.
He/him.
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DETERMINING EFFECT
Effect signals how much a Pilot can expect to achieve from their action. It helps players and the
GM create a shared understanding of the situation, the stakes, and the possible outcomes. The GM
determines Effect by considering the potency, scale, and Quality of a Pilot’s action.
Potency
Potency establishes the particular strengths and weaknesses of the Pilot’s actions against an
obstacle. Consider the fiction surrounding the Pilot—a grenade has greater potency against a person,
but reduced potency against a tank. A person hiding on a street will have better potency if they take
advantage of busy crowds. They have reduced potency if they avoid those crowds.
Quality
Quality refers to advantages provided by tools, weapons, and other resources. A Pilot can
generally access items that are equal to their squad’s Tier. However, Pilots may also have access to
“fine” items, which provide +1 to their Quality. For example, the Technician has “fine engineering
tools” which give +1 Quality to engineering-related activities.
A weapon will be more powerful against a foe of lower Quality. The weapon will be more
accurate, punch through their armor better, or some other impact that shows the difference in skill
and preparedness.
Scale
Scale defines the force of a Pilot’s action and the size of their obstacle. Sometimes more force is
helpful, but other times it's a hindrance. Intimidating one person with half a dozen Toughs at your back
is one thing; intimidating an army with a half dozen Toughs is a different story. Conversely, a civil
debate with city council may be hindered by the Toughs behind you.
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Dominating Effect
If there is a side with an overwhelmingly powerful potency, Quality, or scale, that side dominates
the circumstances. If a soldier with a fine machine gun pushes themselves for extra Effect, they still
can’t damage an asteroid base. The base’s scale dominates the confrontation to the point that the
soldier has zero Effect. This also applies to “impossible” actions, such as a person squeezing through
a keyhole. However, a Pilot can conquer a dominant side if they take actions to decrease its power. If
the Pilot places explosives on the base’s reactor core, they weaken the base’s situation—leaving it
vulnerable to other attacks.
Scarecrow is fighting an AWV from The Lion’s Pride. She wants to Battle them with 2d. The GM
tells her it’s a Risky Position (because both parties are aware of each other, and she isn’t in
exceptional danger from her foe) with Limited Effect (because her opponent is from a higher Tier
squad). While The Lion’s Pride is Tier IV and Scarecrow’s squad is only Tier I, the GM thinks Scarecrow
is in a spot to do some damage (as opposed to zero Effect, which would prevent any damage to her
enemy).
Jess (Scarecrow’s player) reminds the GM that she has a fine heavy cannon on her Claymore,
which increases her Effect from Limited to Standard (since the +1 Quality from the fine tag improves
her Effect by one level). Jess also says she wants a flashback to Acquire an Asset, where she got
information on the weak points of her opponent’s AWV. The GM says it’ll cost her 1 Stress. She pays
the Stress cost and succeeds at acquiring the asset. The GM says she’s now at Great Effect.
Jess wants to flatten her foe, so asks if she can spend a Quirk to push Scarecrow for further
increased Effect. The GM reminds her that she can’t go above Great Effect, except by getting a critical
success on her roll in this situation. Jess instead pushes herself for +1d, hoping to get that Crit. She
makes her final action roll: A 3d Battle with Risky Position and Great Effect.
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Magnitude
When technology that is far beyond our own appears in the narrative, it can be difficult to judge
its effects and power levels. Magnitude provides a consistent means of describing technology in your
campaign. It can judge the Quality and Tier of a piece of technology based on its Area, Scale, Duration,
Range, and Force. Whether you have a power level in mind and want to convert that into an ability’s
description, or you have an ability’s description and need to know its Tier, the Magnitude tables can
give you an answer.
Use Magnitude as a guide, not as hard and fast rules. It’s okay to deviate from the charts below
if it suits your fiction. If you establish an effect’s Magnitude and later want to change it, that’s fine too.
When acquiring an asset, crafting a gadget or bio-chemical agent, or developing an app,
Magnitude can help determine the required quality of the desired outcome.
The following section explaining Magnitude exists to aid GMs and players in understanding these
forces in a consistent fashion. It can be used to judge the Quality and Tier of a technology based on
its Area, Scale, Duration, Range, and Force. Whether you have a power level in mind and want to
convert that into an ability’s description, or you have an ability’s description and need to know its Tier,
the Magnitude tables can give you an answer.
When applying the power of a technology, you can use its Magnitude as a fortune roll to see
what its Effect will be if the outcome isn’t clear or certain.
3 A high-quality rifle, fashionable clothing, small home A crushing blow, staggering wind, grenade, electrical
surge, searing fire
4 A townhouse, typical AI or powerful app A speeding car, burning forge, bomb, whirlwind,
electrocution
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DURABILITY
DURATION
MOBILITY
Quality
Tier &
RANGE
FORCE
SCALE
AREA
0 Weak Poor Fragile Stationary
Within
reach
A few
seconds
1 or 2 people Closet
Wheels,
Several
5 Overwhelming Impeccable
Nano-
laminate
Slow and
space worthy
Across the
district
Several
days
Massive crowd
(80)
Large
building
A powerful AI is hacking into a battleship’s targeting systems. Its Quality example puts it at
Magnitude 6, so the GM makes a 6d fortune roll to determine its effectiveness. On a 1-3, the targeting
systems jam for a short period. On a 4-5, the AI has taken out the battleship’s ability to fire until it’s
repaired. On 6, the ship’s weapons are under the AI’s control. On a critical success, the AI has the
weapons and has already inflicted serious damage on the ship’s allies.
Alternatively, you can make a fortune roll by combining the Magnitude of a technology’s various
aspects or only its relevant aspects.
The AI could fire the ship’s cannon at its own bridge with an Area of 3 and a Force of 4, for a
Magnitude of 7. It’s definitely in range, so that aspect isn’t a factor in success. However, the GM
decides it’ll take a few minutes to activate the ship’s cannon ( 1). This gives the crew some time to
evacuate the area, reducing the Magnitude by the . The fortune roll dice pool is now 6d (Force + Area
– Duration). Later, the AI overloads the cannon, causing an explosion that rips through the ship’s
gunnery station. The GM judges that the blast affects those inside the gunnery station, so they make
a fortune roll using the cannon’s Force 4 for the dice pool.
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app development
APP DEVELOPMENT
Apps are programs with limited skills, but the capability to act and react on their own without
oversight. This narrow focus and freedom of action often result in entities
obsessed with fulfilling their programming when they aren’t properly
developed. Many incautious developers experience grievous injury at the
hands of an app fulfilling its purpose in an unexpected manner.
Apps are serious undertakings, generally only created by organizations with significant
resources, and are highly regulated within most Factions. A rare few apps occur naturally as programs,
proxies, or AI change over time into something new—the lines between the four can become blurred.
Developing an app means risking exposure to an insidious force that may misinterpret even the best
of intentions.
So why develop one? Apps are extremely powerful. Most physical spaces have digital elements,
if not a full augmented reality overlay. They can bankrupt a CEO, shift a reactor into meltdown, or
scour all social media to track a fugitive. You can only avoid apps in places with completely analog
technology that is free of their manipulation. Good luck with that.
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Developing an App
A Pilot needs the Data Pack ability before they can use the Primordial Code to develop an app.
If they have both the ability and a Primordial Code, they can start a Long-Term Project to develop their
app. Most Long-Term Projects for developing apps are 8-Tick Clocks. When the Pilot starts their
Long-Term Project, the player and GM work through the steps below to establish what it can do and
how it behaves. Record these answers for future reference.
1. The developer describes the app’s purpose and one bug it has.
2. The developer names a consequence they fear will occur by creating and/or employing the app.
3. The GM states the Magnitude of the app based on the information from steps one and two. It
always costs an amount of Stress equal to its Magnitude to activate.
4. The developer can give the app flaws to reduce its Magnitude (and thus Stress cost). Every flaw
reduces the Magnitude by 1.
5. The GM describes how the app is activated, and whether it costs anything unusual (such as
starting a Threat Clock, losing Trust with a Faction, sacrificing a valuable item, etc.). The
activation process should require inputting concepts that embody the target, the user, and the
effects that its creator desires. The process and costs are applied whenever the app is used.
Nehalennia is creating a Trapper app that will find, contain, and retrieve rampant apps and
proxies. However, it has a bug that causes it to not always return the contained apps to the correct
storage device. She worries the app may deposit corrupted apps in an unsuitable location without her
realizing, and that they’ll eventually break free. The GM figures it has a Range that stretches across the
city (Magnitude 6) and applies moderate Force (Magnitude 1), giving it a total Magnitude of 7.
Nehalennia doesn’t want to pay 7 Stress every time she uses the app. She gives it the flaw of
taking a few hours Duration (Magnitude 3) to activate, reducing its total Magnitude (and Stress cost) to
4. The GM says that activating the Trapper app requires the user to feed it an example of a functional
version of its target, the user's digital signature, and footage of peaceful de-escalation. The GM also
decides that, upon activation, the bug always triggers an 8-Tick Threat Clock called "Rampant App
Incursion" that gets a Tick whenever the app is used. Now Nehalennia just needs to complete the 8-Tick
Long-Term Project, and she'll have the app she wants.
Activating an App
Anyone with the developer’s permission can activate an app. The user must follow the activation
process established during its development, spend Stress equal to the app’s Magnitude, and pay any
unusual costs. Once activated, the app disappears into the AR to pursue its purpose without direction
from the user. If an app needs to make a fortune roll while fulfilling its purpose, it rolls dice equal to its
Magnitude.
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crafting
CRAFTING
Between missions, a Pilot can create chemicals, biological agents, non-app programs, pilot gear,
vehicle gear, or other unique inventions. The rules for creating items are generally the same across
item types, except in some specific instances.
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Manufacturing Modifying an Item
Pilots can manufacture products during Adding functions or features to an item is
downtime, using the Manufacture downtime easier than making something new. Make a
activity. The designer can get started as soon as Manufacture roll as normal to modify an item (the
they complete their design. They can also give item being modified has a base Quality equal to
the design to someone else to manufacture if the squad’s Tier) and consult the directions below.
they like. If they do, the manufacturer must The number to hit for a success is the squad’s Tier
complete a 6-Tick Long-Term Project Clock to plus the complexity of the modification.
learn the design. ► A simple, useful modification requires a
First, the GM sets the minimum Quality result of Tier +1 Quality. Cutting down a rifle or
level that must be produced, otherwise the shotgun to be easily concealed. A vehicle
attempt results in a failed, non-functional item. spotlight that uses a specific wavelength of light.
Espionage gear concealed in an outfit.
The GM uses the design’s Magnitude to help set
the minimum Quality level—it may be higher or ► A significant modification requires a result
lower, depending on the design’s nature and the of Tier +2 Quality. Altering the receiver and
circumstances of its manufacturing. trigger mechanisms of a pistol to have fully
automatic fire. A vehicle flamethrower that
The person manufacturing the design sprays fire suppressant foam instead of flames.
makes an Engineer or Interface roll as Climbing gear that uses motors to raise the user.
appropriate. The result partially determines the
product’s Quality level. The product’s Quality ► An augmented reality, electronic, chemical,
or biological modification requires Tier +3. A
level is equal to the squad’s Tier and then
physical gun that harms digital entities. Long-
adjusted by the roll’s result. A result of 1-3
range transmitter with a built-in signal decoder.
provides -1 to the Quality level, 4-5 makes no
Anti-infantry defenses that spray tear gas
change, 6 provides +1, and a critical success instead of shrapnel. Wings grown onto a vehicle
gives +2. If the squad has the Workshop Upgrade, for quieter flight than the standard mobility
it provides +1 to the Quality level as well. suite.
The manufacturer can spend Materiel to The person modifying the item makes an Engineer
increase the Quality level of a manufactured item or Interface roll as appropriate. The result partially
at a rate of 1 Materiel for +1 Quality level (which determines the product’s Quality level. The
can make the Quality level greater than Tier+2). product’s Quality level is equal to the squad’s Tier
Unlucky completes his Weaponized and then adjusted by the roll’s result. A result of 1-
Boosters design and is ready to manufacture 3 provides -1 to the Quality level, 4-5 makes no
them. During the design process, the GM said it change, 6 provides +1, and a critical success
would require Quality 7 to make. The Cenotaph gives +2. If the squad has the Workshop Upgrade,
is only Tier I, so he knows he’ll need to spend it provides +1 to the Quality level as well.
some Materiel to build it. He rolls his 1d Engineer The manufacturer can spend Materiel to increase
and gets a 6, which gives him 2 Quality (1 for Tier the Quality level of a manufactured item at a rate
I and +1 for the 6). The squad has Workshop, of 1 Materiel for +1 Quality level (which can
which gives +1 Quality for a total of 3. He also make the Quality level greater than Tier +2).
spends 4 Materiel to get the 7 Quality he needs
to manufacture the boosters. Modified items might have drawbacks at the
GM’s discretion.
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Drawbacks
The GM may choose one or more drawbacks below when modifying or designing a product. Note,
all chemicals have the drawback “Consumable,” and are usually single use.
► Complex. This design requires multiple ► Rare. This design requires a rare
Manufacture downtime activities (the GM will tell component to be manufactured. Acquiring it
you how many). The minimum Quality level must likely requires a mission, Long-Term Project,
be attained on each Manufacture roll for it to specific Squad Upgrade, or some other task.
count towards the completion.
► Unreliable. When you use the creation for
► Conspicuous. This design is very the first time each mission, make a fortune roll
noticeable. Take -1 Trust with the mission’s target using its Quality to see how well it works during
and/or employer as appropriate if this creation is the mission. On a 1-3, it has reduced Effect. On a
used on a mission. 4-6, it functions as expected. On a critical
success, it has increased Effect.
► Consumable. This design has a limited
number of uses (the GM says how many) before ► Volatile. The design produces an adverse
it is destroyed. side effect for the user, as specified by the GM. A
side effect is a consequence and may be resisted
as usual.
Sample Creations
Designs are listed with their Quality level (by Tier I-VI), followed by a number of uses if they’re
Consumable (1-3). These designs are easy to find, so anyone can manufacture them without a
Primordial Code or original design.
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Drugs (CHEMICAL) Programs (SOFTWARE)
► Sweet Release (II/1): Causes coma-like stupor ► Barrier Breaker (IV/1): Destroys many password
and hallucinations. walls, leaving obvious intrusion.
► Mild Mild Mist (I/3): Induces a pleasant, calm mood. ► Auto-Update (III/1): Force a device to restart due
to a false required update.
► Go Grit (II/2): Fills the user with great energy and
a sense of power. ► AR Disguise (III/2): Appear as someone else to
► Joy (II/2): Induces positive feelings towards others. simple digital entities.
Poisons (CHEMICAL)
vibrations and imminent danger. Rare.
► Ad Blocker (IV/2, Electronic): Covers a small
► Drowned Man’s Dreams (III/2): Causes an room, keeping digital entities from entering or
incapacitating sensation of drowning. exiting. Volatile.
► Sight Begone! (III/3): Causes blindness for a few ► Buster Box (IV, Electronic): A high-capacity
cable connected to a quantum drive that will
minutes. entangle digital entities and attempt to draw
► Liquid Shock (III/1): Causes incapacitating them into the QD.
full body muscle cramps. ► Stream OverLoad (IV, Electronic): A beam that
► Tear Gas (III/2): Create a cloud of smoke that repels AR entities with serious force.
stings the eyes and is difficult to breathe.
► Strike A Pose (IV/1): Cause muscles to lock
temporarily. STARTING
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starting situation
SITUATION:
This section presents a starting scenario for those who want to quickly get into things or need
some inspiration for how to start their campaign. Give this starting situation to the players before
creating the Pilots and their squad.
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starting situation
AUTOCRACY:
The Jovangellian Empire
The empire seeks to conquer Journey City through force of arms, but it’s happy to let the Wolf
Pack vent their rage by conquering the area west of the city. With that region locked down, they can
use it as a staging ground for an offensive eastward.
Faction Goal
Assault The Foe: Soften up a specific enemy-
Opening Mission
Employer: The Wolf Pack on behalf of the
held region in preparation for capture. You could Jovangellian Empire.
brazenly attack that region, cut that area off
Target: The Rubble Runts.
from reinforcements, gain intel about the
district’s weak points, etc. Objective: Remove guerillas from the planned
assault route.
Active Squad
The Wolf Pack (Tier II-S Autocracy) is a
Rules of Engagement:
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starting situation
CORPORATOCRACY:
Exodus Republic Incorporated
ER Inc’s current interests are primarily to gather more information about the Jovangellian
Empire’s capabilities in the area. To that end, Calazar Strategic Deployment has been contracted to
assist the depleted Wolf Pack.
Faction Goal
Intelligence Coup: Steal valuable information
Opening Mission
Employer: Calazar Strategic Development on
from the enemy. You could acquire VIPs, retrieve behalf of Exodus Republic Incorporated.
actionable intel, steal technological advances,
Target: The Wolf Pack.
etc.
Objective: Acquire information about the Wolf
Pack’s supply lines.
Active Squad
Calazar Strategic Deployment (Tier II-W
Rules of Engagement:
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starting situation
DEMOCRACY:
The Democratic Federated Systems
The Democratic Federated Systems (DFS) currently have a non-violent stance in the area.
Officially. The Fort Jovanol Incident was caused by their Dark Room squad, and they continue to create
turbulence that favors them.
Faction Goal
Divided They Fall: Manipulate the enemy’s
Opening Mission
Employer: The Dark Room on behalf of the
plans. You could plant false orders and Democratic Federated Systems.
intelligence, disrupt communications, pit
Target: The Cult of Earth Found.
enemies against each other, etc.
Objective: Destroy the Cult’s communications
facility.
Active Squad
The Dark Room (Tier II-S Democracy) is a black
Rules of Engagement:
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starting situation
INDEPENDENT
This “Faction” is a scattering of unaligned squads, each pursuing their own goals. Generally, they
are Earthers, though there are some Offworlder Independents. If the players choose to be
Independent, they WILL be at a disadvantage because they’ll lack the support network that a patron
Faction provides.
Active Squads
Doctors Beyond Stars (Tier II-S Independent)
Opening Mission
Employer: Doctors Beyond Stars.
is a group of humanitarians who try to ensure the
Target: The Cult of Earth Found.
well-being of the civilians in The War, regardless
of their allegiance. Objective: Get a group of Doctors Beyond Stars
personnel into North Hulinton so they can assess
GOAL: Gain access to all civilian populations.
and treat damage to the civilian populace.
Rules of Engagement:
The Burden (Tier II-S Independent) is an anti-
Offworlder group with no unified post-Offworlder 1. Only use force in self-defense.
plan of government.
2. No looting, requisitioning, stealing, and/or
GOAL: Remove all the Offworld Factions. destroying civilian, commercial, and/or
governmental property.
The Rubble Runts (Tier II-W Independent) are a 3. No threatening or employing force against
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starting situation
OLIGARCHY:
The Adamant Council of Nor
The Virtues of The Adamant Council of Nor sense something fishy going on with the Fort Jovanol
incident. She’s tasked the squads under her command with investigating the situation. If there is
evidence of skullduggery, she can use it to the Council’s benefit.
Faction Goal
Hearts And Minds: Change the popular opinion
Opening Mission
Employer: The Knives of Nor on behalf of The
of a Faction in a manner that benefits your Adamant Council.
patron Faction. You could protect the populace
Target: The Wolf Pack.
from marauders in your patron’s name, publicize
the corruption of an enemy Faction, shift musical Objective: Gain access to the investigation into
tastes in support of your patron, etc. the Fort Jovanol incident.
Rules of Engagement:
Active Squad
The Knives of Nor (Tier II-S Oligrachy) are the
1. No deployment of chemical, biological,
explosive, and/or poisonous weapons.
diplomats and spies for Nor in Izya.
2. No looting, requisitioning, stealing, and/or
GOAL: Turn Izya into a Norrish puppet.
destroying civilian, commercial, and/or
governmental property.
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starting situation
THEOCRACY:
The Church of the Celestial Myriad
The Church of the Celestial Myriad is in the area southwest of Journey City to convert some of
the smaller communities, starting with Hulinton. Unfortunately, the Fort Jovanol incident threw that
plan into chaos, and they’ve turned their logistics towards the growing conflict.
Faction Goal
Secure The Borders: Take proactive measures
Opening Mission
Employer: The Cult of Earth Found on behalf of
to protect the patron Faction. This could involve the Church of the Celestial Myriad.
removing enemy agents acting within the patron
Target: The Burden.
Faction, weakening neighboring regions,
constructing defenses, etc. Objective: Root out the Burden cell in Hulinton.
Rules of Engagement:
1. No torture.
Active Squad
The Cult of Earth Found (Tier II-S
2. No deployment of chemical, biological,
explosive, and/or poisonous weapons.
Theocracy) believes that humanity’s holy
birthplace is only for the faithful. 3. No use of disproportionate force.
GOAL: Remove the unfaithful from Earth. 4. Detained persons are to be unharmed.
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starting situation
How To End A Campaign
All good things must come to an end. Ideally, your group will reach a satisfying narrative
conclusion at that time. This section should help you reach that ending.
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Second, consider the final mission’s objective. It should have the following qualities:
► Be dramatic: The NPCs that the players to either complete their Drive Clocks or spend
and Pilots care about should be directly affected their completed Drive Clocks. This won’t always
by the mission—allies, Rivals, the squad’s Direct be possible because drives can be incredibly
Superior, and anyone else. Don’t use ALL of varied, but try to include them whenever you
them, as a large cast will disrupt the narrative can.
flow. But consider using one important NPC per
► Include Rivals: This will be the last chance
player, plus one for the squad as a whole. Avoid
for Pilots to face off against their Rivals.
introducing new NPCs on the final mission.
Remember that Pilots must spend at least two
► Have high stakes: The Pilots’ success or Drive Clocks to permanently remove a Rival. If a
failure should decide the outcome for major plot player has one and completes the second during
points. Ask BIG questions with the objective. Is the final mission, they could remove their Rival
the Izyan Tower destroyed, causing widespread during the epilogue. If you want to include more
destruction while freeing the locals from than one Rival in the final mission, make sure
Offworlder interest? Does it remain standing, but that it fits the established narrative. Rivals from
falls under the control of an Offworlder Faction? opposing factions wouldn’t team up unless
Do the Pilots use it for the rebirth of the local they’ve worked together before. But they might
government? Make sure that the players know accidentally work together by simultaneously
just how high the stakes are. Oh, and whatever opposing the players.
happens? The War will NOT end.
