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    Star Mogul: Distant Worlds

    Star Mogul: Ruins of an empire core rulebook needed to play.

    Produced by Alpha forge Games Alpha Forge Games 2006. All rights reserved.

    Artwork by Rod Tyson and Merubi (http://illustrange.8m.com/)Thanks Melvin!

    Rules appearing in this supplement take precedence over