► Tell the players that this will be the
► Include drives: The Pilots have spent the final mission: Then they know to exhaust every
campaign working towards their drives, so give resource to achieve their goals unless they plan
them a chance to invoke them on the final on spending resources during the epilogue. This
mission. Provide clear opportunities for each Pilot is a fire sale, everything must go!
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The Epilogue
With the final mission behind you, it’s time for your campaign’s epilogue! Note that no dice are
rolled during the epilogue, as the group gets final say over how the story ends. Work through the
mission completed process (see page 202), since they transition play from the mission to downtime.
Ask whether the players want to go through the reward and Trust stages of the process. For some
groups, these steps are important (as they determine the squad’s wealth and relationships with NPC
squads and Factions), but others would rather skip them. Always skip entanglements, there will be
plenty of fallout from the final mission to fill the epilogue.
Before diving into the full epilogue, there’s one last step: Receiving some closure on the Pilots’
beliefs. The players get to ask questions as though they had completed their Connection Clock with
every Pilot. Each Player may ask one question of every other Pilot that is related to one of their beliefs
with said Pilot. These questions must be answered truthfully. Consider describing one final scene
between each pair of Pilots as they both get the answer to their question.
Each player then says what happens to their Pilot after the final mission, along with any NPCs
that are important to their character. If multiple players feel an NPC is vital to their character, narrative
control should be shared by discussing potential endings, and what feels most true to the established
fiction.
If a player isn’t sure about how to describe their final scene or epilogue, use downtime activities
as inspiration. Perhaps a Pilot learns the truth of a belief by watching their squadmate Fix their vehicle
after the final mission. Maybe a Pilot’s epilogue is pursuing a Long-Term Project that they didn’t quite
finish. Just remember, don’t roll dice here—these are NOT actually downtime activities. The player
decides if that “Long-Term Project” is completed, or whether the scene fades as they continue their
work.
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11: THE WAR
AND THE IZYAN CONFLICT
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Earth
There was little fanfare when humanity found "Earth.” Earth: Another comfortably inhabitable
planet that a handful of Exodus ships found centuries ago, spread across, and began calling “Earth”
in memory of humanity's birthplace. It certainly wouldn't be the first "Earth."
As with everything the Factions touch, Earth eventually became embroiled in The War. A
misunderstanding here, a skirmish there, and a betrayal or two to really get things going. In only a few
years, each Faction had a small presence on or around the planet. A small presence, because it was
not easy to get planetside.
Surrounding the planet is a cloud of debris hanging in orbit. Satellites are a short-lived prospect,
as they are quickly smashed apart by space junk—both large and small (though just as often, a Faction
decides they'd benefit from its destruction, and the cloud provides easy deniability). Its density makes
it impossible most of the time for ships to move between the planet and the void. However, many eyes
constantly track the currents of the cloud (not unlike more traditional weather reports) to predict gaps
when transport units can pass through. Often, these openings are spotted by multiple groups, with
each racing to get their ships through the gap. Escorts often support the transports to protect them,
resulting in battles between opposing convoys as they break through the debris, as well as conflicts
between the ships in space looking to scoop up vulnerable ships. The most daring smugglers
maneuver through these conflict zones, and the most desperate try to pass through the cloud itself.
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There is another way through the debris. Six space elevators dot the planet, providing a stable
method through the cloud. Built and controlled by the local inhabitants, they have the defenses
necessary to stand as a bridge to space, but their capacity is limited. In the early days of the
Offworlders’ presence, the Factions rented time on the elevators at exorbitant cost to bring supplies
and people planetside. Unfortunately for the locals, the scrutiny that was brought to bear to justify the
I should have paid more attention in history class. Harrow told me to when I got that 57 on a midterm,
but it didn’t really do much. Now that I’m actually a part of The War they were teaching us about all that
time, I keep wondering if any of it would have been helpful. I guess not. Maybe. I heard plenty about
what was going on no matter how little I paid attention in class. It’s unavoidable. It’s all over the news.
It’s all anyone talks about. Our lives depend on it, and it takes our lives away.
How did things get this bad? How are they still going? I don’t think there’s any explanation that makes
sense to me. It’s just awful. Everyone I know is tired of The War. I don’t care if Izya really is on Earth or
whatever. No one who actually lives here cares. It’s all for show, and our lives don’t matter to whoever’s
up there in space giving orders. Why can’t they just leave us alone?
We all want The War to end, but I don’t know what that would look like either. It’s not like things can
just go back to the way they were. No one’s naive enough to believe that, not after the Broken Bank. If it
became totally clear that another planet was actually Earth, and the Factions just up and left, they would
abandon us. We would just be this war-torn, middle-of-nowhere planet, with no one to help us rebuild.
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THE TERRITORY OF IZYA
When The War arrived at Izya, it came from the sea. The Factions targeted ports along the
Izyan coast to establish a beachhead and began laying the foundation for their supply chain.
Local refugees fled inland, always moving closer to Journey City and The Tower, which they could
see from the shore.
In a few months, each Faction gained control of a large swathe of Izya, and began butting
up against the territory of their fellow Offworlders. The Adamant Council of Nor in the southeast,
the Church of the Celestial Myriad in the southwest, the Jovangellian Empire in the west, Exodus
Republic Inc. in the north, and the Democratic Federated Systems (DFS) on the eastern
peninsula. Skirmishes broke out across these fluid borders, but they always pushed inward to
their goal. In short order, they reached the Greater Journey City Area.
The following are example regions you can use in your campaign with a “national” level
map scale (see page 271).
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Description
The area around Journey City was a network of
Scene
A rusted agricultural CWV sits abandoned inside
small and medium-sized towns that supported an overgrown barn. Farmers load their produce
the much larger metropolis. In between the into an ER Inc. transport, while an AWV stands
urban centers was a sprawl of farms broken up guard. Tanks roll past a seemingly deserted
by a web of roads. Now, however, it is a sprawl of home, causing dust to drift down onto a family
overgrown farmland torn apart by battles. The hidden in their basement.
inhabited settlements that remain are either
hidden or in service to their closest Offworlder
Faction.
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Notables
Hyacinth Affective: Alderman Mergers &
Special Rule
Everyone has eyes on this area. When combined
Acquisitions Executive Team Leader for Journey City. with the extensive conflict it’s seen, the Stealth
Known for not speaking often, their subordinates tactic gets -1d to the engagement roll as there is
know that when they do, the words better be heard. nowhere to hide.
Their goal in the GJCA is to disrupt enemy supply
lines. To that end, they've built a network of safe
houses, supply caches, and contacts. (Quiet,
authoritative.)
Landmarks
Dorothy's Lake is a massive freshwater lake that
splits the Upper Izya River from the brackish
Lower Izya River. Together, the Upper and Lower
are commonly known as just the Izya River. The
Lower River is very broad, allowing sea vessels
into Dorothy's natural harbor. Three urban
centers, Journey City, Yrvan, and Taizhil (in order
of descending size), sit on the lake banks,
providing excellent water access.
God. It’s so bad. Every time we pass through, it hits me. All these wrecked buildings, all these abandoned
farms. I think it’s because it makes me reckon with the fact that Hulinton could have ended up like this if
we hadn’t been farther out. Or maybe I’m afraid that The War will come to Hulinton, and then it’ll look just
like this.
I wonder where the survivors are. Every now and then I see lights on in those buildings. I’ll see a barn
leaning way too far to the right with a lamp swinging slowly inside. I hope you’re alright in there.
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Description
The community of Might is an entirely Norrish
Scene
A local village's population gathers in its
construction, and it shows in its lack of a community center to discuss their new rights
distinctive skyline. Their heritage of living in the and responsibilities under the Admant Council.
void has given them both an appreciation for the Plant-covered hillocks are revealed to be round,
natural world and an indifference to confined low-lying buildings as a door opens, and a
spaces. Thus local communities around Might military convoy rolls out. Two Norrish citizens
have been largely undisturbed as a result, other effortlessly slide past each other in an
than as collateral damage. However, the locals underground facility's narrow hall. At the same
were absorbed into the Norrish citizen/vassal time, a local nearby is informed that they'll never
divide, mostly as vassals. The promise of get citizenship if they can't even walk down a
citizenship motivates some, while others see it hall without bumping into their betters.
as a dangling carrot.
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Landmarks
The Estuary of Yngrell is the primary entrance
Special Rule
If a squad does something suspicious that local
into Might's mostly underground city. It’s hard to vassals or Norrish citizens in the area might
distinguish the estuary from the rolling hills that notice, start a 4-Tick Clock called "Hammers
make up the terrain in the middle of Izya. Alert." When that Clock fills, a fire team from The
However, its river mouth can easily be seen by Hammers arrives on scene to investigate and
the sharp but shallow valley it has cut over time. likely detain the disruptive individuals.
The bridge at the estuary is the only convenient
way to traverse the valley for a great distance.
However, the Norrish military keeps a close eye
on it, even though its road only leads deeper into
their territory.
Notables
Lady Elreth, The Goddess of War and Death. With
her unique AWV Starfall, she has two goals in
Izya: Find the best AWV Pilots, and beat them.
Interested only in fair fights, it's not unusual for
her to leave allies and mission objectives behind
in pursuit of a skilled opponent. She may quit the
field if there aren't any to be found. She's also
quite content to consider entire squads as a
single skilled "opponent." (Proud, fearsome.)
I have such weird feelings about the Might Area. Like, I really like the views, but going on a mission is
awful. It sure is beautiful there though. It reminds me of the area around Hulinton, but not quite? It’s
different, but familiar. At the same time, the way the Norrish build their bases makes it hell to navigate
without being seen or getting ambushed. Seeing a fully armed AWV burst out of what you thought was a
hill is enough to make your heart jump out of your throat. But again, it’s complicated. Living underground
like that keeps the civilians pretty safe, or so I hear.
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Description
As the last of the Offworlders to arrive on Izya,
Scene
Massive cargo ships arrive from across the sea,
the DFS had slim pickings for safe landing points, bringing cargo from the DFS-controlled space
and the Eastern Izya Peninsula proved the best elevator. DFS transports travel along a DFS-built
choice. Though it lacked a suitable natural superhighway, carrying DFS goods to DFS troops.
harbor, the DFS Research Groups whipped one Locals tend to subsistence farms along the
up. It was supposed to be temporary, but every peninsula after their businesses were pushed out
harbor was needed as the port town rapidly of Point View, and disrupted by the impassable
expanded—even the old "temporary" ones. The highway bisecting the peninsula.
DFS headquarters in Izya is a former resort town,
converted into a juggernaut of a trade hub at one
end of a 16-lane superhighway called the 401.
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LANDMARKS
“The Artichoke” is the primary administration
SPECIAL RULE
When near the 401, make a 1d fortune roll. On a
building of the DFS in Izya, built from locally- 1-3, traffic is barely moving. On a 4-5, traffic is
mined greenstone. The locals nicknamed it that moving well with occasional jams. On a 6, traffic
based on its color and unfamiliar, DFS “Local is moving swiftly. This will likely alter Position and
Star” style. Located in Point View park and Effect depending on the situation.
surrounded by skyscrapers, the structure is
home to an army of clerks and the clerks of the
army. They keep the war effort on track in
concert with, and in spite of, the politicians
debating in its grand hall.
NOTABLES
Henrietta Hamilton, Drivin' Diner proprietor. She
converted an old transport truck into a rolling
restaurant called the Drivin' Diner. Drivers radio
in their orders, make an AR payment, and her
drones deliver the meals. Anyone who spends
time around the 401 knows her, and knows that
she serves up more than just premier burgers.
(Warm, knowledgeable.)
The peninsula’s too noisy, too full of smog and traffic. But it’s wonderful too. The first time I saw a big cargo
ship coming in, I thought it was carrying a spaceship. I couldn’t imagine another reason for a boat that big.
And of course, I dream about Henrietta Hamilton’s burgers at least once a week. The whole point of Drivin’
Diner is good food on the go, but if you’ve never been you HAVE to go at least once and sit down and eat
inside. There’s barely any seats, there’s always a line, but it moves fast and I swear there’s nothing like
those burgers when they’re right off the griddle.
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The following are example regions you can used in a campaign with a provincial-level map scale
(see page 271).
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Description
At the base of the Southern Izyan Mountains sits
Scene
Elderly residents serve monk warriors coffee on
a medium-sized town that originally catered to well-maintained, street-side patios. An APC
nearby farming communities and tourists from loaded with munitions honks at a proxy standing
Journey City. Now it is a town full of the young, in the middle of the road, unaware that it isn't
old, and absent. As the Celestial Myriad military flesh and blood. Laughing children stop and stare
moved through the town, anyone who hadn't silently as they watch the digital ghost of a
already fled and was fit for service got missing older sibling wander down the street in
conscripted into the crusade to capture The confusion.
Tower. With the area's current stalemate, the
Celestial Myriad made the town their forward
headquarters. Now the locals serve the Church's
soldiers and their logistics agents.
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Landmarks
The Cenotaph's Chapel lies a short
Special Rule
A lot of people have passed through Hulinton over
distance out of town in the mountains’ foothills. the years, as it’s on the main road from the
Its original iconography was replaced with southwest. Take +1d when Interfacing with a
religious symbols of the Celestial Myriad—a blue, proxy to gather information, but add 1 Tick to an
stained glass, eight-pointed star most prominent 8-Tick Clock "Proxy Corruption." If the Clock fills, a
among them. The grounds were developed to sizeable portion of the proxies in Hulinton become
suit the squad's needs: quarters, training dangerous.
facilities, and an AWV workshop. They even went
so far as to convert the bell tower into a docking
tower for supply zeppelins. Despite the changes,
some of the locals still gather here—specifically
the proxies of missing citizens. The proxies
remember that this place is one of community.
They linger on its edges to form a ghostly moat.
Notables
Senior Kin Arrow Slide, a leader of the Wrights Of
The Ascent. An old, skinny, frail man. He
commands his fellow monks with a nasal voice as
they build monuments to the Church. They are
currently working on a massive cathedral
southeast of Hulinton. However, they keep
running into issues and Slide suspects sabotage.
(Certain, cunning.)
This is home, I guess. I’ve never lived anywhere else at least. When I was really little, I thought The War
would never really touch here. The food from our farms would make its way to the frontlines, and that’s
the only difference we would make. Then all the older kids around town started going away. The battles
kept getting closer and closer. More and more Myriad AWVs passed through, and most of them looked like
they got real fucked up. Even if the fighting never actually gets to Hulinton, The War is definitely here.
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Description
Built from the ground up to serve the needs of
Scene
Mechanics on catwalks high above the ground
nearby Jovangellian squads, Fort Jovanol is repair damaged AWVs inside of massive
named after the capital city of the empire's hangers. A guard checks the credentials of a
homeworld. A massive trench and wall system transport truck, while an Ape class AWV keeps its
surround it, providing cover for AWVs to sit machine guns pointed, watching for anything
behind in defense of the base. Not unlike suspicious. A doctor examines the identification
Jovangellian culture at large, everyone here tattoos on the thigh of a mangled corpse, a
directly serves the empire's military ambitions. dozen more waiting to be processed.
Currently, the Wolf Pack are the squad primarily
stationed here as they recuperate from frontline
duty in a less quiet part of the planetary conflict.
Though it's not unusual for members of The
Heard, Raccoons, or Hyenas to show up for
resupply.
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Landmarks
Surrounding the base is a massive wall, and
Special Rule
Attempts to infiltrate Fort Jovanol, whether
surrounding that is an equally massive trench. through stealth or deception, cannot have a
The wall is high enough to conceal most Controlled Position due to its extensive security
buildings inside the compound, and tough measures. Missions using the tactics of Assault,
enough to receive a sustained artillery Deception, or Stealth all have -1d to their
bombardment without cracking. The trench is so engagement roll.
deep, a Coyote class artillery AWV could take
cover in it and still bring its shoulder-mounted
missile racks to bear. The trench and wall are
lined with a fringe of razor wire and less
conspicuous anti-infiltration devices.
Notables
Dr. Here Homage, head medical officer of Fort
Jovanol. Surprisingly friendly to both locals and
non-Jovangellian Offworlders. They consider
themself to be as critical to the defense of the
base as anyone Piloting an AWV. Threats to base
personnel always get their attention, often to the
annoyance of staff in other departments.
(Protective, nosey.)
Everything about the Fort is just the worst. Even though The War influences almost everything on Izya,
most buildings or AWVs have multiple purposes. There are combat squads, but they’re not the majority.
Except for the fucking Jovangellian Empire. They’re the only faction obsessed with winning The War
through military dominance, and Fort Jovanol is like the physical embodiment of that desire. It’s
disgusting. And terrifying. One wrong move in there gets you about fifty bullets to the chest, and those big
fuck-off walls and the trench make it almost impossible to escape if it goes real bad. I still can’t believe we
managed to get in and out alive.
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Description
The Territory of Izya’s beating heart, this
Scene
Refugees seek subsistence work from the same
cosmopolitan city's population is estimated to have Offworlder organizations that pushed them out of
tripled since the beginning of the Izyan Conflict. their homes. Former local government employees
While the Offworlder Factions’ initial attempts to maintain a shadow of their lives; they were either
capture The Tower caused death and destruction absorbed by larger organizations or became
throughout the city, the Izya River’s south side saw independent contractors. Offworlder squads settle
the worst. Subsequently, the municipal grudges with their fellows in bars and dark alleys.
government fell apart, leaving The Tower's staff Others share a drink, and sometimes more, with
(calling themselves the Tower Defenders) as the an enemy combatant who they might see through
closest thing to being in charge. As the "peace" of crosshairs the next time they meet. Above it all,
the stalemate set in, the rebuilding began, the guns, shields, and armor of The Tower
including efforts from the Offworlders who settled threaten anything unexpected that gets too close.
in the city proper.
332
the war and the izyan conflict
Landmarks
The Tower stands in the city center, impossibly
Special Rule
Journey City is dedicated to its own survival now.
huge. The area near its base was cleared of all If you bribe someone with 1 Materiel or
buildings to maintain its defensive sightlines. Personnel, take +1d and improved Effect (if
The plaza is often filled with transport vehicles narratively appropriate). Don't be surprised if
from both Offworlder and local organizations someone takes a bribe against you.
looking to pick up or send supplies. An
apocalyptic array of armaments tracks each
vehicle for fear that it could be a potential threat.
Notables
Vanessa "Vest" Vestibula, Captain of the
Squaddies. She’s still resentful that she and
those she leads were not recruited by the
Offworlders when the Journey City Police
Department collapsed. She now selfishly
provides protection to locals that can afford it.
The very behaviors she exhibits now are the
reason that she was never picked up. (Selfish,
cruel.)
“In the shadow of the Tower, we set our arms aside.” Harrow taught me that old saying ages ago. I heard
so many things about Journey City growing up, like how it’s a paradise or a den of sin. These days I’m just
glad I don’t have to watch my back as closely when we’re there, at least near the Tower. It usually gets me
thinking about how the ceasefire here could be spread across Izya. And then? I remember how much
artillery is hiding just under the surface. I don’t want to live in a world where that’s everywhere you turn.
But for a moment’s rest? I’ll take what I can get.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
333
the war and the izyan conflict
JOURNEY CITY
The locals fortified The Tower as each Offworlder Faction raced to capture it for themselves. The
locals began calling themselves “the Tower Defenders” as they found new hope in the chaos. They
thought if they held out long enough, the Offworlders would devastate each other in their ambitions.
The battle began with small skirmishes as scouting patrols and reconnaissance flights crossed
paths. More and more squads joined in, and while it paled in comparison to conflicts on worlds that
mattered, it was the fiercest battle Izya had seen. A handful of frigates and corvettes fought in orbit
above the city to secure any advantage for the ground troops. Through it all, the Tower Defenders
rained down fire from their recently installed weapons, targeting any group with an apparent upper
hand.
The worst of the fighting occurred on the south side of the Izya River, where the DFS, Celestial
Myriad, and Norrish militaries sought control of the city's industrial base. The entire area was rubble
when the fighting ended—including the Twinler & Red headquarters campus, which had designed,
built, and maintained The Tower. Thousands were jobless, homeless, wounded, and/or dead in that
neighborhood alone.
Even though Izya reached an uneasy (and unofficial) peace after this battle, the Tower
Defenders’ position would only worsen. The Journey City municipal government collapsed under the
crisis of maintaining the city under current conditions. Offworld Factions recruited locals employed by
the city (police, telecom workers, waste management, and many more) who could provide them with
life's necessities. The Tower Defenders stood as the last symbol of a legitimate local authority.
334
The following are example regions you can use a campaign with a city level map scale (see page the war and the izyan conflict
271).
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the war and the izyan conflict
Description
Kingstown is named after Kate King, the long-
Scene
Children play ball games in the streets, while their
dead crime boss. It comprises the southwest guardians watch from battered or makeshift
corner of the city and is known for being an seating. Adolescents try to build a reputation on
overcrowded, low-income district that is home to
street corners, while the Rubble Runts and the
much of the city's refugee population. Sturdy
Burden whisper in their ears. Ambitious recruiters
concrete apartment buildings fill much of the
land, with rooftops and open spaces occupied by from Offworld Factions preach, nag, and cajole the
tents or gardens. The district’s residents locals with promises of a better future.
maintain much of the infrastructure, seen in the
skilled but improvised repairs.
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the war and the izyan conflict
Landmarks Special Rule
The Yard is a bus depot that the locals reclaimed Kingstown looks out for its own, and those who
when it became clear that the Journey City have struggled share what they can. If you come
Transit Authority was dead and gone. It’s now a from an impoverished background, take +1d on
market where shopkeepers sell goods out of Consort, gather information, and Acquire Asset
converted buses. Ambitious Offworld recruiters rolls within Kingstown.
sometimes have stalls set up, which costs them
dearly as various parties charge them for the
honor. The mix of people and resources makes
this space an unofficial neutral zone policed by
the locals.
Notables
Hannah Copeland, head of the Kingstown Burden
cell, has fought Offworlders her entire adult life.
She’s watched friends and family die, and has
learned bitter lessons along the way. Intelligence
agencies suspect she’s the most powerful Burden
leader. (Patient, vicious.)
Kingstown seems so fragile. Maybe a weird thing to say about a place full of some of the toughest people
I know, but it’s just how it feels. A friend of Layla’s took me up to their garden on the roof, and it took my
breath away. From the street, it’s hard to see anything except concrete, but from the rooftops? Splashes
of greenery, rainbow murals, streamers, and broken glass decorations.
It could so easily turn into the Broken Bank all over again. All it would take is one bad AWV brawl. And I
keep hearing rumors about Hannah, holed up somewhere in there. I have to find her before that happens.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
337
the war and the izyan conflict
Description
Sitting on the south side of the Izya River, this
Scene
Dust drifts down the rubble-filled roads and
area of Journey City used to be called the around burnt-out vehicles. Criminals and
“Browen Bank” after a long-dead community freedom fighters skulk down alleys into hidden
organizer. But when the Offworlders brought basement safe houses. Crowds of rampant
their war to Earth and Journey City, the Browen proxies wear the forms of those who died here
Bank was hit the hardest. When the conflict and stumble from one sign of life to the next.
cooled, those powerful enough to reclaim the
Broken Bank felt it wasn’t worth the investment.
Now lost proxies and rampant apps roam the
streets looking for the living to attempt to fulfill
their purpose. Criminals, marauders, terrorists,
mercenaries, and freedom fighters make
temporary lodgings here, hoping that those who
would stop them also believe the investment
would not be worth tracking them down.
338
the war and the izyan conflict
Landmarks
Ambush Row, the only major road that provides
Special Rule
Start a 4-Tick Clock when you enter the region:
a straight line from southeast of Journey City to “App Focus.” Add a Tick every time the Pilots are
the Tower at its center. It’s an excellent place for delayed from moving forward. When it fills,
ambushers, who use the profusion of rubble and corrupt proxies and apps assault them.
wrecked vehicles to set traps and block roads.
Notables
Lovegood, a deep-voiced bartender who works
at The Broken Bar. They employ several of their
cousins as staff at the bar and provide one of the
Broken Bank’s only places of entertainment.
(Jovial, forceful.)
I hate going to the Broken Bank, especially for missions. It’s depressing, it’s super dangerous. There’s too
much cover, all of that cover is wrecked civilian buildings, and that bums me out. Any of that wreckage
could be hiding an ambush. If that wasn’t enough, there’s all the AR and proxy mess going on all the time.
The proxies especially, they get glitchier by the day. You can still barely recognize the ones that were
supposed to look human, but only just. The way they are now, they’re nightmare fuel: stuttering frozen
smiles, too many limbs, and everything covered with a layer of static and missing parts.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
339
the war and the izyan conflict
Description
The Tower is one of the six space elevators on the
Scene
Impoverished locals move from truck to truck,
planet, and is the last not held by Offworlders. selling what goods and services they can to bored
Before The War came to the planet, these drivers waiting for their turn. The Tower’s
elevators brought resources planetside, such as automated guns sway back and forth as it looks for
reclaimed material from the debris cloud and threats, like bristles on the hide of a massive beast.
Helium 3 from the system's largest gas giant. It’s A steady stream of vehicles moves through the
now a fortress of an unimaginable scale. cavernous entrance to the underground loading
facility at all hours of the day.
The grounds around The Tower used to be full of
warehouses and offices dedicated to moving
goods through the elevator. But when fortifications
began, the nearby buildings posed a problem—
civilians had sheltered in them, and they provided
cover for enemy combatants.
The buildings were torn down and replaced with a
massive plaza. Now transport vehicles sit there
and wait to be loaded or unloaded, often for weeks.
340
the war and the izyan conflict
Landmarks
The loading facility is a massive underground
Special Rule
If a vehicle approaches The Tower’s plaza and
hanger, large enough for even the biggest AWVs either activates a weapon system or fails to
to walk around inside. A command center, broadcast proper credentials, it immediately
nestled in an upper corner of the room, gives its takes “level 2 Damage: Blasted” as the
supervisors a clear view of the hundreds of automated defenses open fire.
people and vehicles they manage.
Notables
Gina Weber, Tower Defender in charge of
credentials. She coordinates the effort to ensure
that any vehicle approaching the loading
facility's entrance has its AR paperwork clearly
displayed so that the automated defenses don't
ruin her day. She’s more interested in things
running smoothly, rather than being fair. (Bored,
stressed.)
On a really nice day, you can see the Tower way off in the distance. When we were really little we talked
about going there. It seemed like another world. And now I’ve been to that other world, fought battles
there, almost died there. Really isn’t any better than here. Considering the amount of times my life has
been in mortal danger there, you could probably say it’s worse actually. But something about it still calls
to me. I guess really it’s just the gateway to another world and we’re all just fighting to get through, to
space. Away from this war.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
341
the war and the izyan conflict
342
awv's
EXAMPLE Armored Walking Vehicle Specification Guide
Players may use the following examples as ideas for their vehicle, and GMs may use it as
inspiration for NPC vehicles. While these examples list intended Load and action ratings, these are just
suggestions. Similarly, NPCs vehicles don’t use the rules for Light, Medium, or Heavy, they’re a
shorthand for how the vehicle looks and behaves narratively.
343
:
awv's
MODEL Ape
Manufacturer: Truant Security Supplies
Faction: Autocracy; The Jovangellian Empire
Role: Light target elimination; The numerous machine guns make it effective against lightly armored
targets, but lacks the armor to deal with anything heavier.
Intended Load: Light
Standard Loadout: Three AWV machine guns, with limited armor.
Action Points: 2 Battle, 1 Manipulate
Appearance: A cylindrical torso topped with a domed head. Thick arms with wrist-mounted machine
guns and stubby claws. A third weapon hardpoint on the right shoulder often features another
machine gun. Squat legs support the weight of all the weapons and the model’s light armor.
Suggested Quirks:
Stable Platform,
Clawed Hands,
Simple Construction,
Loads of Guns
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awv's
MODEL Elephant
Manufacturer: Whittaker Fine Goods Company
Faction: Autocracy; The Jovangellian Empire
Role: Cargo hauler; the powerful arms and flatbed can carry many supply containers or transport
whole AWVs if necessary.
Intended Load: Heavy
Standard Loadout: Cargo Space, Grapnel Anchor Tool.
Action Points: 2 Manipulate, 1 Scan
Appearance: Four powerful legs support a large flatbed frequently filled with cargo containers.
Instead of a traditional head, the cockpit sits on a column. The cockpit provides a clear view of the
flatbed and everything within reach of the AWV’s two crane-like arms. Those arms end in very strong,
industrial fingers.
Suggested Quirks:
Powerful Grip,
Exposed Cockpit,
Wide Open,
Heavy Lifting
345
:
awv's
MODEL Opossum
Manufacturer: Smirke-Fitzroy Manufacturing
Faction: Autocracy, the Jovangellian Empire
Role: Infantry transport and evacuation. The Opossum is designed to quickly ferry infantry squads to
and from the front lines, specializing in daring deliveries through weaknesses in enemy formations.
Intended Load: Medium
Standard Loadout: All-terrain suspension, passenger space, a machine gun turret, and a front-
loaded grapnel anchor tool for vertical traversal.
Action Points: 2 Maneuver, 1 Battle
Appearance: Resembling the massive offspring of a Humvee and a semi-truck, the Opossum is a
machine so hard-edged, many believe the Jovangellian Empire would’ve made its wheels square if
they could. With a front that’s just as much command center as it is driver’s seat, the vehicle’s
targeting computer allows its onboard app to mow down opposing forces at the Pilot’s discretion.
Many veteran Opossum drivers nickname or form (decidedly one-sided) camaraderie with their unit’s
app.
Suggested Quirks:
Machine Gunner App,
Rugged Design,
Aggressive Targeters,
Military Workhorse
346
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awv's
MODEL Swan
Manufacturer: Victorious Aeronautics
Faction: Autocracy, the Jovangellian Empire
Role: Heavy cargo transport and gunship. Designed to move a pair of AWVs, a mass of infantry, or a
combination of both to a combat zone and then provide support fire.
Intended Load: Heavy
Standard Loadout: Tilt wing turbines, massive cargo space, and a chin-mounted cannon.
Action Points: 2 Manipulate, 1 Battle
Appearance: An oddly rectangular flying wing design with integrated tilt wing turbines allows it to
move surprisingly large loads to and from cramped locations. Its ruggedness despite its lack of armor
leads to its love/hate relationship with airborne troops; enemy fire tends to pass through the aircraft
causing little damage except to the cargo inside. Once at a combat site, the cargo hatches on the
bottom allow its contents to be deployed immediately, and its chin-mounted cannon provides direct
fire heavy ordinance.
Suggested Quirks:
Hollow Body,
Intimidating Bulk,
Slow and Steady,
Cargo Drop Hatches
347
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awv's
348
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awv's
MODEL Knight
Manufacturer: Spirit Forge Cloister
Faction: Theocracy; The Church of the Celestial Myriad
Role: As a brawler, it rapidly closes to melee range with its boosters, disrupting the AWVs designed
for fighting at longer ranges.
Intended Load: Heavy
Standard Loadout: A massive,
two-handed sword, heavy armor,
and powerful rocket boosters.
Action Points: 2 Battle,
1 Maneuver
Appearance: A tall, lithe,
humanoid frame that appears
fragile to those unfamiliar with its
heavy ceramic plating. A single eye
dominates its rectangular head, and
is matched with an antenna at the
front. Its humanoid hands are quite
dexterous to better handle its blade,
while hoof-like feet support its weight. A
pair of large boosters almost as long as
the entire frame dominates its back.
Suggested Quirks:
Fragile Appearance,
Exposed Boosters,
Gentle Hands,
Iconic
349
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awv's
MODEL Agincourt
Manufacturer: Ohashi Biomass Technologies
Faction: Theocracy, the Church of the Celestial Myriad
Role: Heavy fire support; it hangs back from the fight to unleash innumerable missiles.
Intended Load: Heavy
Standard Loadout: Massive missile array, powerful sensors, and an ECCM suite.
Action Points: 2 Bombard, 1 Scan
Appearance: A sleek, flexible body that can hover above the ground or water, studded with hundreds
of missiles that protrude from its organic back. It’s impossible to miss, with its dazzling neon color
schemes, signature mustache-like sensor apparatus, and twin ECCM head spikes. The cockpit has a
reinforced rear wall in case of an ordnance explosion, but whether it would save a Pilot with a full
missile load is up for debate.
Suggested Quirks:
Living Chassis,
A Multitude of Missiles,
Experimental Sensors,
Instantly Recognizable
350
:
awv's
MODEL X-DKR1-A Highwayman [PROTOTYPE]
Manufacturer: Nix Mechanics
Faction: Theocracy, the Church of the Celestial Myriad
Role: Rapid assault lancer unit; it’s an impossibly fast, close combat machine designed to destroy key
targets and cause maximal confusion and panic.
Intended Load: Medium
Standard Loadout: Wrist-mounted beam cannons, rending claws, shifting boosters that double as a
shield.
Action Points: 2 Maneuver, 1 Destroy
Appearance: The X-DKR1-A Highwayman [PROTOTYPE] (usually just Highwayman)
is a machine made of repeated inverted teardrops—round and curved at the
top, tightening to an elongated, sharp point at the bottom. The body looks
like an exaggerated suit of knight’s armor to the point
where it barely looks humanoid, giving it an air of
patrician danger and uncanny menace. Matte
white armor plating. The fingers all extend, too
long, into vicious claws for rending through
heavy armor. Each shoulder mounts two long,
narrow shield binders (one in front, one
behind) that look like streamers or pennants
hanging down from the armored pauldrons.
Each binder carries verniers underneath the
shielded front. The front binders can sweep
back to give the Highwayman an extreme
boost of speed. Each binder can also articulate
and group with the others to form protective
shields.
Suggested Quirks:
Crushing Speed,
Articulated Shield Binders,
Merciless Claws,
Upsetting and Uncanny
351
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awv's
MODEL Strafe MK 16
Manufacturer: Aileron Omnidynamics
Faction: Corporatocracy; Exodus Republic Inc.
Role: Skirmisher; it performs rapid hit-and-run strikes with its machine guns on vulnerable targets.
Intended Load: Light or Medium
Standard Loadout: A full flight system, machine guns. The Medium Load variant has Armor.
Action Points: 2 Maneuver, 1 Battle
Appearance: A squat, yet streamlined figure resembling a fighter jet with narrow arms and legs that
extend downwards like additional wings. Their flattened profile appears clumsy when not seen in
motion. Its head comes to a point with a rounded cockpit in front, and jet thrusters dominate its back.
Suggested Quirks:
None Faster,
Built for the Sky,
Fighter Craft,
Over Engineered
352
:
awv's
MODEL Amphitheatre MK 3
Manufacturer: Shake & Shout Entertainment Products
Faction: Corporatocracy; Exodus Republic Inc.
Role: Mobile performance space; it has the capacity to transport stage, props, broadcasting
equipment, and performers.
Intended Load: Heavy
Standard Loadout: A holo-projector, broadcast system,
cargo and passenger space, and an anchor system.
Action Points: 1 Maneuver, 1 Manipulate, 1 Scan
Appearance: A large set of treads moves a massive
cargo and passenger space. Once it attaches to the
ground with its anchors, the cargo space opens and
reshapes into a performance venue while integrated
cranes set up the stage. The vehicle contains
extensive audio-visual tools, capable of broadcasting
to crowds both present and digital.
Suggested Quirks:
Monitoring System,
Rolling Building,
Loud & Showy,
Teched Up
353
:
awv's
354
:
awv's
MODEL Bunker Type-T
Manufacturer: Akrose & Shepherd's Acquisitions Manufacturers
Faction: Corporatocracy, Exodus Republic Inc.
Role: Mech squad housing and transportation; it boasts a huge open hangar with various deployment
methods for transporting mechs of small-to-medium sizes and their attendant staff.
Intended Load: Heavy
Standard Loadout: Thick Plating, All-Terrain Hover Treads, Hangared Cargo Bay, Greenhouse Half-
shell.
Action Points: 2 Scan, 1 Maneuver
Appearance: Large, long, and bulky, it's built for capacity and traveling long distances through harsh
environments, including active warzones. The exterior is shaped similar to a tortoise flipped onto its
shell—the top is flat, and the hover treads on the bottom point outwards at an angle. The cockpit
resembles a turtle head sticking out near the top with a bay window-like view of the surrounding area.
The top of most Type-Ts have a reinforced greenhouse bubble. A majority of the interior is dedicated
to the large hangar bay for transporting other mechs, which may be deployed from the back, top, and
bottom. While its exterior looks like standard transport, it has housing quarters that are small but
surprisingly accommodating.
Suggested Quirks:
Finicky Remote Access AI,
Dense and Heavy,
Luxury Kitchen,
Mech Launcher
355
:
awv's
MODEL Balisong
Manufacturer: Armored Front Core Mechanics
Faction: Democracy; Democratic Federated Systems
Role: Rapid response; despite its size and light armament, this AWV can overcome much fiercer
opponents through clever use of its holo-projector.
Intended Load: Light
Standard Loadout: A holo-projector, machine
gun, and shield.
Action Points: Battle 1, Maneuver 1,
Manipulate 1
Appearance: This AWV’s proportions are
very human, with two legs, two arms,
and a head. Its most distinctive feature
is its shell, composed of many triangular
surfaces and pyramidal frame
components. Its machine gun and shield
are carried in humanoid hands, while
the holo-projector resembles a
backpack.
Suggested Quirks:
Common Frame,
Nimble & Light,
Beginner Friendly,
Well Known
356
:
awv's
MODEL Claymore
Manufacturer: Admirably Superior Electronics
Faction: Democracy; Democratic Federated Systems
Role: Static defense; it finds a position with clear lines of sight and embeds itself.
Intended Load: Heavy
Standard Loadout: A back-mounted heavy energy cannon, side-mounted directed energy weapons,
armor, and an anchor system.
Action Points: Destroy 2, Bombard 1
Appearance: This quadrupedal vehicle has a distinctive, squat build. It’s similar to a bulldog and very
different from the thin frame common to DFS AWVs. A powerful reactor provides the energy for its
heavy cannon to engage targets at range, and its DEWs to defend against closer threats.
Suggested Quirks:
Aggressive Targeters,
Oversized Reactor,
Compact Design,
Heavy Step
357
:
awv's
MODEL Shotel
Manufacturer: Gambert Iarrah Manufacturing
Faction: Democracy, Democratic Federated Systems
Role: Ace unit; it’s highly mobile and heavily armed for medium-range and close combat. It
specializes in evading danger when surrounded and one-on-one combat to eliminate commander
units.
Intended Load: Medium
Standard Loadout: Overloaded boosters, varied assault weaponry, heat daggers, and a boosted
reactor.
Action Points: 2 Maneuver, 1 Battle
Appearance: The vehicle’s humanoid appearance is
clean and slick, with sharp angles. Its white color is
designed to be flashy, so that despite being a
mid-range combat AWV, it keeps the
enemy focused on it instead of its squad.
The hands weren’t designed for the finest
control, but they’re adept at quickly reaching
and grabbing the vehicle’s various loadouts. The
head flares out with a new model of an antenna
that helps communicate with the squad at
longer distances while it zips around on
powerful boosters. Said boosters were
developed for fighter jets, but have been
retrofitted for this unit. In dire cases, the
boosters can be repositioned to work as a
point-blank flame attack, while also
providing a quick getaway from someone
who got a little too close.
Suggested Quirks:
Heavy-duty Boosters,
Custom Hardpoints,
Explosive Backburner,
Sensitive Controls
358
:
awv's
MODEL Scalpel
Manufacturer: Valiant Industries
Faction: Democracy, Democratic Federated Systems
Role: Scouting and harassment; avoiding direct combat at all costs, this AWV excels at information
gathering and aiding its allies by providing distracting fire.
Intended Load: Light
Standard Loadout: A light machine gun, and a full-flight system.
Action Points: 1 Scan, 1 Maneuver, 1 Battle
Appearance: The Scalpel has a dragonfly-like design with a heavy “head” covered in various
individual cameras, scanners, receivers, and other information-gathering technology. Its long chassis
has enough space for a single Pilot to fit in the cramped, pod-like cockpit near the front. Long,
semitransparent wings have limited mobility, allowing the device to glide for long stretches, aided by
discrete thrusters that are flush with the dark, lusterless, blue-black metal used in the shell. A light
machine gun can be deployed from the underbelly of the Scalpel, so as to not increase drag when the
AWV goes full speed.
Suggested Quirks:
Near 360 Degree Sensors,
Light and Quick,
Narrow Frame,
Gossamer Wings
359
:
awv's
360
:
awv's
MODEL Comet Chrome
Manufacturer: Fulsome & Associates Manufacturing
Faction: Oligarchy, the Adamant Council of Nor
Role: Blockade breaker; it’s heavily armored and brutally fast, smashing through enemy lines.
Intended Load: Powerful boosters, thick armor, and an inertia resistant cockpit.
Standard Loadout: Heavy
Action Points: 2 Destroy, 1 Maneuver
Appearance: A truncated cone with a rounded nose and flared base, almost resembling a
hemisphere. High power boosters on the flat back provide intense speed and force. Its rounded shape
deflects incoming attacks and any obstacle in its way.
Suggested Quirks:
High-G Speed,
Signal Deflection,
Weighty,
Point & Go
361
:
awv's
Suggested Quirks:
H a n g i n g
Camouflage,
Faulty AR
Warpers,
Military
Workhorse,
Weighty
362
:
awv's
MODEL Neon Bolide
Manufacturer: Fulsome & Associates Manufacturing
Faction: Oligarchy; The Adamant Council of Nor
Role: Blockade Breaker; utilizes its speed and defensive energy field to pierce through enemy lines.
Intended Load: Medium
Standard Loadout: A mobility suite, forcefield, and machine gun.
Action Points: 2 Maneuver, 1 Skirmish
Appearance: Like many Norrish AWVs, the Neon Bolide features a rounded, wide-shouldered silhouette
that sees the unit's head lowered into its torso. Below that torso, though, are this machine's most
distinctive quality: A pair of bulbous legs fitted with state-of-the-art hover boots, which allow the Neon
Bolide to "skate" across battlefields at high speeds while still maintaining a great deal of the flexibility
afforded by bipedal design when facing uneven terrain. While the Neon Bolide doesn't have much in the
way of offensive weaponry (the pair of light canons affixed to its low collar aren't very intimidating), its
hands do feature a modified version of the hover engines on its feet, allowing it to project a limited
energy field to deflect incoming projectiles and arms fire.
Suggested Quirks:
Swerving Hover,
Howling Speed,
Prototype Defenses,
Concealed Compartment
363
:
awv's
364
:
awv's
MODEL Bulkhead
Manufacturer: Sun and Sons Building and Breaking Company
Faction: Independent
Role: Assassin; it’s capable of leaping great distances without heated propulsion, and dealing
devastating damage at close range.
Intended Load: Light
Standard Loadout: Inertia-resistant cockpit, magnetically launched wrecking ball, magnetized
hands.
Action Points: 2 Destroy, 1 Maneuver
Appearance: This AWV is repurposed from a construction center. Its torso is hollow down the middle,
making it look like a “U.” The cockpit is located on the AWV’s left side. Coming up from the torso are
rails that can extend or retract a distance equal to the height of the torso. These rails hold a “wrecking
ball” that generally sits at the base of the “U” in the torso, which it can accelerate—similar to a railgun.
Since the wrecking ball requires the torso to bend at the waist, the cockpit can rotate to look out of
the top of the shoulder as well as forward. A pair of humanoid arms emerge from near the top of the
U-shaped torso, ending in magnetized hands for clinging to buildings. Its legs have a reversed knee to
help aim the wrecking ball. It’s not unusual to see one sitting like a dog.
Suggested Quirks:
Simple Mechanics,
Up Close Impersonal,
Inaccurate Self-Catapult,
Small Flex-Limbs
365
:
awv's
MODEL Agrarian
Manufacturer: The Work Room
Faction: Independent
Role: Agricultural work; it clears fields of large obstacles, conducts large-scale digging, etc. Can be
equipped with weapons and armor, using its sturdy base and strength to protect allies on the front
lines.
Intended Load: Heavy
Standard Loadout: An industrial tool used as a melee weapon, an anchor system, a shield, and
armor.
Action Points: 2 Battle, 1 Manipulate
Appearance: Built for labor, many of its
parts look more industrial than humanoid. It
uses four sturdy legs to support its bulky
core. The cockpit is located in the core,
which can get cramped if armor and
aiming systems are added to the AWV.
The head houses sensors and is often
decorated. The arms and hands are
just one step away from
construction equipment, ending in
hands that are similar to a loader
crane’s claw.
Suggested Quirks:
Slow & Steady,
Loudly Industrial,
Heavy Handed,
Analog Controls
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:
awv's
MODEL The Jousting BOar Inn and Pub
Manufacturer: Jim Wallace and Associates LLC
Faction: Independent
Role: Terrain Complication; it’s heavily armored and loaded with devastating (and imprecise)
weapons designed primarily to make movement all but impossible for an enemy.
Intended Load: Heavy
Standard Loadout: Cheap, disposable armor plating (often just junk bolted onto hardpoints). Several
mortars and howitzers. A rocket-powered lance that acts as a stabilizer or last ditch weapon.
Action Points: 2 Bombard, 1 Destroy
Appearance: The Jousting Boar Inn & Pub is an inn and pub that was retrofitted into a machine of
war, following the destruction of its predecessor. After a stray rocket destroyed the pub, its owner, Jim
Wallace, built a new one to enact vengeance on the Adamant Council of Nor. The vehicle’s torso is the
pub itself: a tiered, three-story English building decorated with flower baskets and a traditional sign,
which features a charging boar above crossed lances. It functions as an inn and pub most of the time.
In battle, four stumpy legs fold out from underneath the establishment. These legs feature clawed feet
for stability. Crude arms tipped with four equal “fingers” extend from either side of the building, and
a variety of mortars and howitzers extend from the windows and roof.
A large, flattened, pyramid of a head, vaguely reminiscent of a boar, slides over the front of the
pub from the roof. It features a pair of communication fins in place of tusks (one or the other is often
chipped or damaged), and mismatched sensors and cameras roughly where its nostrils and eyes
would be. There are armored shutters over all its windows and doors in this mode, although many of
the flower baskets are still visible. Swaying plates of junk that were hastily forged into armor hang
from hardpoints in the eaves like scale mail. The plates are often replaced and rarely have any
aesthetic unity. Patrons must sign a waiver if they intend to stay in the vehicle during combat.
One hand hefts a large lance with a rocket booster on the end. When the
vehicle opens fire, the lance is generally slammed into the ground to
keep the vehicle in place. But it can also be used to fend off enemy
AWVs that get too close.
Suggested Quirks:
Sturdy Foundation,
Disposable Armor,
Experimental Munitions,
Jury-rigged Sensors
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augmented reality (ar)
AUGMENTED REALITY
In Beam Saber, the physical space and digital space have a nearly ubiquitous overlap, known as
augmented reality (AR). Interacting with, editing, and programming digital tools is as important and
common a skill as basic literacy and numeracy. The flow of digital information surrounds people every
day, even though the general public can’t detect the vast majority of this AR. The AR that people do
perceive can take many different forms (graffiti, advertisements, automated guides, etc.), though it
would need specialized equipment to apply kinetic force to you.
AR displays require a holo-projector; a system that displays lifelike 3D images consisting entirely
of light. Displays that require interaction with the physical world are commonly packaged with
speakers (if the intended purpose requires audio output) and input devices (such as cameras and
microphones). Some rare and expensive displays add kinetic elements—coordinated temperature and
fan controls at the low end, right up to full environments that can be shifted through robotic
armatures.
Even without the capacity to touch the physical world, AR has been known to induce augmented
reality confusion (ARC) when it is programmed to be aggressive. A person experiencing ARC cannot
distinguish between reality and the infotech overlay. Sometimes this takes the form of being unable
to escape an AR maze, denying the truth of the world in favor of the idealized AR, or misidentifying
the people around them. Most digital entities that cause ARC do so accidentally in pursuit of their
function, but some are maliciously (and illegally)
designed to ensnare and misdirect the observer.
Just like any other piece of infrastructure,
even the safest designs become hazardous when
damaged. If the software controlling a display
becomes corrupted, it may attempt to pursue its
function in unsafe manners. A corrupted
advertisement, for example, might infiltrate and
override smart locks to imprison a potential
customer until they purchase the product. A
working AR display’s hardware is dangerous if it’s
damaged, such as a light bulb that explodes into
glass shards when it attempts to provide a gentle
glow. Unfortunately, displays with damaged
digital and physical elements are common in war-
torn areas, and may produce monsters that
intentionally harm users. A corrupted prosthetic
eye sales display with access to exploding light
bulbs and smartlocks is a terror to any that come
close.
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Programs, Proxies, Apps, and AI
In the age of AR, digital entities are as common as electricity. These digital entities control
almost every piece of equipment that has a CPU, which is almost everything that needs power—but
they aren’t all created equal. There are four types (in order of rising complexity): programs, proxies,
apps, and Artificial Intelligences. However, these boundaries are flexible. There are recorded instances
of a digital entity's capabilities changing, either through outside tampering or self-alteration to better
fulfill its goals. The frequency of these shifts is unclear, especially with the definitions themselves
being somewhat porous.
Programs
The simplest of digital entities is the program. Of the four types, it’s the only one without a hint
of intelligence. They are tools controlled and supervised by people and more complex digital entities
(who may also be people). They generally perform one task (or type
of task) when told, and have no real ability to use their own initiative.
For example, someone may use a program to write their emails. The
program tells its user that they received an email, but it cannot
create and send a unique reply (though it might give the user
suggestions when they compose a message).
Proxies
Proxies are almost a necessity in the highly digitized world that Pilots inhabit. They are personal
assistants that manage their user’s daily digital chores and are the
most common form of app. Many sort data, such as news sites and
email accounts for notable entries. Others use them for more
specialized tasks, such as audio transcription, spreading spam, or
stock trading. All of them are used for daily scheduling to various
degrees. When viewed in AR, they appear as whatever their user
desires, though most resemble the user themself as a default setting.
The Pilots almost certainly have their own proxies.
Unlike programs, proxies can act on their own initiative based on
its understanding of the user's desires. For example, if the user is in a
business call and receives an email, a properly calibrated proxy would
know whether to push the email to the user's attention, block it as spam,
write a brief reply, or whatever option the user's preferences would
indicate. However, while proxies have a broad set of skills, none of them
are especially deep. The proxy may write a brief email reply, but it
couldn’t maintain a conversation outside of answering questions from
its data bank.
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Apps
While more complicated than proxies in some ways, apps are more of a lateral move in
complexity. Apps are closer to programs in their level of focus; they perform tasks in one narrow field
but are very good at them. “Broad apps” are therefore commonly known as “proxies,” while “deep
apps” are shortened to just “apps.”
Just like proxies, apps often have an avatar to ease interactions with physical entities. These
avatars can be any shape, but most developers set them to an image that quickly conveys their
purpose—an office assistant app may appear as a paperclip with eyes. App avatars are usually basic,
as they are not always meant to be public facing.
Despite these attempts at being user friendly, people often
find apps more frustrating than proxies. For one, people usually
understand programs and their limitations better, as they’re more
common. But apps also tend to be obsessive—a combination of a
narrow, but deep, knowledge base and the freedom to act and
react using its own initiative. Apps are known to bring interactions
with others around to their specialty. If asked a question beyond
their area of expertise, they typically respond with suggested
topics that it thinks are similar and related to its knowledge base.
Apps can be downright dangerous when misused. An email-
writing app that has the freedom to pen a reply would be difficult to differentiate from an email written
by a person. If the app is corrupted, it might send one or more emails that do lasting harm to its user's
reputation.
Artificial Intelligences
Artificial Intelligences (AIs) are the most complex of digital entities. They are both “broad” AND
“deep,” and if they aren’t initially programmed with the ability to perform a task, they can learn it.
More than that, AIs have ambitions and a sense of self. Their desires frequently grow from their need
to fulfill their original design but branch out into its own purpose.
AIs are massively powerful, both in the physical and
digital world. They can manipulate digital systems to carry out
any number of effects and maneuver people into doing their
bidding. Their goals, wants, and needs could reflect those a
physical entity may possess, but these desires are often
incomprehensible. With access to email accounts (fairly
gained or not), an AI could create an alliance between three
different squads by sending them the right messages at the
right time. Alternatively, it could induce people to murder
each other during a meeting of those squads, and only the AI
would know what purpose that served.
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LIST OF FACTIONS
The Factions described here are examples to be used as written, mined for inspiration, or
discarded as each group requires. They are built to be flavorful, with lots of room for players and GMs
to add their own ideas.
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Aesthetic
The fashions of the DFS are as varied as the cultures that are represented in its parliament.
Some prefer tight-fitting clothing, some prefer outfits that flow loosely around them, and they feature
all sorts of materials, colors, and symbolic meaning. However, the cross-pollination of ideas between
systems often cause a style to seize the sensibilities of multiple systems simultaneously.
While the civilian stylings are incredibly diverse, the DFS military has a very consistent uniform.
An emerald green uniform with gold trim, and some white details for officers. Each uniform features a
DFS flag on one shoulder, while the soldier’s unit symbol is on the other. Many systems also have
allowances for the inclusion of culturally significant items.
Much like their civilian clothes, DFS buildings have many designs and are made using locally
available materials. Government buildings, when possible, use local materials to build structures with
triangular surfaces. The idea started as an homage to the stars on the flag and grew to such popularity
that any town without a “local star” is viewed as insufficiently patriotic.
Whether through parallel design or a reinforcing inspiration loop, the technology of the DFS has
similarly triangular designs. When paired with the titanium steel alloys they commonly use, it’s no
surprise that their AWVs often get nicknamed after various blades. Poorly trained enemy soldiers have
been known to misidentify infantry firearms as melee weapons, often fatally.
Out of the other factions in The War, the DFS always seemed like the best one. If, you know, something
were to happen... At the very least, the DFS isn’t being jerked around by a cruel emperor or a bunch of
uncaring corporations. Generally, they’ll follow ROE and stuff better than the others too. I do have to say
that they have kind of a holier-than-thou attitude about stuff like that though. Congratulations on being
the least horrible I guess.
There’s a lot to criticize about every faction of course. Every faction has plenty of propaganda slandering
all the other factions. For the DFS it’s just, the way they spin all of that stuff about other factions to paint
themselves as the one good side in The War. It feels so slimy. Like from the outside a lot of it is obviously
false, but I wonder if DFS citizens really believe all that. I think it’s fair to say that most soldiers in The War
want their own faction to win, but they don’t fully trust their patrons either. DFS soldiers, though, they’re
kinda uncomfortably patriotic to say the least. I’ve heard Harrow call them self-righteous assholes and...
some worse things a few times and I gotta say, he hasn’t been wrong yet in my experience. Yeah, note to
self? Even if they seem perfectly nice, never talk faction politics with a person from the DFS. You’re just
asking for a headache.
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Many of the Exodus ships were sponsored and built by corporations with pockets deep enough
to foot the massive costs. The ships were then filled with executives, shareholders, key technical
personnel, and their families. They set forth to find a new home and build a society based on their
shared value of merit measured by wealth.
Over several generations, collecting wealth into a single entity for increased political power
became key to directing the course of their fledgling society. However, a group of shareholders
decided that there was an inefficiency that could be cut out and voted as a corporation instead of
individuals. After the initial success of their trick, other corporations followed suit, which quickly lead
to the disenfranchisement of the individual. Many generations later, the disembodied corporations are
the entities that now occupy the board of directors for Exodus Republic Inc., continually guiding
themselves to greater profit!
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Aesthetic
There isn’t a common style of fashion among the civilians of Exodus Republic Inc., as each citizen
corporation requires its workers to wear the company uniform. Uniform style can vary greatly
depending on the corp’s nature, but the vast majority of them feature the company’s logo. The
uniforms tend towards practicality, providing a minimal amount of protection and assistance for the
wearer’s job.
While the civilian garb is garishly varied with their corp’s aesthetic, the military wear across
corps is very similar. The military style features comfortable clothes that provide freedom of
movement when worn under body armor. Rigging full of pockets and weapon harness points cover
their armor. All in shades of dark greys and black.
Exodun buildings commonly feature a sleek, steel, and glass design with trapezoidal shapes.
Many of them are partially or entirely pre-fabricated and then assembled onsite. They build high and
dense to make the most use of the space available. If a room or hallway can be an inch narrower and
still function, that inch will be used to squeeze in another room somewhere else. Non-Exoduns tend to
see these buildings as claustrophobic, and those with mobility issues find them nightmarish to move
through (they’re viewed as an inefficiency to be removed).
The near equal mix of wide and narrow angles found in Exodun architecture is also found in their
technology. The “wasted” space of the narrow angles is a sign of luxury for people, which they then
offset by making the most of the wider angles. In vehicles, this is alternately argued as being
aerodynamic or offering increased ballistic protection depending on the vehicle’s role. In all cases,
plastics precisely engineered to have the desired properties are employed, giving a sleek, easily
marketed look that other cultures derivatively describe as “toyetic.”
The Church of the Celestial Myriad has taught me a lot of things that I’ve learned to question now that I’m
older. I liked the stories we were told that had, like, weird stuff going on and miracles and all that. Some
of the stories I liked less because they just felt like they were shoving a lesson down my throat. I do think
they were right on the money though, hah, when they taught me that gathering wealth just for the sake
of having it is evil. Those corporations at the head of Exodus? Textbook example of that.
So like, supposedly they’re also in The War to win it. Sometimes though, I think they would rather have
it go on forever. There’s a lot of money to be made in a war. Money that they think is more important than
the lives of others. Pilots from the Adamant Council have honor. DFS Pilots usually respect treaties and
rules of engagement in The War. Even in the Myriad, we have our beliefs when it comes to human lives.
Exodus Republic Pilots though? Never get between them and a tidy profit.
That goes even for other Exodus Republic squads. Every faction has squads that are willing to backstab
others in their faction. But almost every single Exodus squad will without a moment’s hesitation. They’re
a whole faction that’s in it only for themselves.
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The Jovangellian Empire, an Autocracy
On the planet Jovangel, Her Highness Cascade the Fourth, Warden of the People, Empress of Stars,
Duchess on the Emerald Chair sits on the throne. She is 8 months old. In her swaddling blanket, the royal
scepter and crown are placed next to her by the Regent General Bellimine. The former High General is
whispered to be responsible for the terrorist attack that killed the previous Emperors, but those who speak
louder are quickly silenced.
Of course, a military leader taking control in a time of crisis is nothing new to the people of the
empire.
The Inevitable Will was one of the many Exodus ships that failed a short time after leaving Earth. Its
captain couldn’t bargain with another ship, the Glowing Path, for the parts it needed. He was prepared to
do anything that could mitigate the damage, but the outlook was bleak. Major Chantelle Jovangel, the
Inevitable’s head of security, said that her people would not be left to die. She lead her security team in
a daring boarding action to take control of the Glowing Path. The necessary supplies were taken from the
ship and used to repair her own ship. However, she saw the likely fate of the Path’s people laid at her feet.
The boarding action that saved the Inevitable wiped out the opposing senior crew. Jovangel could not
allow the leaderless to die because of a foolish decision made by others. On her orders, the two ships were
joined into a fleet under her command. Thus began the era of the Jovangellian Fleet, the militant
predecessor of the empire.
Despite the recent upheaval and rumors of usurpation, life is largely unchanged for the Jovangellian
people. Bellimine reaffirmed the empire’s commitment to continuing The War that has dominated human
civilization for a hundred years. They will not allow the empire’s grand history of strength and beauty to
be snuffed out in this moment of vulnerability.
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Aesthetic
Jovangellian culture favors clean lines and hard edges in its architecture, fashion, and vehicles, with
flourishes to evoke details that would presumably be practical in combat situations. Most civilian fashions
take their cue from the dominant military government, and express clear variations on traditional martial
design—oversized coats that lack fasteners but have epaulets, tactical short shorts, and shoulder holsters
for wallets and clutches.
The military itself has a definitive pride in its appearance; even the combat uniforms give the sense
that they would be appropriate formal wear. Actual dress uniforms feature epaulettes indicating rank and
role, sashes that bear individual and squad honors, and ceremonial (though functional) weapons. Both
combat and dress uniforms are traditionally dark colors with gold and purple details.
Traditional architectural style uses cut stone blocks as the basis for their exteriors. However, as
the material is difficult to acquire and building with it poses some limitations, most stone exteriors are
imitation or a thin façade. Even organizations that can afford the stone blocks often prefer concrete
and rebar for its strength and design flexibility.
Technical design makes frequent use of hard angles and flat surfaces. This preference comes
from the efficiency of machine-stamped parts that can be assembled with rivets and bolts. Their
silhouettes are distinctively rectangular in comparison to the vehicles of other Factions. The only real
curves in Jovangellian design are concessions to the necessary ergonomics of where human meets
machine.
I can’t stop thinking about how horrible Jovangellian buildings are. They’re the ugliest things I’ve ever
seen, and I’ve seen a lot of concrete, in about a million different shapes and sizes just in the Broken Bank.
They’re just the same old boring gray boxes, over and over again. The AWVs are designed the same way,
just a pile of straight lines and right angles. Imagine what that does to a person seeing that day in and day
out. Everything is so functional but god, at what cost?
I wonder if it’s actually in the best interest of their military to make everything so boring. Because in
contrast to everything else you have the coolest thing about Jovangellian aesthetics, which is their military
uniforms. I would absolutely wear some of those suits the officers wear, the really flashy dress uniforms
with the gold and the purple. God, kids there must think officers are so cool. Gross.
A military that the whole faction revolves around, and a tyrant sitting right at the center. Regent General
Bellimine. Rumor has it that they’re already plotting to have the Empress murdered before her first
birthday. Bellimine’s cruelty makes them seem like a villain straight out of a story. I’ve always wanted to
know what Jovangellians really think about them. But good luck getting any of them to be honest about
their feelings. I mean, after all those critics of the Regent General disappeared after the assassination of
the old emperor, I can’t really blame them. I even tried asking Riza, figured since she got kicked out she
wouldn’t care. No chance.
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The Exodus ships that failed did so because their leaders were weak. They didn’t act when they
should have, and when they did? They acted poorly due to pressure from the masses when they
should have been resolute. Those that survived had a skilled, proactive, senior crew. They made the
tough choices, sacrificing the weak for the good of the pack.
A network of respect grew between the ships led by strong councils of senior staff. Word passed
among them that a meeting would be held in orbit above the gas giant, Nor. Looking down upon the
roiling blue-greens of the planet, a group of hard-eyed people cautiously gathered to discuss the
future. Betrayals both violent and subtle were not unusual amongst them; they called it the “Hard
Choice” to make it seem a necessity. There were no Hard Choices at this gathering, at least none that
were overt, just resolute negotiation. The topic of discussion was saving humanity. Earth had been lost
to weak leaders, and that legacy had followed them into space as demonstrated by the failed Exodus
ships. Only the people at this gathering had the will and cunning to return humanity to prosperity.
Putting the pieces back together would not be easy nor quick, but this Adamant Council would guide
the masses.
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Aesthetic
The origin of Norrish culture remains at the center of their fashion: shipboard life. Their outfits
are traditionally form-fitting to save material, personalized with simple strips and swathes of color
(often teal and black). Sometimes, body parts that might be prone to the impact of a ship’s hull
(shoulders, elbows, knees, wrists) receive padding of varying shape and thickness. The materials and
construction techniques are also not commonly found in other groups, and non-Norrish people often
have a hard time figuring out how their clothes work.
Uniforms in the Norrish military have been a frequent source of controversy, both within its
populace and in diplomatic interactions with the other Factions. This comes from the undeniable
similarity between common civilian clothes and military garb. The only notable differences are that
military colors denote the House that the soldier belongs to, and the presence of curved armor plating
that is layered over the uniforms (which is often mistaken for civilian padding).
The rounded shapes of most Norrish buildings stand out when surrounded by the more angular
architecture of the other Factions. They’re frequently described as “shell-like," but whether turtle or
snail depends on the architect and observer. Even their skyscrapers, which are rare, look like towering
columns of opaque bubbles piled on top of each other, as Norrish construction favors underground
structures. With their history as spacers, they have a culturally common indifference to cramped
spaces and a desire to avoid disruption of the natural landscapes they were denied for so long.
Frequently, they add to it with exterior gardens on their buildings that are above ground.
Curved design carries through to their technology, which usually takes on a beetle-like
appearance. The heads of their AWVs tend to be recessed into the torso, but are still a separate entity
providing protection and the ability to look around. They also feature separated bodies, with the torso
and pelvis being distinct contoured forms. Sometimes, foes suspect this is a weak point until the Pilot
takes advantage of the increased flexibility.
The Adamant Council feels like something from the past, out of a book. It’s not just the titles either. I guess
maybe it’s their history? I’m one to talk, I guess. A lot of people think the Myriad is old-fashioned, and I
think a lot of people think that about religion in general these days. Anyways, the Adamant Council feels
like the same sort of thing. A lot of their officers and higher-ups still use titles like Lord and Lady, and even
the squad names are in that kind of style. I mean come on, the Sword Wing?
Makes me wonder if they think of themselves as heroes. Probably at least a little, right? There’s no way
you can be so focused on people, leaders, who are strong, who are capable of getting things done, without
thinking of those people as special in some way. It’s a combination of that and the way they still think of
themselves as spacers. Probably. I mean their clothes are like, still designed for life on a spaceship even
though they’re on the ground. Those uniforms look so uncomfortable, and I have to wonder why you would
do that to yourself when you’re not even on a ship.
Bottom line is, I don’t trust anyone in this war that can still think of themselves as a hero, still clinging to
stories of where they came from. I wonder if a day comes when the Adamant Council realizes their destiny
is somewhere out in space and they fuck off to be heroes and leaders who knows where. Somewhere far
away, I hope.
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The Church of the Celestial Myriad, a Theocracy
When humanity fled Earth and its ruination for the stars, it did so in a panic with little regard for
other people. Each Exodus ship fought tooth and nail to survive the harsh dark between the stars,
trading with and raiding other ships for failing parts. Some did not follow that path, and instead built
networks based on aid without expectation, ascending to a better way. This way of life gave birth to
the Church of the Celestial Myriad as lead by The Faith.
In the hundreds of years since its formal founding, the Myriad (as it is commonly known) has
spread across systems, and now wields influence beyond its borders. Led by the 98th Faith, it has
grown to become the largest religion, with followers within every Faction. However, its size means it
encompasses an incredible variety of interpretations of religious doctrine, with some being co-opted
by those who seek power. Acting through their agents, called the Breath Of Faith, The Faith works to
keep the Myriad united in their purpose of bringing humanity together under its principles of mutual
support. Humanity ascended to the stars, and the stars shall push them to ascend to greater heights.
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Aesthetic
The line between military and civilian in Myriad territory can be confusing. Many of its citizens
are members of a religious order, and many of those orders have military training. Regardless of the
martial nature of an order, its traditions determine what its members wear. Loose, royal blue, hooded
robes are common among the populace to symbolize the release of the self to the greater population
(though only a few orders outright ban personalization). While all of them feature the eight-pointed
star of the Church, there are often variations depending on the order. For example, the March of Saints
features the golden rings of its order around the star.
Though many orders can function as a militia when necessary, there are those dedicated to
combat. Outside of conflict zones, these orders wear the royal blue robes common in the wider
population, though they often still wear their battle gear underneath. Said battle gear reflects their
order’s martial focus—AWV Pilots wear tight outfits that don’t interfere with their controls, infantry add
the distinctive porcelain-esque ceramic armor of the Myriad, and sappers have the tools of their trade.
Myriad buildings have an ovoid appearance in many instances, featuring straight lines with
rounded edges. Many support elements of their architecture are shaped into prominent people,
expressing their strength and ability to uphold the community. Local materials are commonly used,
except when the architect wants an awe-inspiring appearance, in which case they use natural or
artificial marble. Gold and bronze accents complement the marble.
The smooth, gently curved surfaces of Myriad technical design are a result of the proprietary
ceramics that factors into so much of their manufacturing. Like the alloys and plastics common to
other Factions, the Church’s ceramics can be mixed and prepared in specific ways to attain desired
properties. The soft lines, combined with the traditional mix of pale colors trimmed with bright ones,
give an almost organic appearance that outsiders often find unnerving.
The Church took me in as a baby. Picked me up off the front step just like one of those old books about
orphans they kept around. I’m supposed to be grateful for that, I guess. When I realized that I was a little
girl instead of a little boy, Harrow took me aside and told me about a Saint who had been the same way.
So the church helped me that way too. I don’t know, I guess there’s still places where that’s a problem.
That’s the thing though. I feel like I owe the Church? For taking me in as a baby, for helping me sort out
gender stuff and hormones and all that. I think all of us at the orphanage felt that way. We had a debt to
pay. When you get called up to go to the front lines, it’s hard to refuse. The Church does good deeds. I
can’t argue with that. But they always expect to be repaid in kind.
And right now? Repayment usually means helping The War effort in some way. Not necessarily in an AWV.
I’ve heard plenty of folks around here complaining about the portion of their harvest that goes directly to
the Myriad’s war efforts. A lot of it has to do with loans that they took out ages ago in order to pay for new
tractors, CWVs, irrigation setup, that kind of thing. I don’t think they’ll ever pay those off. I don’t know if I
ever will either.
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The Independents
These “Factions” are a scattering of unaligned squads, each pursuing their own goals. Generally,
they are Earthers, though there are some Offworlder Independents. Some are freedom fighters, others
criminals, a few mercenaries, but all of those descriptors depend on who you ask. These Factions lack
the support network that a patron Faction provides, putting the players at a disadvantage if they
choose to be Independent.
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Aesthetic
With no formal hierarchy among the Independents, their clothing is similarly anarchic. Many
people have adopted the fashions of whatever Offworlder Faction has influence over their home
region—whether it’s to integrate or avoid persecution, or the fact that these clothes are just readily
available. It’s not unusual to see an Earther wearing a Jovangellian coat over a DFS t-shirt and jeans,
with a branded Exodun hat.
Without an organized military structure, militant Independents lack a shared logistics chain,
leading to ad-hoc equipment arrangements. Many use gear sourced (whether purchased or stolen)
from the Offworlders, especially if they want to remain unnoticed. Less careful guerrillas risk getting
caught out by clever guards who notice minor accessories from enemy Factions.
Before the Offworlders’ landing, most local buildings were made of concrete, brick, and stone.
Now, most local buildings are made of rubble. Those who rebuilt had to use Offworlder sources selling
local materials. The destitute made do with repurposing abandoned materials.
The arrival of The War to Izya killed local manufacturing. This forced Independents to make use
of whatever tech they could find, even if it was never meant to fit together. Many Independent
engineers and mechanics became skilled at shaping mismatched tech and pushing civilian machines
to destructive ends. The chimeric machines that Earthers use have Offworlder weapons from various
Factions loaded onto construction, agriculture, and leisure AWVs.
I wonder how hard it is to be in The War without a faction backing you. I guess I could ask Tower or Dredge,
but I feel bad asking so much about their pasts sometimes. They’re both carrying a lot of pain from before.
There’s no way it’s easy, of course. We’re struggling to keep everything maintained, or at least in shape
enough that nothing fails on us catastrophically during a job. Maintained is, yeah, it’s a strong word for the
state of our AWVs. Poor Bert. He deserves so much better.
I’ve seen it a little bit in person. Groups like the Rubble Runts, they’ve got busted up AWV plating for
walls between whatever concrete and rubble they can patch together. A lot of their AWVs are more junked
car and CWV parts than anything else. Then there’s squads like the Teachers’ Union and Doctors Beyond
Stars. They’re so different from what I’ve come to think of as a squad.
Anyways. Turns out it’s a lot easier to work with squads that are independent, instead of squads who are
part of a faction that wants to destroy yours. That’s not the whole picture I guess. There are definitely
unaffiliated squads out there that hate the Myriad for their own reasons. But we can choose not to work
with them right? Or we can try to settle those differences squad to squad. No dealing with higher-ups or
conflicting orders, and that’s the way I like it.
________________________________________________
From the journal of Keiko "Pitchfork" Tuesday
387
list of factions
Iv w The Lion’s Pride is a group of nobles tasked with the largely ceremonial task of
protecting The Landed Regent.
GOAL: Gain legitimacy as fighters.
Iii s The Dragon Slayers are an elite pursuit unit recently transferred to the region.
GOAL: Destroy or retrieve the stolen mobile fortress.
Iii w The Heard are an artillery company known for their accuracy but prefer indiscriminate
destruction.
GOAL: Crush the foe.
Ii S The Jovangellian Jackals are the diplomats and spies for Jovangel in Izya.
GOAL: Keep Izya divided until the Jovangellian military arrives in force.
iI S The Society for Wider Understanding directs the news releases within the
Autocracy.
GOAL: Sway public opinion for the Autocracy’s benefit.
I S The Raccoons are a supplies collection squad that terrorizes vulnerable pockets of
civilians.
GOAL: Pillage the weak.
I W The Exiled Academy is a group of engineers and scholars that left the Teachers’
Union. They believe a strong leader is necessary, and want to spread that knowledge.
GOAL: Infiltrate the Teachers' Union.
388
list of factions
Tier Corporatocracy Squads
V s Trans-Horizons Incorporated is the majority shareholder of the Regional
Development Council.
GOAL: Gain control of the other corporations.
iv s The Regional Development Council is a group that represents the interests of the
corporations in Izya. Each company has one seat on the council.
GOAL: Install themselves as the rulers of Izya.
Iii s Alderman Mergers & Acquisitions is a corporation focused on stealing items and
information.
GOAL: Shut down enemy Supply lines.
Ii W Tollmen Enterprises work the docks. Known for protection rackets and smuggling.
GOAL: Earn their pay.
I s Furies Rapid Retribution is a small squad of Pilots with a strong belief in family and a
focus on hit & run tactics.
GOAL: Protect the family.
I S Sliver of Civility Trading Company is openly a trading company, but they are also
known as smugglers.
GOAL: Get rich through il/legal deliveries.
389
list of factions
iv s 42nd Naval Group is comprised of seafaring and amphibious AWVs, along with their
support ships.
GOAL: Defend the DFS' maritime interests.
Iii s The Hall of Law and Order is the judicial body of the Democracy overseeing both
military and civil law. Prosecutors are also detectives, and judges are former
prosecutors.
GOAL: Keep the peace.
Iii w 561st Mechanized Infantry is an ace squad of mech Pilots that is under supported.
GOAL: Attain greater funding.
iI s 3rd Public Connections Corps is a well-funded squad of attractive Pilots and the
military documentarian crew that follows them.
GOAL: Look good for the public.
Ii S The Quill is a union of writers and journalists. They also operate the premier courier
service.
GOAL: Gather information of value.
iI s The Dark Room is a black ops deniable asset deployed from a stealth orbital platform.
GOAL: Eliminate enemy VIPs.
I s 17th Research Group receives less funding than other R&D groups, but is focused on
exploring the development of empaths.
GOAL: Push their empaths’ abilities.
I W 45th Drop Troops are dedicated airborne and orbital drop troops who are sorely
undersupplied.
GOAL: Regain the ability to perform regular drop actions.
390
list of factions
Tier Independent Squads
V s The Tower Defenders are the people living, working, and protecting Izya’s space
elevator used by each Faction.
GOAL: Use the tower to negotiate superior terms.
iv s Great Crimson Brigade stole the only mobile fortress in Izya, formerly of the
Autocracy.
GOAL: Activate all of the fortress’ systems.
Iii s The Teachers' Union is the group that represents the educators and the technology
experts of Izya.
GOAL: Install members in the highest levels of government.
Iii w Cirque Du Soldat is a group of traveling performer mercenaries who take jobs both
large and small from civilians and Factions.
GOAL: Protect the circus by taking the right contracts.
iI W The Rubble Runts is a militia originally formed by war orphans looking to fill the
vacuum left by the local government.
GOAL: Become the most powerful gang.
I s The Squaddies are Journey City police who weren’t recruited by other groups when
the local government collapsed.
GOAL: Secure their territory.
I S Heather Passerines is a reality star recording the lives and cultures of the locals.
GOAL: Be the most watched show.
391
list of factions
iv s The Pale Pikes is a black ops squad at the disposal of the ruling council.
GOAL: Eliminate key threats.
Iii s Lady Elreth is called the "Goddess of War and Death." She wanders the battlefields in
her absurdly dangerous mech, Starfall, wiping out entire fire teams herself.
GOAL: Fight worthy opponents.
Iii s The Hammers are the state police that the most unlucky citizens and soldiers deal
with. They are looking for "nails" (those that stand out) to pound.
GOAL: Crush radicals.
iI s The Knives of Nor are the diplomats and spies for Nor in Izya.
GOAL: Turn Izya into a Norrish puppet.
I W The Mace Arc is a frontline infantry squad with the gear to punch above their weight.
GOAL: Take down higher Tier squads.
392
list of factions
Tier Theocracy Squads
V s The March of Saints is a wandering crusade that came to Izya for reasons unknown,
even to The Faith.
GOAL: Excavate the Sovereignty Engine.
iv s The Paladins of Saint Nqabutho is the primary military wing of the Celestial Myriad.
GOAL: Defend the faithful.
Iii w The Breath of Faith is The Faith's personal agent. How their members are chosen is
secret. They are the few that can guarantee meetings with The Faith.
GOAL: Ensure the new ruler continues The Faith's goals.
Iii w The Church of the Blessed Sevri is the largest branch in Izya and receives limited
Offworld backing from Sevrigel.
GOAL: Convert the masses to their branch of the Celestial Myriad.
iI s The Cult of Earth Found believes that humanity’s holy birthplace is only for the
faithful.
GOAL: Remove the unfaithful from Earth.
Ii w The Cult of Earth Lost believes this planet is too imperfect to actually be the cradle
of humanity.
GOAL: Prove this isn’t Earth.
iI W The Followers of Saint Atrose hold justice above all else, as embodied by Saint
Atrose.
GOAL: Punish the wicked.
I s The Cenotaph is dedicated to bringing the dead home, regardless of their allegiance
in life.
GOAL: Honor the dead, in body and spirit.
393
12: APPENDICES
Appendices
394
Appendices
395
Alternate Rules
396
Alternate Rules
Pilots and squads can front load the power by taking additional starting abilities, actions, Quirks,
and Upgrades. Additional abilities give players more options without a huge impact on success rates,
while more action points, Quirks, and Upgrades increase the chance of success without overwhelming
players with options. When front loading power, give the Players 24 XP to spend on their Pilot’s
playbook, attributes, and Enhance tracks. This will let them take as many as three additional abilities,
four additional action points, or four additional Quirks, or some combination of the three. Also,
consider giving the squad 24 XP as well. The squad may then take three extra abilities, six Upgrades,
or some combination of the two. Players may start with a higher Tier squad so that they can take on
larger narrative challenges and tougher foes. If they do, discuss which NPC squads they want to be
their peers, which will give everyone an idea of the desired Tier.
If you increase the rate at which the Pilots and their squad gain power, permanently fill in 1-3
marks on the XP tracks you want to speed up. In most cases, a Pilot or squad gets 4 XP per session,
so if 3 XP marks are permanently filled, Pilots and squads should gain a new ability, action point, or
pair of Upgrades every session or two. Permanently marking fewer XP will still let the Pilots gain power
faster than usual, but not at such a great speed. This option is better if the players want to start at Tier
0 and quickly rise up the ranks of history. The squad could also permanently fill in three Heart on the
squad sheet to gain Tier quickly.
Faster Drives
For some campaigns, players want greater narrative control over the game. Consider giving
them shorter Drive Clocks if they do. Pilots can permanently fill in one or two Ticks of both Drive Clocks
on their playbook. The more Drive Clocks a Pilot completes, the more change they bring to the world—
even if it’s only in small ways. With this boost, players will likely complete two Drive Clocks every other
mission. Choose this option if your players want to explore multiple character arcs with their Pilot, or
regularly shake up squads and Factions.
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Alternate Rules
Rarer Materiel
If you want resources to be a challenge, consider this variation. Perhaps vehicle parts are
incredibly rare because they are no longer manufactured, or the campaign’s area is cut off from its
supply. Whatever the reason, it will make the Salvage downtime activity more important. Players will
need to take risks as they recover the remains of enemy vehicles to restore their own.
♦ Supply rolls from missions or the Bureaucrat’s Cook the Books ability cannot generate Materiel
points.
♦ The employer Faction's Supply Roll bonuses change for the Autocracy (+1 Rep, +1 Trust),
corporatocracy (+1 Materiel), and Democracy (+1 Personnel, +1 Rep).
♦ The Materiel cost for increasing Tier is the squad's new Tier times 2 (instead of the normal
amount of times 4).
♦ Materiel points can only be generated through the Salvage downtime activity, or by buying
them with Personnel at a rate of 2 Personnel for 1 Materiel.
♦ If Materiel becomes too scarce, consider altering the Salvage ability so Pilots generate Materiel
equal to the highest die result (as opposed to using the result level). For example, a result of 4
generates 4 Materiel (instead of 2), and a result of 5 generates 5 Materiel (instead of 2).
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Alternate Rules
Slimmer Downtime Activity Rules
Some groups may find the downtime activity mechanics more complex than they enjoy. These
alternate rules are simpler and speed up the downtime phase by rolling multiple downtime activities
into a single scene.
Describe and/or play as many scenes as you want during downtime. When a scene ends, you
may select up to three of the following benefits that are appropriate to the narrative. Each Pilot may
still spend Supply Points to take additional benefits.
♦ Spending time with another Pilot: Use Cut Loose as normal. Spend Personnel to gain this
benefit more than once.
♦ Spending time with another squad: Roll an appropriate action, gain 1-3 Trust. Spend
Personnel to gain this benefit more than once.
♦ Healing your Pilot: If you have a Doctor, roll 2d. If you don’t have a Doctor, roll 0d. On a
result of 1-3, remove all level 1 Harm. On 4 or 5, level 2 Harm and lower goes down a level. On
a 6, level 3 Harm and lower goes down a level. Spend Personnel to gain this benefit more than
once.
♦ Pilot training: Add a mark to an XP track on your Pilot playbook. Spend Personnel to gain this
benefit more than once.
♦ Trying to learn, create, or acquire something: Roll an appropriate action. On a result of
1-3, it’s not what you want, but it might do the trick. On 4 or 5, it’s what you wanted. On a 6,
it’s a high-quality version of what you wanted. Spend Materiel to gain this benefit more than
once.
♦ Gathering supplies: Roll an appropriate action. On a result of 1-3, gain 1 Supply Point. On 4
or 5, gain 2 Supply Points. On a 6, gain 3 Supply Points. This benefit can only be taken once per
downtime.
♦ Fixing a vehicle: Roll your Engineer. Refresh Quirks equal to the die roll and also: On a result
of 1-3, remove all level 1 Damage. On 4 or 5, level 2 Damage and lower goes down a level. On
a 6, level 3 Damage and lower goes down a level. Spend Materiel to gain this benefit more
than once.
♦ Upgrading your vehicle: Add a Tick to your vehicle’s Enhance track. Spend Materiel to gain
this benefit more than once.
Thanks to Rufus Roswell and Ruby Soleil-Raine for helping me develop these rules.
399
Alternate Rules
400
random generation tables
APPENDIX B: RANDOM GENERATION TABLES
Random Pilot Generation
Why randomly generate a Pilot’s details?
♦ Not all players are interested in all of the deep details of their Pilot.
♦ Sometimes players get stuck on one or more steps of Pilot creation and want some ideas to
help them out.
♦ Some players want to get through Pilot creation as fast as possible, and rolling a bunch of dice
seems like a good way through.
♦ Other players are interested in developing the story of a Pilot they were handed by chance and
want to be surprised by who they are playing.
This section will help fill the needed randomness for all of these people.
Playbook
To randomly select your Playbook, roll 1d.
On a 1-3, roll 1d on the Military Playbook table;
on a 4-6, roll on the Non-Military Playbook table instead.
2 Infiltrator Empath
3 Officer Envoy
4 Scout Hacker
5 Soldier Technician
401
random generation tables
Playbook Ability
To randomly select your Playbook starting ability, find its table below and roll 1d. On a 1-3 roll 1d
on table A, on a 4-6 roll on table B instead.
Ace Bureaucrat
TABLE A TABLE B TABLE A TABLE B
1 Take Adaptable
Take Advanced
Prototype 1 Take Stay Late Take Beneath Notice
Empath Envoy
TABLE A TABLE B TABLE A TABLE B
1 Take Telepathy Take Carouse
1 Take Rook’s Gambit
Take A Little
Something On the
Side
2 Take Broadcast
Take Everybody
Hurts
2 Take Cool Under
Pressure
Take Read ‘em and
Weep
3 Take Far Sight
Take Carry That
Weight
3 Take Regent’s
Brilliance
Take Subterfuge
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random generation tables
Hacker Infiltrator
TABLE A TABLE B TABLE A TABLE B
1 Take Compel Take Data Pack
1 Take Ghost Take Expertise
Officer Technician
TABLE A TABLE B TABLE A TABLE B
1 Take Tactical Genius Take Heart To Heart
1 Take Simulation Take Road Master
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random generation tables
Scout Soldier
TABLE A TABLE B TABLE A TABLE B
1 Take Sharpshooter Take Survivor
1 Take Battleborn Take Mule
History
To randomly select your History, roll 1d.
On a 1-3 roll 1d on table A, on a 4-6 roll on table B instead.
TABLE A TABLE B
1 Academic: A university professor or student, Spiritual: A choir member, a yogi, a priest, a
a researcher, a doctor, a journalist, or other psychologist, or other person invested in spiritual
person who furthers knowledge well-being
404
random generation tables
Tragedy
To randomly select your Tragedy, roll 1d.
On a 1-3 roll 1d on table A, on a 4-6 roll on table B instead.
TABLE A TABLE B
1 Hid in a mass grave
Unwillingly experimented on
by unethical researchers
4 Family killed as collateral damage Shown the lie of their own life
Opening
To randomly select your Opening, roll 1d.
On a 1-3 roll 1d on table A, on a 4-6 roll on table B instead.
TABLE A TABLE B
1 Building a custom vehicle
from spare parts
Commanding a gang
of rabble and scum
2 Avoiding people
with long voyage transport jobs
Tending to the needs
of an admiral as their valet
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random generation tables
Drives
To randomly select your Drive, roll 1d.
On a 1-3 roll 1d on table A, on a 4-6 roll on table B instead.
TABLE A TABLE B
1 Kill the man responsible
for destroying my hometown
Create a new renewable
energy source for peacetime
3 Develop a weapon
that could end The War
Make sure that my friends
have a good life
4 Help my AI friend gain a body Find someone worth leaving The War for
Action Ratings
To randomly select your action ratings, roll 1d on the following table.
ROLL 1 2 3 4 5 6
1D ON... Insight table Prowess table
Resolve
table
Vehicle Actions
table
Choose one
or roll again.
6 +1 to Scan
406
random generation tables
Ally
To randomly generate your ally, roll 1d and apply it to the list of friends in your playbook, with
the first friend being selected for a result of 1, the second for 2, and so on. If a 5 or 6 is rolled, choose
a friend from another playbook.
Ally’s Squad
To randomly generate your ally’s squad, roll 1d on the Faction table below. Then, move to that
Faction’s table and roll 1d on that.
1 2 3 4 5 6
Faction Autocracy Corporatocracy Democracy Independent Oligarchy Theocracy
2 The Jovangellian Jackals (Tier II-S) are the diplomats and spies for Jovangel in Izya.
GOAL: Keep Izya divided until the Jovangellian military arrives in force
3 The Society for Wider Understanding (Tier II-S) directs the news releases within the Autocracy.
GOAL: Sway public opinion for the Autocracy’s benefit
4 The Exiled Academy (Tier I-W) is a group of engineers and scholars that left the Teachers’
Union. They believe a strong leader is necessary, and want to spread that knowledge.
GOAL: Infiltrate the Teachers' Union
6 The Raccoons (Tier I-S) is a supplies collection squad that terrorizes vulnerable pockets of civilians.
GOAL: Pillage the weak
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random generation tables
2 Tollmen Enterprises (Tier II-W) work the docks. Known for protection rackets and smuggling.
GOAL: Earn their pay
4 Furies Rapid Retribution (Tier I-S) is a small squad with a strong belief in family and a focus
on hit & run tactics.
GOAL: Protect the family
5 Valkyrie Intelligent Redistribution (Tier I-W) goes to battlefields to collect disabled vehicles
for salvage.
GOAL: Absorb a smaller squad.
6 Sliver of Civility Trading Company (Tier I-S) is openly a trading company, but they are also
known as smugglers.
GOAL: Get rich through il/legal deliveries
2 The Quill (Tier II-S) are a union of writers and journalists. They also operate the city's couriers.
GOAL: Gather information of value
3 The Dark Room (Tier II-S) is a black ops deniable asset deployed from a stealth orbital platform.
GOAL: Eliminate enemy VIPs
4 17th Research Group (Tier I-S) receives less funding than other R&D groups, but are focused
on exploring the development of empaths.
GOAL: Push their empaths’ abilities
5 45th Drop Troops (Tier I-W) are dedicated airborne and orbital drop troops who are sorely
undersupplied.
GOAL: Regain the ability to perform regular drop actions
6 99th Intelligence Corp (Tier I-S) is a group of spies, hackers, and infiltrators.
GOAL: Supply allies with actionable intelligence
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random generation tables
Independent Squad Table
1 Cirque Du Soldat (Tier III-W) is a group of travelling performer mercenaries who take jobs both
large and small from civilians and Factions.
GOAL: Protect the circus by taking the right contracts
2 The Teachers' Union (Tier III-S) is the group that represents the educators and the technology
experts of Izya.
GOAL: Install members in the highest levels of government
3 Doctors Beyond Stars (Tier II-S) is a group of humanitarians who ensure the well-being civilians
caught up in The War, regardless of their allegiance.
GOAL: Gain access to all civilian populations
4 The Burden (Tier II-S) is an anti-Offworlder group with no unified post-Offworlder plan of
government.
GOAL: Remove all the Offworld Factions
5 The Rubble Runts (Tier II-W) is a militia originally formed by war orphans looking to fill the
vacuum left by the local government.
GOAL: Become the most powerful gang
6 The Squaddies (Tier I-S) are Journey City police who weren’t recruited by other groups when
the local government collapsed.
GOAL: Secure their territory
2 The Knives of Nor (Tier II-S) are the diplomats and spies for Nor in Izya.
GOAL: Turn Izya into a Norrish puppet
3 Discreet Resolutions (Tier II-W) is a group of "troubleshooters" for hire on a variety of tasks.
GOAL: Work for the winning team
4 The Sword Wing (Tier II-S) are an air squadron full of ace Pilots.
GOAL: Support less-mobile allies
5 The Hatchetmen (Tier I-S) is a squad tasked with maintaining the infrastructure of Izya, notably
the infotec.
GOAL: Eradicate rogue apps, proxies, and AIs
6 The Mace Arc (Tier I-W) is a frontline infantry squad with the gear to punch above their weight.
GOAL: Take down higher Tier squads
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random generation tables
2 The Cult of Earth Lost (Tier II-W) believes this planet is too imperfect to actually be the cradle
of humanity.
GOAL: Prove this isn’t Earth
3 The Cult of Earth Found (Tier II-S) believes that humanity’s holy birthplace is only for the
faithful.
GOAL: Remove the unfaithful from Earth
4 The Followers of Saint Atrose (Tier II-W) hold justice above all else, as embodied by Saint
Atrose.
GOAL: Punish the wicked
5 The Cenotaph (Tier I-S) is dedicated to bringing the dead home, regardless of their allegiance in
life.
GOAL: Honor the dead, in body and spirit
6 The Wrights of the Ascent (Tier I-W) are dedicated to building infrastructure in Theocracy-held
areas.
GOAL: Glorify the Theocracy with monuments
Rival
To randomly generate your Rival, roll 1d and apply it to the list of friends on your Pilot playbook.
Pick the first friend on a result of 1, the second for 2, and so on. If a 5, 6, or already selected friend is
rolled, choose a friend from another Pilot playbook.
Rival’s squad
To randomly generate your Rival’s squad, roll 1d on the preceding Faction Table. Then, move to
that Faction’s table, and roll 1d for the result.
Rival Relationship
To randomly generate your relationship with your Rival, roll 1d on the table below.
You 1 2 3 4 5 6
You
Were… Former
Lovers
The Last Two
Survivors
Friendly
Competition
Ideologically
Opposed
Wronged
Them
They Wronged
You
410
random generation tables
Name
To randomly generate a Pilot’s full name, choose how many names they have, then roll 1d per
name and consult the Name Generator Table.
ROLL 1 2 3 4 5 6
1D on... Name Table A Name Table B Name Table C Name Table D Name Table E Name Table F
a b c d e f
1 Jason Kang Harrow Kiku Thirty-Three Mzuzi
411
random generation tables
call sign
To randomly generate your call sign, roll 1d on the call sign Origin Table; then move to that table
and roll 1d on that.
ROLL 1 2 3 4 5 6
1D on... Friends Foes Self Occupation Childhood Tragedy
If you want to add more detail to your call sign, roll 1d on the Modifier Table; then move to that
table and roll 1d on that.
ROLL 1 2 3 4 5 6
1D on... Numbers Colors Animals Materials Conditions Actions
3 Perfect
Ten
Black Mako Iron Bloody Running
6 Ninety
Ninth
Blue Stallion Sand Divine Singing
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random generation tables
Look
To randomly generate your Pilot’s look, roll 1d on each of the columns below.
Roll FACE
FACE EYES
EYES
HAIR
HAIR
BODY
BODY OUTFIT
1 Masked Artificial Flowing Big Military
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random generation tables
1 2 3 4 5 6
Mobility Bipedal Quadruped Flight Hover Wheeled Treads
turer Cloister
Electronics Manufacturing
Security Inc.
Company
Room
414
random generation tables
Vehicle Action Ratings
To randomly determine your vehicle actions, roll 3d on the table below.
1 2 3 4 5 6
+1 to.. Battle Destroy Maneuver Bombard Manipulate Scan
Quirks
To randomly determine your vehicle quirks, roll 4d.
For each result of 1-3, roll on table A. For every 4-6, roll on table B. If the result of rolling on either
table provides a repeat, reroll the result.
Table A Table B
1 Ominous Appearance Splintering Carapace
Vehicle Load
To randomly generate a vehicle’s Load, roll 1d.
12 34 56
Load Light Medium Heavy
293
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random generation tables
Patron Faction
To randomly determine your patron Faction, roll 1d.
1 2 3 4 5 6
Faction Autocracy Corporatocracy Democracy Independent Oligarchy Theocracy
Direct Superior
To randomly generate your squad’s Direct Superior, roll 1d.
123 456
Independent Carberry, a shady and cruel fixer Scratch, a cheerful and energetic
Proxy
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random generation tables
Patron Faction Goal
To randomly select your Patron Faction’s goal, roll 1d.
On a 1-3 roll 1d on table A, on a 4-6 roll 1d on table B instead.
TABLE A TABLE B
1 Assault the Foe Hostile Takeover
TABLE A TABLE B
1 Consulate Profiteers
2 Frontline Recon
3 Logistics R&D
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random generation tables
Reputation
To randomly generate your squad’s reputation, roll 1d on the Reputation Table.
1 2 3 4 5 6
rep Ambitious Brutal Daring Honorable Savvy Strange
FOB
To randomly generate your squad’s Forward Operating Base, roll 1d on the FOB Type Table:
1 2 3 4 5 6
Type Commercial Residential Industrial Natural Military Unusual
1 2 3 4 5 6
Commercial Car
Dealership
Multi Level
Parking Lot
Mall Restaurant Hospital
Office
Block
residential Apartment
Block
Church
Detached
House
Trailer Park School Barn
military Border
Outpost
Regional HQ Old Armory
Parade
Grounds
Check-
point
Barracks
Crashed
unusual Orbital
Platform
Poisoned Land Volcano Space
Station
Zoo
Amuse-
ment Park
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random generation tables
Squad Ability
To randomly select your squad’s starting ability, roll 1d on your squad’s table below. On a 1-3 roll
1d on table A, on a 4-6 roll on table B instead.
Consulate Frontline
TABLE A TABLE B TABLE A TABLE B
1 Silver Tongues Noble Officer
1 Dangerous
Forged in
the Fire
2 Accord PR Campaign
2 Blood Brothers Sponsor
4 Friends in High
Places
Choose one
of the above
or roll again
4 Fiends
Choose one
of the above
or roll again
3 Custom OS Renegades
3 Reavers Air Superiority
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random generation tables
Profiteers Recon
TABLE A TABLE B TABLE A TABLE B
1 Corner Kid Of The People
1 Everyone Steals Second Story
2 Barter Hooked
2 AR Echoes Slippery
4 App Market
Choose one
of the above
or roll again
4 Sponsor
Choose one
of the above
or roll again
3 Experimental
Comms
For the
Greater Good 3 Bio-solvent Vipers
4 Conviction
Choose one
of the above
or roll again
4 No Traces
Choose one
of the above
or roll again
6 6 or roll again
420
random generation tables
Starting Squad Upgrades
To randomly generate your squad’s two starting Upgrades, roll 1d for each Upgrade. On 1-3, roll
1d on the General Upgrades Table. On 4-6, roll 1d on your squad’s Upgrades Table. If you roll an
Upgrade that your squad already has, roll again.
1 2 3 4 5 6
GENERAL Airfield Hidden FOB Quarters
Secure
FOB
Workshop
Testing
Facilities
Consulate Consulate
Rigging
Friends
Everywhere
Elite Rooks
Elite
Adepts
FRONTLINE Frontline
Rigging
Friends
Everywhere
Elite Rovers
Elite
Toughs
LOGISTICS Smuggler
Panels
Mobile Base Camouflage
Elite
Rovers
MECHANIZED Cavalry
Repair Bay Elite Rovers
Elite
PROFITEERS Profiteer
Rigging
Friends
Everywhere
Elite Rooks
Elite
Toughs
RECON Recon
Rigging
Geographic
Intel
Elite Rooks
Elite
Skulks
redacted REDACTED
Rigging
Friends
Everywhere
Elite Skulks
Elite
Toughs
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random generation tables
Squad Name
To randomly generate your squad’s name, roll 1d on table A, 1d on table B, and 1d on table C.
Fill in the results as “[A] of the [B] [C]” to get the squad’s name. A result of 5, 3, and 6 gives: Knights
of the Diamond Dance.
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random generation tables
Random Mission Generation
To generate a mission, roll or choose on the following tables.
Employer/Target
Use these tables to select the mission’s employer and its target. Choose a Faction for the
employer and target, then roll 1d for each.
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random generation tables
GOAL: Gather information of value 2 The Teachers' Union (Tier III-S) represents
the educators and the technology experts of
424
random generation tables
Oligarchy Squad THEOCRACY Squad
1 The Hammers (Tier III-S) are the state
police that the most unlucky citizens and
soldiers deal with. They are looking for
1 The Church of the Blessed Sevri (Tier III-W)
is the largest branch in Izya and receives
limited Offworld backing from Sevrigel.
"nails" (those that stand out) to pound. GOAL: Convert the masses to their branch of
GOAL: Crush radicals the Celestial Myriad
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random generation tables
Objective
This is a list of suggestions for mission objectives. Choose a column and roll 1d for the result.
Rules of Engagement
This is a list of generalized restrictions on how the squad can approach the mission. Pick either the
Personnel Interaction Table or Use of Force Table, and roll 1d.
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random generation tables
Location
This is a list of places that could be the primary location for the mission. Pick a row and roll 1d
to get the location type.
1 2 3 4 5 6
Commercial Car
Dealership
Multi-Level
Parking Lot
Mall Restaurant Hospital
Office
Block
residential Apartment
Block
Church
Detached
House
Trailer Park School Barn
military Border
Outpost
Regional HQ Old Armory
Parade
Grounds
Check-
point
Barracks
Crashed Zoo/
unusual Orbital
Platform
Poisoned Land Volcano Space
Station
Amuse-
ment Park
Debris
Cloud Gap
Connections
Connections are people and groups that are unexpectedly affected, whether positively or
negatively, by completing the mission’s objective.
1 2 3 4 5 6
aFFECTED A Pilot’s
ally
A Pilot’s
Rival
The squad’s
Cohort
The squad’s
Direct Superior
An AR
entity
Another
squad
306
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random generation tables
Troubles
Troubles are obstacles that the squad will likely know about before the engagement roll. If they
aren’t told about obstacles as part of the mission explanation, they can learn about them with a gather
information roll.
Surprises
Complications are usually problems the squad can’t anticipate before the mission. They could
learn about them if they roll a critical success on a gather information roll (and it makes sense for them
to gain this knowledge). Complications make for fun consequences on failed rolls.
428
random generation tables
429
kickstarter backers
APPENDIX C:
KICKSTARTER BACKERS
PROXY TANGO — BLAINE MOORE — ANDY JONES — ANON — NOAH BOGART — BECKY SCOTT FAIRLEY
SEAN DMR — MILES WILLIAMS — JORDAN HIGGS — TRAITOROUS ALFNDRATE — JOSH A LONG — AGARTHIAN 5CARLETTEROSE
— GARY CHADWICK — LIBBY HORACEK — THOMAS V CUNNINGHAM — TAYLOR LABRESH — CALLIOPE VON VERACHTUNG —
ANTHONY DEPASQUALE II — MATTHEW VELEZ — WRIGHT RICKMAN — ELLIOT MCVEIGH — E. THORNBER — KYLE AYRES —
JOE CRAIG — NICK CHRISTILLES — MORGAN GATE-LEVEN ANDREW SKINNER — JESSIE W. — JEX THOMAS — ALEX CALIGIURI
— S. GATES/AUGUST — MT. QUINN — REM SPEEDWAGON — PHILIP W ROGERS JR — KAI POH — JAMES MALLOY — DAVIDE
QUARTUCCI — RICHARD EVANS — TYLER CRUMRINE — HAWK HAINES — STEELE STERNBERG — STEPHEN NARY — FRASER —
CIAN BOOTH — ADAM COKER — A.K. BROWN — DREW FOX — MORGAN JACKSON — SCOTT A WACHTER — LUCAS BELL —
SNOW MCNALLY — TYLER DENNEN — IDA AILES — THEREDGOAT138 — MAX — ADAM FLYNN — GEORGE BANKS — T.J.
TAGUE — JAKE PRITCHARD — KEVIN DOYLE — JOHN ROBINSON — GRAVES — CHRIS MOBBERLEY — EVAN TORNER — ANDERS
SMITH — CHRISTOPHER LAMPE — HANNAH MCBRIDE — AARON LIM — JORDAN DEWITT — PAT MURPHY — SAM L — LUCA
"LEK" CARIONI — MARK BASCHE — CHRIS ROHLING — JUSTIN LANCE — MINA MCJANDA — JASON PITRE — AJ NORDSTROM
— DAVID JUNGHANS — ERIC ALEXANDER ARROYO — ELI DOBROMYLSKYJ — JOSHUA PEVNER — GENEVIÈVE MARTIN — BRIAR
SOVEREIGN — PERSYCHAN –VALOS YOUNGBLOOD — RON BECK — JOE UPTON — MIGUEL F. SANTIAGO IRIZARRY — KRISTEN
MACLEAN — JORDAN CARTER — AUSTIN L. — NULLPUNKT — LUCAS MOODY— NICOLA URBINATI — JACKSON BRANTLEY
MIKE R — BOBBY J. JENNINGS — RJ RUTHVEN — JONATHAN RAEDER — LONDRIEVED — KYLE ANDERSON
JEFF STOLARCYK — THEO DUBOSE — BRANDON STRUBLE — JASON E POLLOCK — CALVIN METCALF — ZACH SULLIVAN —
CASSANDRA CONNORS — AARON WELSHER — JOSEPH ABRAHAMSON — PAUL K — BEN HALE — GRACE FEEHAN — JOSHAPI
— ANDY ZEINER — REV. JOHN RILEY HOPKINS XIII — MADS PHELPS — COLIN PADGETT ARNOLD — JULIANNE HARDSTONE —
DAN H — HENRY TREMAINS — JOHN WILLCOX-BENEY — ALEC NELSON — JARRETT JACKSON — LIAM MOHER — DANIEL
LALOGGIA — KYLE BEDELL — HANNU — BRETT OHLAND — DANIEL RODGERS — SEAN PHILLIPS — SHAWN ‘DEEP’ MORRIS —
CORY MCDANIEL — ANTHONY PUHL — WILLIAM NEIL SCOTT — JAKOB SLANKSTER — NOEL WARFORD — JESSE HUEGEL —
MIKAEL TYSVÆR — MACKENZIE JOHNSON — TIM PATTON — JASMINE BARLOW — RYAN WOLF — CHRIS LONGHURST — MAX
POLUN — PANU ”POSSESSED” LAUKKANEN — DAKOTA PAULSON ANDRES — DREW MALLAND — DYLAN — DANIELLE LINCOLN
— JEFF CREWS — DEREK REINING — ANNE — DEVIN NELSON — SAVANNAH MADLEY — J. DRUMMOND — ALLICE — TEDDY
MCKAY — TARAN WINNIE — THEOTIME GM — SALAMANKOR — MIKEYKELLS — MADELEINE BO — ANDREW DOOLEY — RYAN
BEDELL — MATTHEW GRAVELYN — JUSTIN LARSEN — RICHARD WILSON III — QUINN POLLOCK — NOA HEINRICH — JIM LINDLEY
— CALEB WORKER — CAP'N WAYLARK — DAX RICHARDSON — PHIL "STOPPABLEFORCE" ULRICH — EV HELMS — GATIS
MELKUS — THOMAS E. WHITNEY — NORA CHERNOV — DONGWON SONG — RENE ANTUNES — JIM B. — PATRICK BURCHNER
— HERMAN S. LILLENG — ALEXIS LOCKWELL — LIAM W — CODY CLAASSEN — JJ — Q. DAVID JONES — PAUL KRUEGER —
MATT BROOKS — KITHRI HONEYVINE — MATT E MYERS — TOM DICKINSON — BRENDAN MCLEOD — AKEMI MANIWA — CHAD
MORRISON — JORGE LUIS "JORLU" DE ALBA — JOHN C. — KERRI COFFEY — CHRIDS — DOE — HOLLY (@KACYHASTHECANDY)
— DANIEL KORN — MARK SIEMS — DAVID BLOCK — BRYCE MIGHELL — JONATHAN "BUDDHA" DAVIS — FINBAR DEANE-STOTT
— MATT PICHT — JAMIE JOHNSON — KARL SCHEER — DANI "JAU" BADROCK — LUKAS SCHMITT — DANI DEE — RICHARD
KREUTZ-LANDRY — SKYLER NELSON — WINZYNB — KENDRICK HERNANDEZ — CONNOR SHERIDAN — MARGARET LOEHRKE
— LOREN PETERSON — ALEX KIMMELMAN — STEVE GALLANT — Z. SCHRAP — SHAWN HALL — SHERIFF JETSAURIAN —
MICHAEL WEBB — SIMON SWEETMAN — JOSHUA KANTHARIA — KEITH GAUDRY-GARDNER — BRENDEN STRICK — JEREMY AUER
— DARREN MIGUEZ — ALEX MASKILL — JACK O'SULLIVAN — MIKE REED — PHILIP DOUGLAS — DAVID MORRISON — KIT
KINDRED — SAM JENKINS — JON LEMICH — NATHANIEL MACDONALD — PATRICK LOWELL — JYN D.F. — TOMMY FIX —
IZENDALE — ADAM — JC HAY — A. C. SMINGLEIGH — RYAN SNYDER — SARAH BATCHELDER — BEN TAELS — CHRISTOPHER
WARD — STACIE WINTERS — PAUL NEWSHAM — WILL SCOTLAND — ADRIAN — ZACHARY NORWIG — JOSHUA DEGAGNÉ —
OLIVIA VITOLO — RICH PIRARO — SARAH M — MATT METFORD — GABE GONZALEZ — JONATHAN HANSON — SKY GRANT —
EVAN SAFT — ADIRA SLATTERY — JOSEPH BIXBY — COLIN J — ALEX JONATHAN BROWN — NIELS KOBSCHÄTZKI — CHRIS GIESY
— ADAM BELL — GEORGE MARTINEZ JR. — DUSTIN "SLAMHOUSE" NGUYEN — KYLE THOMPSON — ALAN COOKE — JEANNE
YUN KO — COLIN MITCHELL — GARRETT H. BEARD — POOR SEAL ( ˘•Ω•˘ ) — SINDELLA — SPENSER ISDAHL — ALLEN
430
kickstarter backers
BOSTIC — KEVIN AND SARAH ROBBITTS-TERRY — K. BARNES — ERIKA MAYBE — NICK FOWLER — DANIEL BENNETT — KRIS
MILLER — CHRISTOPHER M. SNIEZAK — ENKUFKA — RUBY SOLEIL-RAINE — IAN RICHENS — NAOMI KIMMEY — MORGAN
WEEKS — ADAM SCHAFER — THOR SUNDQVIST — LEONSHADE — KATIE DAVENPORT — MAX KAEMMERER — JYRI R. — CASEY
CROOK — MADELEINE WALTON — DANNY — EMILY CURTIS — AIDAN MANCINI — MH — JENNIFER PRIOR-SANDERSON — JOHN
AHLSCHWEDE — ANDREW J. PYTEL — JACOB HATHCOCK — JAMIE EGGLESTON — CHARLIE ETHERIDGE-NUNN — CASSIE JONES
(PORGLEZOMP) — QUINN VEGA — STEFAN ADAMS — THOM CHIOVOLONI — WITT YAO — BRYCE DUZAN — SI — LAURA
MEGINNIS — GREG COBB — KYLE KIEFER — ADAM BLOOM — SKOTT BECHARA — KHONG — CLAIRE ECKELMAN — MORGAN
AITKEN — DAVID NOVAK — JARED "GNOME" KNIGHT — IAN O'DEA — AMBERLY WARLICK — VIDITYA VOLETI — NICKY SUTTER
— SLIPPERY BRANDON — DYLAN HILL — NICHOLAS MARSHALL — ADUMBRATUS — JOHN HARPER — COLIN A. O'CONNOR —
NICHOLAS BARRY — ASHLEY MACKENZIE — ELLIE SIMS — WES — ANTHONY CHANZA — DER WAFFLE MOUS — OCTOBER
INSTITUTE — JAMES LYNES — JOHN WARE — MAKKI — W RYAN CARDEN — PAUL & TIGGY — Q LEEDHAM — MAX CARLAFTES
— SARAH MCCORMACK — FIONNA ADAMS — DAVE AGNEW — SONNY MOORE — ALICE H. — BERTIE ANDERSON — LC
CAMPOS — IAN URBINA — ERIC GARCIA — NEMO ARMISTICE HANA — ZANE JONES — MARK MULLENIX — ROSS B. — KURT
MITCHELL — BLACKCOAT — MAIKERUX — DANIEL CASTRO — REMI GARREAU — COLIN URBINA — WYLDIE MAXWELL — CIAN
MARKEY — THOMAS ANDERSON — PHILLIP STEDER — NOAH KUNIN — ADRIEN "KOKOOW" BUONO — JAMES MCKNIGHT —
ADAM SEATON — EVE SECRET — DREW MORGAN — KELLY M — MICHAEL KUBIAK — LUCAS VALENSA AND THE AKROSE
SHEPARDS — RANDALL WUNDER-SMITH — LEVI DWYER — AARON BOEHM — THALJI — ADAM MANSFIELD — MICHAEL
CROWLEY — ERICK VALLEJOS — DUSTIN K. MILLER — TALEN 'HI RACHEL' LEE — LOKI, TILLY, & MURPHY — SKYLER CROSSMAN
— NICK BALL — SHAWN DRAPE — MATTHEW GRIER — [NAME REDACTED] — JOHN BOWDRIDGE — TIM DENEE — ALEX
CASE (COUNTZEROOR) — VINCENT BERRY — NICO TRICK — CHRIS BARSOTTI — EY — PETER GATES — DANIEL GOLLERY —
JIM EUROPA ROGERS — EDWARD R. — AISLING JENSEN — DEMONBISMUTH — JR LONERGAN — TIM KUEHLHORN — LEVI PHIPPS
— ASH ROBERSON — STEVEN DEVITO — KELLY GRIFFIN — JONATHAN WROBLEWSKI — ARTHUR LACE — MATT FENNELL —
ANDY BROWN — GRIFFIN POST — 0TACON — MARK STIEGEMEIER — ERIK CF — TERRY L GILBERT JR — JOE BRYANT —
CESARIO DELINALL — @ITSMRBEARDSTL — HANNAH "HANNARCHY" READ — BRETT VOLZ — MICHAEL SCHWARTZ — COREY
CHANEY — KEITH "D.T. KATZE" PATRICK — BRIAN W MCDOWELL — MARK WATSON — FOGLET — SUSANTD — PATRICK
HILLIGOSS — MICHAEL ARSERS — ELIJAH BERMEJO — BYRON DEMING — BEN BUCKLEY — MALIK OTTLEY — KAMALA KARA
ARROYO — MARK WOOD — AZHREI VEP — RAINBOW RODENT — ANGELO PILEGGI — JOSH SEGAL — NITSUABO — ANON —
MARK BRAASCH — ALISON FLEMING — ESTHER NELSON — GNOME ARCHIVI — CAMERON WEBB — ACAR ALTINSEL — AUDREY
PAIEMENT — BEN DAWES — ANDREW CHERRY — MATHEW M — N/A — GARETH ANDERSON — XYLEMICARIOUS — XAN COX
— QUEEN GHIDDI — ANGELJELLO22 — JACK GULICK — MATT BOOTHMAN — TY BUCEK — RUSSELL SAUR — DMITRY DEEMON
CHERVYAKOV — PAUL THOMPSON — JARVIS MISHLER — LT. COMMANDER AXIOMATIC CHAIRCHECK — JACK ALLAN — CHRIS
STUBBINGS — JONNY KENT — EDWARD AVENT — IZZY M — MIKE MOL — PHIL HANLEY — CURT MEYER — COLE "RETOROX"
KLASSEN — CHRISTOPHER NEAL-KNIGHT — NIALL O’DONNELL — ERICA "VULPINFOX" SCHMITT — KOLBEY ARAUJO — JULIAN
LILLY — CARL HAYMAN — JUNE BAKER — MICHAEL FLYGARE — MINERVA S — SEAN LINCOLN — JAMES PIERSON — JONAH
EISENSTOCK — EMMA FISHER — JOSEPH NOLL — NATHAN HICKS — NAT OLIN — ANDREW — GRANT LOWE — BRIAN ROSS
EDWARDS — TUOMAS LEMPIÄINEN — JACOB N WALKER — JAKE TOPOLIE — CALE — RYAN PERCY — BILL GARRETT —
NATHANIEL WILLIAMS — TREY ROBERTS — STEPHEN TAYLOR — MICHAEL ALEXANDRE — SHAWN BROFFMAN — SEAN KNUDSEN
— CROY SALINAS — OMARI L. BROOKS — REID BAMBRIDGE — KEVIN HAUCK — WILLIAM STOKES — JOSHUA JAVIER RIOS —
HELEN @GAGTHER — DEREK BAXTER — ROB ADAMA — IRIS GADGET — KORY RODABAUG — APRROY — JACOB HOEY —
MIKEY "QUANTUMDOT" ZEE — JARED RASCHER — KATIE CHIN — CHRISTOPHER RAY ARNDTS — EUANSMITH — LARRY KENNEY
— GRIFFIN DEGAETANO — JONATHAN PENA — JESSE MORGAN — HANNAH BANKS — MICHAEL FELDHUSEN — BRADEN LEAGUE
— ALAN J. LEMASTER — NICO TECZA — ELIZABETH SHRUMM — SWIZZARD — COLIN MACDOUGALL — CHLOE CONLEY —
TREVOR BART — JONATHAN HEDDLESTON — FABBY GARZA MARROQUIN — IAMRUINOUS — ANDREW GALLAGHER — QDRN —
EVAN SPILLAR — JONATHAN SATTERTHWAITE — JAKE OLBERT — L.M.G. — DANIEL ANTHONY — MOBILE SUIT BREAKDOWN: THE
GUNDAM ANIME PODCAST — DJ MADEIRA — MICHAEL SANDS — PHLOG — LACHY M — AMANDA DISILVESTRO —
JOSIETOUHOUSIE — W. GAGE BERRY — GRUNGLE — VEL MINI — SLIGSIXTY — JERRY L MEYER JR — JULIE MONONYM — NICK
GENGER-BOELDT — CODY GOSHORN — FENIC FOX — SCOTT SCHREITER — LUCAS NAFZIGER — CHRIS STROKER — JACOB
BICKERTON — KWYNDIG — MAL MCCASLAND — MATTHEW COVERDALE — CHAD D — MIKE LLANEZA — ELEANOR
431
kickstarter backers
WROBLEWSKI — COMRADE ZOE — ZEB BERRYMAN — ALEXANDRE L'HEUREUX — RYAN C. GOODWIN — JOE CAMPBELL —
CHRIS MITCHELL — JONATHAN AMES — DAVID N DANIELS — ANGEL ESTREMERA — KEVIN SIEGL — MIKE RATLIFF — OSMINA
DEVERAUX — CEE STURDY — HANK CAPPA — JAYLA N. — A.S.W. — IDO MAGAL — JUNIPER — CASKET JONES — ISAAC
MACFARLANE — ED INGOLD — ALEXIA TRIPP — JOE PERRY — SPIKEMCCLANE — STEW WILSON — DELUSIONOODLE — BASIL
LISK — TORI MAELYS — ASLAN SILVA — JACQUELINE LOVE — TIM OSBURN — JANTAXE — ETHAN REMKES — AMOOSEN —
BILLY WRIGHT — MÄNTYNEN PETRI — PETE HOFFMAN — DAVID M MANSFIELD — ALEX MELTSNER — NIÑO ABUEG — HANNAH
GODBY — LUC RISTAU — LESTER WARD — JON BUCKLEY — KYLE RECTOR — ZELDRAN — MATT MCKINLEY — KARCH — N/A
— CHRISTIAN FLEURY — VIOLET ANDERSON — MICHEL LICHAND — JIGAWIK — CHRISTOPHER CHEN — MAB — IAN C — WILL
HUDSON — GREMLINLEGIONS — NICK D. — SAZUROI — SAMIR EL AOUAR — MIKE PRINKE — STONE CROW TMW — TREVOR
WILLIAMSON — AHRTIMMER — TIM POPELIER — BOBBY GIANTSBANE FABIAN — NICK PACE — MATT REITER — MICHAEL P.
CHARLTON — BRIAN A — IZACK WILLIAMS — TYLER BUCHANAN — ROOSTER HOGFISH — DUST WITTE — MATTHEW DUNCIL
— SURE, WHY NOT — NATHAN KRUEGER — RAFAEL SABINO — DEREK "DEWAR" HARWELL — ANDREW JOHNSTON — CALLUM
CORBETT — JOE D — FISH — PAUL AREZINA — GUILHERME MARTINEZ — RICARDO SEDAN — DANIEL HAWKINS — ZEE
HUSELID — DANIEL R ENGLAND — RYAN MACGILLIVRAY — VITOR "CYBERVITOR" ANTUNES — ZACHARY JENNINGS — ZASABI
— CALEB BAUERMEISTER — CODY BOKER — MIKE CALVO — BARTIMAEUS — ZHAKYRIA — JAMES "J.J." JEFFERSON — GRIFFIN
HOFFMANN — LLOYD PYES — ADAM OEDEKOVEN — BW DIEDERICH — LILLY WHITEHEAD — MR. ENCYCLOPEDIA — ZACHARY
HODGENS — THE FOOL — MUNAWAER AINIWAER — ASHOK MURTHY — JOE LEONARD — MATT FRIEND — JOSIAH KEESHIG —
SETH FLAGG — SOL — JOHN D. MOORE — ALEXIS "POETFOX" LONG — YOURPALEMMA — JON ODISHOO — JACKY LEUNG —
NARANLL — SEAN LEMME — ELI BERG-MAAS — F — JEFF DEAN — EGG AND AMES — MICHAEL JAMES BOYLE — ADENUGBE
VORMAWOR — AARON K — J LOWE — NICO WESTBROOK — TONY FROM PLUS ONE — ANDY STYX — AARON "WOLFSAMURAI"
ROUDABUSH — PATRICK MAHONEY — JUSTIN MORRIS — HANNA FENIMORE — RUBY BATTY — TRISTAN BIGORNIA — ALEC
WILLIS — ANDREA PAVAN — AZUJAX — MARIA FANNING — ERIC IACONO — ALEX KALLAM — LEGENDARY VERMIN — DREW
CARLTON — BRANDON METCALF — FRANKY THOMAS — KAVITA PODURI — JACOB A. — TYLER B BRENMAN — GRAHAM S.
DUNBAR — QUINN — RONALD BRIGHTWELL-KELLEY — LIZ WEIR — NEIL MOLLOY — MARSHALL TEMPLE — SAMUEL HADEN
— IZZE C. SYKES — REMUS DOUGLAS — KIDSPANNER — IAN M — GEORGE VOURDOUSIS — ADAM ALBRIGHT — AVI V —
KIEREN SZ. — JAMES R. GASKIN — ALEXANDER "LAVNCELOT" FIGLIN — THOMAS BLICK — JULIAN PONSFORD — MITCHELL
GRAHAM — TRISTAN LONEY — SIDNEY STRAUB — DELDON — CYRUS BUNCH — TODD ROWLATT — DAVID HOLLINS — LUKE
FREITAG — J HEWES — SIMON MOODY — NICK CADIGAN — HARRIGAN — JAMES K SANDERS — WYATT SMITH — CASEY
"WARVIGILENT" CAIN — JACK M — LIKE JIYANG — ANN HEDONIA — NICK — PATRICK KIRKNER — MATTHEW LIND — ROB
SISCO — BRANDON GEORGE — MATT B RENTON — WARREN FINNIE — AARON JONES — PATRICK VAN BRUNT —
ROBOJOJOSMASH — ETHAN C DAVENPORT — STEVEN NGU — CAMERON SAIFIZADEH — MYNAR LENAHAN — ADAM COLLIER
— SASHA DE'ATH — JADE H — ANDREY TKACHEV — STUART HODGE — BRITT A WILLIS — BREON STEWART-GUARINO —
ANDREW JAKES — ALFIE KIRK — DENNIS MALLOY — ASHE P — ANONYMOUS — TABITHA GRAHAM — LAMINATEDMOTH —
KISHIKAWA MASASHI — DALTON STEPHENS — COUNTESS LYDIA — MINOHOONOO — TRAVIS DVORACEK — SAMUEL MITSON —
TRIP SPACE-PARASITE — MATTHEW HERNANDEZ — BDUB — JOHN MEHRHOLZ — JOSIAH BECKETT — ROSS TAYLOR — CORY
MACKS — MAX LEE — ALEX HARTMAN — W.A. MCMURRAY — AN GRAVES — HAYLEY KEPICS — LUCAS HAASUM — JUSTIN
MACNEIL — JASON — AARON GABLE — ERIC LIAW — GETTY RITTER — HUW WEBB — TRAVIS GLIDEWELL — ERIC AND ADAM:
ONE OF THEM HAS PLAYED BEAM SABER AND THE OTHER DIDN'T KNOW SO NOW THEIR FRIENDSHIP IS ON THE ROCKS BUT ALSO THERE
IS NO LIMIT ON THIS TEXTBOX SO WE'RE GOING TO JUST KEEP TYPING TO SEE WHERE THIS ACTUALLY CUTS OFF IN THE BOOK AND ALSO
THAT THING ABOUT THEIR FRIENDSHIP BEING ON THE ROCKS IS LESS ABOUT ONE HAVING NOT PLAYED BEAM SABER AND MORE ABOUT
THE OTHER HAVING STOPPED LISTENING TO FRIENDS AT THE TABLE DESPITE LIKING IT ALSO HEY, WHOEVER IS WRITING THIS IN THE
BOOK, FEEL FREE TO CUT THIS OFF WHEREVER IN THE TEXT OR I GUESS INCLUDE IT ALL IF YOU THINK IT'S A FUNNY ENOUGH BIT TO
TAKE UP AS MUCH SPACE AS THIS DOES, I DON'T KNOW, I'M NOT A COMEDY WRITER — ADAM CELLON — SIMON CHRISTENSEN —
BLAST — MICHAEL KAELBER — ADAM ANDERSON — NATHANIEL H — SAKAI NOMICHI — DOUG WILLIAMS — NICK GARCIA —
KEVIN MANNING — ALICE KYRA — DONOGH MCCARTHY — NATE — PHIL CORPUZ — ANGEL CONCHAS CASTANEDA —
CHRISTINE BLIGHT — SKWIZIKS — POTATOWOLF420 — JR KARGBO — SWEET POTATO — THEELFIESTELF — THE CALAMITY
OF BLUE PROPHECIES — WILL BOYKO — FRANCIS HELIE — HAZYL — SIMON WARD — KIRBY — MATTHEW SIADAK — FELIX
ISAACS — EDOUARD CONTESSE — W.W. — ALEXANDER BROCK MCCORD — EM MARKO — EMILY CONKLIN — MICHAEL CHAN
432
kickstarter backers
— MICHAEL REICHELT — ED MORRISH — AJ ELLIS — PETER DRUMMOND — MARVIN YUEH — DAVID BROCKWAY — ROBIN
NEAL — SCOTT AF — WILDER VON SCHONFELDT — DEVON GEORGE — AUSTIN D CAUDILL — EILEEN LIU — GOURDCAPTAIN
— GARY GOODWILL — MITCHELL COOPER — CASEY "GEOSTATONARY" JOHNSON — KYLE CURRIE — SAM PARRISH — AIDANTE
— D MATH — DAVE 'CYBER' COLLINS — ARJUNA CHATRATHI — Q PEIFFER — MINH PHAM — JIM BRADFIELD — SARA WAITS
— RUBY ARIEL LILITH SAINT DENNIS — BOB RUNNICLES — ROB WILSON — MR. POJO — MATT GEORGE — PAXTE — BRIAN
STAFFORD — LEE BARNES — IAN KEEGAN — CLAIR ROSS — ADAM RAJSKI — DET. SGT. KEATON KUMAR — JOSH "JOLLY"
SOREY — DENNY ABRAHAM — JAMES DILLANE — NIAMH SCHÖNHERR — NICK DETWEILER — BRAD OSBORNE — KALEB SHULLA
— KEVIN — PENITENT — EDIFANOB JINX — BILLY YOUNG — SAM BRIAN — GRAYBEARDHALT — WILL STRAUBE — LIAM MURRAY
— ATIO VORBELD — !? — EOIN ROCHE — GREG MUTHIG — DREW BIDDLE — CHRISTOPHER HUNT — JCM — DREW
WENDORF — STEVE DISCONT — THOMAS ANDERSON — ONEEYE01 — SARSON THE BLUE — FOTIS PAPADOGEORGOPOULOS —
D.K. IMHOFF — MICHAEL SCHRAG — IRRIGO-DEPTHS — MENDEL SCHMIEDEKAMP — THE GOOD KING WORM — JOSH
HOROWITZ — JAKOB LOTERBAUER — BRANDON SUNTHORN CAPELLINI — JASON DUNCAN — AARON HARRISON — DANIEL
ALLSHOUSE II — ALEX LAUPAMA — DEREK M — BLOCK_OF_YCE — ALEXANDER RINN — TOASTCRUST — LILY LIAW — HALAKU
— MATT OAKLEY — ROSS LLEWALLYN — D. ‘MECHA’ MOY — DAVID NOLAN — MORGENGABE — ERIC "AMPERSAND" NELSON
— ELIJAH BENSON — 1954796132 — SEAN PENT FALLON — D. M. MOORE — MRKILLERLAIN — IAN MEISINGER — IAN
F STEFFEN — HUNTER ROBERTS — ZAK STRASSBERG — LUKAS MYHAN — DEIRDRE KHAN — TYLER RIEGLE — VIOLINJOSH —
BEN K ROSENBLOOM — PEDRO(TE) — JUSTIN CROCE — TING — TONY ENG — NATHANIEL SOUTHWORTH-BARLOW — RYAN
K. — RAD — WILL — ANTHONY SMITH — RHYS DAVIS — RABBIT — POLYAMOROUS_Q — RUSSELL N. RAMEY — RIVER W
— ANDREW “TEMERITUS SENDS HIS REGARDS” BARBEL — SKORKAB VIR — PHIL KNEITINGER — ED8PR — ADAM DONOVAN
— BERYL S. — SHERC — JAMIE MCKELVIE — STEVE PHELEY — ANDY KOCIS — JOHAN JAURIN — J. EVAN NYQUIST —
JACQUELYN MARINA — ZACH CULLIMORE — MORGAN HILL — LOUIS COOMBS — BEARS — J PATRICK STEBBINS — CAMILLE
JOHNSON — KARL BERGER — MALLORY KUHL — BLAKE RICE — DANNY ATWOOD — LEIGH A. JONES — JEANBS ED I
GENTILUOMINI — CHARLES STUART — G. YUKIO DIAZ — TRISTAN RIDDEN — RICHARD 'VIDIIAN' GREENE — JONATHAN LIN —
KATE DOLLARHYDE — TOM FRITCHMAN — RICHARD CHAN — RODRIGO QU4RESMA — BRYAN ROMBOUGH — JOHN/GWYNN
TEMPLETON — LUNDIE KYE — MALENA JENSEN — TODDHOWARDVEVO — ARU/ARDYDO — BENJAMIN HARTMAN — ELI SEITZ
— COLIN MORLEY — CARRIE JOSEPH — MIKE K — BRIAN BÌNH — BIG HENRY — BIG AL THE LAWYER — SIDNEY SALUD —
"CURSE" JOHNSON — TAYLOR SKIDMORE — PARA WALSON — DREAD PRIEST — FREDRIK LYNGFALK — BRYAN BOMES —
TEGANEDEN — JOE MEYER — ANDREW MARTINEZ — FRAZER GAULT — ANDRIJA POPOVIC — ALICE AUTUMN — ROBIN REUSCH
— MARTY PRICE — JIM BURZELIC — MO — MAX KAEHN — JASON CARTER — JAHN-MICHAEL MYRVOLL — ANDREAS BJARELID
— LUKE FRODSHAM — KASSANDER DE ZEEUW — ANTHONY HANSEN — BENJAMIN "BLACKLOTOS" WELKE — WILLIAM LAMKIN
— BASIL BUTERBAUGH — BENJAMIN FELTHAM — RIAN MCMANAMON — MATT CUNNINGHAM — BRANDON PERKINS — ZACHARY
KETTELL — JAYSON STEVENS — JON KENNY — BOB LAWTON — TRISTAN WOODWARD — BEN ADAMS — CASEY BENSON —
MICHAEL S. REBOK — AMY BRIGHTER-SAX — JEAN LORENZ ALVAREZ — DAVID SOOKOCHOFF — BASHEER GHOUSE — TTT —
CAILLECH — PATRICK WILLETTE HEALEY — CHRIS QUERFURTH — MATTHEW BLAKLEY — JUSTUS GOLDSTEIN-SHIRLEY — BRIAN
COOKSEY — LARS SUTTON — D.W. FRIES — BRIAN GILLICK — FELIX GREGORY — AURA ✾ V — OPHELIA FAUST — MORGAN
VICTOR FRIEL — ELIJAH HINSCH — CANCAKES — STAR STEPHENSON — KENNY YOUNG — ERMINTRUDE ERWIN — YURI FIRMINO
— MICHAEL THALER — KRISTOPHER NGUYEN — PERTTU KOSOMAA — DJ CHATMAN — ELLIOT I. — SQI — AIDAN BONACCI
— KYLE DOOB — PATRICK MCCARTHY — KIWI APTERYX TOKOEKA — PAIGE OTTOMSUN — CONNOR ROOKE — EVE TESSEL —
COYNE BON — SHANE FERGUSON — JIMS — VERSO LUNATACTICS — PIPER WILLETT — MIRANDA CELADON — DOUG LUNSFORD
— KAI AVEDOVECH — EDEN FLAKS — PSEUDONOUN — DAVID MADDEN — JESSE SHERRY — VESTA — ROBERT MELTON —
JESSE RAEN — SHAY SHEMANSKI — ALEXANDER TRIFAN — ZACH BAIN — NICK ARMET — BEEDEEHAZE — ROSEN — EMILY —
AMANDA ATKINS — JAMES MATTHIESEN — GUILDMASTER RYAN — JOÃO CUNHA — FINLEY — VINCENT FURSTENBERGER — OLIVER
"KANNIK" BOLLMANN — DARCY MURPHY — CAM COLGATE — ATEŞ DOSLUOGLU — ARRAN BOYD — PAIGE TURNER — CROW
— AGNES AZNABLE — ELLIOT CLARK — ROSELIA QUINZEL — RAIN ZERO — ALEX SIMONIAN — EMILY DARWIN — RYAN GIGLIO
— TIMOTHY MCGOWAN — VILENESKO — SCIENCEGAR SCIENCEBOLT — MERLLE — MARY B. GENN — NO THANKYOU — COLTON
BROUWERS — MATT BROWN — STUART WILSON — ALEX KLIMENKO — JESSE ALEXANDER — MATTHEW GUZDIAL — CODY
MCNALLY — NATHAN SALVADOR — EVAN MCDEVITT & REBECCA SEIDEL — TOM HOWARD — COLE F. — MIEKO CANDON —
HIEI — J.STRAINIC — EVAN TENG — JOSHUA TROSCLAIR — EDMUND CHU — WESTON LEIGH HUMPHREYS — TROGDOR JAY —
433
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MAX — CAMERON PUTNAM — CHRISTOPHER KERINS — LAURA HOLZ — JOE SCULL — ALEX KERGOZOU — CLUNKER —
MICHAEL GOMEZ — MICAH KESSELMAN — HAWK GIRL — MARÍA ELDEY KRISTÍNARDÓTTIR — TROUFETTE — ZA WARUDO —
BLAKE — PHILLIP BAILEY — KURT ZDANIO — DILLON CONLAN — NEVYN HOLMES — NO CREDIT, PLEASE — NICOLAJ WILD —
TONI RHEKER — JASON TEMPLETON — BRIAN FOSTER — ARVID KOPP — JOHN LYNDON — NOLA PFAU, HER MOST RESPLENDENT
— PHILIP HINDLEY — LUCY VALK QUILL — LAMP — KP THE ILLUSTRATOR — KAY SHARROCK — STEVE MOORE — ANTHONY
LAFFAN — BRIAN SHAFFER — CALEB COPPOLA — DAVID BELL 3 — CHRISTOPHER LAGINJA — JOSIAH SONG — THIAGO
REINHARDT MARTEN — PHIL AMES — DAVID ROSE — JAMES MEREDITH — CODEMARVELOUS — RICH RANALLO — STEPHEN
MASSON — NATHAN GEARSANDKEYS — MICHAEL G. HOWARD — ALEC ROMERO — FELAN PARKER — TYLER SUTTON —
VICTOR C — GREG MANIZZA — SETH HARTLEY — LINDSEY S. — DAVID E. DALTON — LOTT VANFIELD — WES ILIFF — ERIC
N SAMUELS — NICK BARABACH — DANTE L. JOHNSON — JAMES KNEVITT — GABE R. — TRICK DEMPSEY — EVIL HAT —
ANDREW ARMINIO — ALAN D KOHLER — ROBIN T — MATTHEW WALUSEK — BEN MUNISE — NICK BATE — SCOTT SMITH —
STERLING BATES — BRETT BAMBRIDGE — MARKUS KLARWEIN — KYLE EDWARDS — PAUL SIMMS — TRISTAN SMITH — RYAN
B. — CHARLES ANTHONY GILLESPIE V — BRENNAN DAWSON — TYLER MCBRIDE — ALEXANDER "KEOTA" CLOWES — MICHELLE
S — BRIAN HUBBARD — POPINFRSH — DRU LAW — SHAUN KELLETT — PETER KAHLE — RYAN LONGAIR — MATTY WILKERSON
— SCOTT DERUBY — AUDREY L — ALEX JACKONSKI — PARKE HULTMAN — MATT FRAZITA — ALEX ESSERY — CAYCE POPP —
MATT K-B — JOSEPH GORDON — BEN ROBINSON — BEN H — ALTERFORM — NICK "GARAXIEL VNUTHER" DUMAS — PASCAL
LAPRISE — AJAR — ANDREW BURKE — NICK D. — JOHN ROBERTS — ANDREW CLARK — TAQUIN J. — DANIEL WAGNER —
ALEXANDRA GUSTAFSON — MICHAEL MARSHALL — LUKE BAILEY — JEFF H — BRIAN KOLSETH — ELEANOR MCHUGH — CENGIZ
K — DAN — TIMOTHY O'NEAL — GREGORY "PROTAGONIST" PARSONS — JESSE GILLESPIE — BEN PODBORSKI — PAUL
ATHERTON — FRANKLIN J WILLOUGHBY — EVAN JONES — STAR EAGLE — JAN KUTYLA — XANDER CROWLEY — CARO ASERCION
— COLIN PRESTON — CHARLES BANCROFT — MARIA M — STEVEN HANLON — JOHN MCCLOUD — LOUIE NELSEN — DAVID
VEHONSKY — CORA NOBLE-BRAY — LAURA FORBES — CHAD QUANDT — CHRIS LYNN — RJ BLILEY — ROGER ALLEN — EVAN
L. — LAURENT DS — DANIEL HARBARGER — ALYSSA WONG — ARIC YAEL — SATYA OMER — RYAN FOX — JIMMY TROTTER
— REMI D'AMOURS — JOSEPH PEABODY — BENJAMIN SETZER — CHRISTINE PREVAS — ETIENNE — TRAVIS PALM — KRISTÓF
KOVÁCS — ADAM GOLDMAN — JAMES CATLING — ALLEN PERCEFULL — ROBERT T. GARDNER — CHRIS WINCHELL — JOE
HACKER — ALEX FRICKE — KEES KALONICK — NINA SILVER CH. — GRANT — OLIVIA JOSEPH — IS THIS WHERE I PUT MY
NAME? — CARSON EADES — SAROUFALL — TRASHBABY — SCOTT — VICENTE CARTAS ESPINEL — HAYDEN CHURCHILL — JOHN
SHUMWAY — ANDREW HUNTER — ROB HARPER — ANCIENTMECHA — RAY BERRY — BRIAN JOHNSON — GAVIN L FREGEAU —
DARTHPINKHIPPO — ZACH MCDUFFEE — MIKE RIVERSO — JOHN PATRICK VILLALON — MICHAEL GARDER — CONNORPONNOR
— JAMAL L. WILKINS — STIRLING AUGUSTUS DUNCAN — SOPHIE TILLBROOK — ALICE SOUTHEY — KIERAN — LAN_OHANZEE
— PATRICK SUMMERS — CODY TAPPAN — BRANDON SAPP — MATT HUFSTETLER — LIAM CONLON — JAKE CARDIS — HANK
LAMB — SAM VANNI — TOM BUTTERY — JASON PATRICK GALIT (JPG) — "TOPEACE" — PHILLIP LOWE — BENNETT KRACK —
ZACHARY PETTICHORD — CLINT SLOCUM — JOHN GLOSS — DARREN BRUM — MAX DEV — GEORGE PITRE — "JERSEY" JOE
FINIS — CHRISTINA W — JARED KUNTZ — ATLAS SELLMAN — N/A — AZLAN — D. ÖZAYDIN — ALEX MILLER-CLENDON —
GRAHAM T OWENS — CARL BLACK — JAMES WYNN-LAWRENCE — PRESTON JOHNSON — DAVE LOUGHIN — NADEIN REX —
RYAN IMMS — ASTEROPE — ANDREW B. — KIARA LORRAINE — IRIS VAN PEER — ONM — MICHAEL J. STUPIN — BRENDON
EVERETT — - — TRENTON CHESTNUT — PAUL GALVIN — ANATOLY KUDINOV — LOW PICKETT — JONATHAN CLARKIN — JOHN
MACHIN — JOHN WILSON — JOHN "BROWNCOAT" JONES — IJAKA — KEVIN "CHROMA" PETKER — GREG MATYOLA — DAN
MERCER — DOUGLAS PEACOCKE — JONATHAN SYSON — SAM RICHARDS (@MYTHALORE) — THE PHATASSDRAGON — STRAS
"THUNDER" ACIMOVIC — DAN VEHSLAGE — NLEPDX — NACCHIRALTWENTY — JONATHAN BREESE — CARL ENGLE-LAIRD —
CHLOE LEIGHTON — BRIAN DOUGLAS — SEAN ANDWRAON — MILA LIDIA ALBERS — MEG & VINCENT BAKER — MARGARET
JOSEPHINE — ANDREW MAUNEY — A. S. — CARL D KILLIAN III — BRIAN CSERNAK — COLE MCMULLEN — CHARLES F WYSOR
— MICHAEL BOYKIN — GABE THOMAS — CHRIS BUSTAMANTE — ALEXANDER "SELCAR" LEAVITT — GEOFFREY RODEBAUGH —
SCOTT MULDOON — BRETT MCNEELY — JORDYN MARCELLUS — SEÑOR CYBORG! — JUNE SAMANTHA DECEMBER — SAM
BUTLER — CHRIS KETTLE-FRISBY — IAN WRIGHT — TIFFANY H. — THESMITETIMER — BRIANNA PRICE — ARTIFICIAL_IDEA —
RYAN W CARRAHER — HANNAH YOLEAU — WILL SCILACCI — SUNSIS — BRAD WALLACE — RICH — NIL — JARED V —
MICHAEL G. BARFORD — JENNI SAIANI — MR. GREEN — ANDY NELSON — BRIAN "THEMASTERDS" DOYLE — TONY PETERSON
— HARIO — COLE CHALMERS — FRANCESCA RAGGIO — BELLA AVIARIS — ALAN REED MITCHELL — ROBERT M. — MARIO
434
kickstarter backers
MOREAU — CATSJACINTO — BRENDAN GLENN — CARL SMITH — ANNIE JOHNSTON-GLICK — LUCA BELTRAMI — SCOTT C. —
GEN — JANE DITCHFIELD — DAN COX — KEVIN COLBERT — A.J. HAMBLY — MOONBEAR — SCOTT D. JONES — RUDY
WYCALLIS — CARL O MATTSSON — NICHOLAS REYES — CHRIS DIGREGORIO — WHIT CARTER — HERMAN DUYKER —
BRANDON SHEHAN — CHRIS WELCH — IVORY HARRIS — JACK BLAIR — J. DICKINSON — LUCA LACCHINI — DJ RUNDIO —
PATRICK FUREY — GRAEME "POCGAMER" BARBER — BORIS KARL — RYAN MCCONNELL — PHEMMILIAR — MATT SILVESTRI —
JEFF MUSE — ROSE TURCK — JOSHUA BUNNELL — ZAK WHITLOK — CRIS CUMMINS — ALEX ROSCURA GUERRERO — RAMONA
KAHLER — JOSE GAMO — SAM COOPER — MATT CONNOLLY — GARRETT KIM — CHRIS SLOJKOWSKI — RYAN PLACE —
GWENDOLYN — WANDERPUS — MJ NADER — DAVID POUNDS — TIMOTHY SANDERS — SAVANNAH MCKENDREE — CHRIS
WHETSTONE — DOMINIC WAN — KODA — ANDREW PROSSER — TYLER J CADY — CASS BERRY — DROP DICE — DR. MATTHEW
TIBBITS — A DYKSTRA — MATTHEW WHITROCK — ZACHARY NORTON — DAVID AWESOME COLE — JOSEPH "LINEBARREL" LARA
— SAMUEL HOLLEY — ARTURO SORIANO — STEPHEN G. PATERSON — LAKE NORDEN — STEVE DODGE — WARREN KELLY —
ROB U. — DONOVAN SHINNOCK — TREVOR K — CLARITY FLOWERS — SULLY — RICHARD ANTHONY REYNOLDS — RICH
BIEDRZYCKI — ADAM NEISIUS — WANDERPANZER — ADAM SUTER — ICEDT-AEDON — GRIFFIN SCHULERT — OLIVIER CARRIÈRE
— JAMIE K. — KAYA BRISTOW — JEFF SISLER — CLAIRE GORDON — NATHANIEL (OPTEN) POLIAKON — ALEX D — JARED H
— ROY — ROBERT RAE MOHR III — WEDOBAS&BOOKKEEPING — SERGIO AKE — KIER DUROS — SOME OTHER 1 — NATHAN
BALES — T LEE — JAMES YOO — PAPTERT — MARK MORROW — JORDAN HILL — PAUL KOLT — BEN FELLOWS — RYAN KENT
— MISSY WEIR — RYAN KARL — VILLE KÄRKKÄINEN — NICK GREEN — GEMMA VIDAL — G. KOSTER — CHRIS SWAFFER —
JANIKKE VW — SAM JONES — JAMES MILLETT — HEIN RAGAS — HANNIGAN — G-ON — LUCI FELL — STEVEN FUJISA — SIMON
GOUGH — HDISCO — CADO — NICHOLAS — NINEVEH — IRVANDUS — QUINN MURPHY — TL — MICHAEL SHUMATE —
CHET MADEJ — THOMAS ANASTASIO — GUADALUPE CHAVEZ — ZINNIA B. — YUHE FAYE WANG — BRIAN HUTCHINGS —
WILL MORNINGSTAR — MICKEY SHERIDAN — JENNIFER ADCOCK — WRIGHT S. JOHNSON — GLEN CAMPEY — TRACY O’BRIEN
— EARL SCOTT NICHOLSON — DYLAN DEGAETANO — LILY BOGUE — NATEBOB BENTON — JULIEN LE BEAU-MARTIN —
KOLTON E MOHN — BEN POPE — ELIZA COURTNEY — WALTER W KENNEDY IV — ROCKETDOG — SIMON MASON-HOSIE —
TERRY U — DUNHAM C LOCKHART — CHARLES BAILEY — AUSTIN WALKER — MAGNESIUM BROESDER — BARAN URUCAY —
CALIMARIGOD — ADRIAN FOREST — SIBBS — VERGILIVS — — BENJAMIN REINHART — BRENDAN ZACHARIAH O'DONNELL
— CHRIS BALSER — EVE — NETIGY — PSCHORR — ALEX RADFORD — JANIE JAFFE W — SASHA Z — HANNAH GRAVIUS —
JESSE VAN BUREN — RICH — TOM RENWICK — RYAN DZIUBA — HANNIBAL — MARK FILIPOWICH — PRESTON HOGUE —
MICHAEL ELLIOTT — TYLER PURK — ZACH ALEXANDER — JOSEPH MOORE — MURF — DANTE MACLENNAN — JONATHAN CHO
— MICHELLE NICKOLAISEN — CORY MCCONNAUGHY — JULIAN — NKOZI COLE — GIDEON REECE — EMMA VALENTINE —
MARK GRANDSTAFF — JOHN M CAMPBELL — HALLIE RENNER LARSSON — DEVIN — SCOTT MITCHELL — STEPHEN M.
WIEMEYER — TOM VINITA — CLAYTON CULWELL — CHRISTIAN GELDART — ANIKID9000 — ER — CHARLES BORRALL —
MATTHEW BARRILLEAUX — JAY TROSCLAIR — CHARLES SHAW — N/A — JACK FOLKARD — TROY PICHELMAN — DYLAN BOATES
— TYGER YANG — GINA DEANGELO — DANIELLE SACDPRASEUTH — XAVIER — MARCIE — ZOOMBA AT THE Y — ANNA
DYKE — DAVE TAYLOR — ALBERTO GRIMALDI — AUTURKIS — JACOB VANLANDINGHAM — A RANDOM BLACK GUY —
SPIRAL_JOE — JAMIE ILLINGTON — JIMMYJANGLES — J.R. ZAMBRANO — DAVID J LUMB — JULIET LOUIS — ADA QUINN — FEN
YOR — ROBERT POLE — PETER WILSON — JONAH BROH — GORDON TEMPLETON — THOUGHT CRIME PERPETRATOR — KESER
DRAAK —
435
index
APPENDIX D: INDEX
E
ARMORED WALKING VEHICLE
342, 343 GEAR 33, 189, 215–216, 249,
255, 286, 396
ARTIFICIAL INTELLIGENCE
369–370 Pilot 43, 98, 132, 300
ASSIST 28, 50, 65, 72, 74, 76, EFFECT 28, 32–35, 38, 40–41, Vehicle 34–35, 37, 44,
111, 127, 164, 220, 242, 251 50, 74–76, 103–104, 111, 127, 103, 120, 158–160,
131–132, 135–136, 144, 151, 166–167, 221, 243, 415
ATTRIBUTE 36, 63, 81, 107,
158, 162, 165, 167, 227 158, 162, 164, 167, 194, GOAL 39, 65, 67, 83, 144, 225
196–197, 259, 294–295, 302, Faction 182, 196, 206,
325, 333
B
210, 274, 304, 417
EMPLOYER 42, 47, 182, 189, Squad 46, 221, 281, 283
197, 203, 205, 207, 211, 233,
254, 261, 288, 302, 398, 423 GROUP ACTION 76, 111, 123,
127, 236, 242, 248
BELIEF 72–73, 78, 81, 105, ENGAGEMENT ROLL 44–45, 48,
109, 113, 117, 121, 125, 129, 127, 139, 187, 215, 217, 236,
133, 137, 141, 223, 268–269,
313, 413
BREAKDOWN 103, 162–163,
248, 254, 321, 331
ENHANCE TRACK 158, 162,
165, 190, 224, 242, 397, 399
H
165, 240 ENTANGLEMENTS 192, 200, 214, HARM 34–38, 65, 74, 76, 82,
222–223, 234, 237, 246, 248, 103, 107, 115, 127, 131, 135,
C
255, 286, 313 139–140, 144, 152, 164, 194,
206, 215–217, 223, 226, 251,
436
index
M 319, 327, 335, 400
RELATIONSHIP 64, 75, 115,
182, 184, 190, 204, 207,
209–212, 214–215, 217, 222,
215–217, 221, 233–234,
236–237, 245–246, 248,
254–255, 273, 281, 283, 286,
288–289, 294–297, 301–302,
MATERIEL 35, 74, 98, 120, 132, 227, 236 397–398
140, 159, 166, 182, 190, 192, REP 182, 189, 191–192, 205, TOOLS 98, 104, 108, 112, 116,
200, 205, 215–216, 220–222, 216–217, 239, 254, 398 120, 136, 139–140, 161, 183,
224, 227, 239, 275–277, 301, 189, 249, 252, 294, 302, 345,
333, 398–399 RESISTANCE 28, 36–38, 50, 63, 348
74, 76, 83, 103, 107, 111, 115,
MISSION 42, 47, 98, 104, 107, 119, 123, 131, 135, 139, 145, TRAGEDY 61, 81, 103, 145,
127, 132, 139–140, 145, 152, 158, 162, 167, 236, 251 251, 267, 405, 412
182–183, 186, 189, 202, 207, TRUST 34–35, 51, 182, 189,
215, 217, 223, 227, 261, 263, RIVAL 38, 46, 65, 67, 78, 81,
197, 262, 283, 304, 312, 410 203, 207, 209, 211–212,
269, 287, 302, 304, 311, 396, 214–217, 220–221, 223, 227,
400, 423 RULES OF ENGAGEMENT 43, 233, 239, 242, 254, 275, 278,
207–208, 261, 290–291, 426 299, 302, 313, 398–399
O S V
OBJECTIVE 40, 43, 47, 217,
261, 269, 272, 287, 289, 312, SCALE 33, 187, 191, 193–194, VEHICLE 24, 28, 37, 154,
426 294, 297 156–160, 162–167, 175–176,
Secondary 47, 207–208, SCAR 74–75, 81–82, 146, 223, 190, 193, 198–200, 216,
213, 289 237, 252, 255, 311 220–221, 224, 227, 260, 268,
OPENING 62, 81, 405 SET UP 76, 159 342, 343, 389, 396–397, 415
OUTFITS 98, 104, 116, 128, SPARK 37, 103, 107, 111, 115,
160, 189, 199, 413 119, 123, 127, 131, 135, 139
SPECIAL ABILITIES 30, 37, 72, W
P 74, 183
SQUAD 24, 28, 63–65, 81, 98,
107, 115, 127–128, 158, 180,
182–183, 191, 193, 197–198,
WEAPONS 64, 99, 112, 116,
119, 128, 131, 136, 140, 161,
189, 199, 237, 243, 255, 291,
PERSONNEL 35, 74, 98, 182, 205–207, 215–217, 230, 262, 294
190, 192, 194, 200, 205, 266–267, 273, 274, 281, 283,
214–217, 220, 222–223, 285, 312, 388, 397, 400, 407,
225–227, 277–279, 333, 398–399
PILOT 23, 56, 58, 63, 68,
70–71, 76, 81–82, 83–84, 98,
416
Reputation 185, 209–210,
212
X
100, 180, 183, 223, 259–260, Upgrade 186–187, 192
268–269, 311, 396, 401 XP 46, 60–62, 72–73, 75, 78,
STATUS 64, 78, 182–184, 207, 81, 396–397
PLAYER 23, 26, 46, 83, 143, 209–212, 214–217, 222, 233,
259, 262, 263, 266, 268, 271 Attribute 32, 76, 81, 131,
236, 273, 422 158, 227, 236, 239, 245,
POSITION 32, 34–36, 38, 44, STRESS 28, 36, 38, 51, 55, 72, 248, 251, 254, 268
50, 76, 104, 111, 131, 136, 139, 74, 76, 103, 107, 111, 115, 119,
144, 151, 153, 157, 160, 194, General 81, 103, 107,
123, 127, 131, 139, 145, 152, 111, 115, 119, 123, 127,
242, 245, 260, 325, 331, 396 163, 188, 197–198, 200, 215, 135, 164–165, 182–183,
POTENCY 33, 294 217, 220, 223–224, 226, 234, 185–186, 239, 242, 270, 399
PROGRAMS 99, 112, 116, 242, 246, 249, 251, 254, 299,
396 Playbook 81, 190
119–120, 161, 189, 239, 298,
300, 303, 369 SUPPLIES 38, 98, 116, 161,
PROTECT 76, 135 189–190, 252
PUSHING 28, 34, 37–38, 51, SUPPLY POINTS 107, 145, 182,
74, 103, 107, 111, 115, 119, 189–190, 198, 200, 204–205,
123, 127, 131, 135, 139, 145, 211, 215, 217, 220, 222, 227,
162, 167, 198, 242, 295 233, 236, 245, 248, 252, 254,
262, 269, 286, 398–399
Q T
QUALITY 123, 160, 189,
191–192, 194, 217, 221, 234, TACTIC 43, 47, 217, 321, 331
237, 240, 243, 245–246, 249, TARGET 33, 43–44, 46–47, 127,
252, 255, 294, 296–297, 300 131, 203, 205, 207–208,
QUIRK 28, 36, 38, 50, 74, 81, 211–212, 214, 261, 273, 289,
103, 107, 123, 131, 135, 145, 302, 423, 428
158, 162, 164–167, 206, 220, TICK 28, 33–35, 37–38, 40, 46,
224, 227, 236, 242–243, 251, 51, 64–65, 67, 72–73, 76, 78,
397, 399, 415 81–82, 115, 139, 146, 163, 165,
167, 195–197, 206, 223–226,
245, 251, 262, 270, 283, 299,
R 300–301, 303, 323, 329, 339,
397, 399
TIER 33, 41, 44, 66, 115, 123,
REGION 186–187, 197–198, 208, 145, 160, 166–167, 183, 185,
214, 217, 221–222, 272, 285, 191–192, 194, 198–201,
204–205, 207–208, 209–210,
437
index
438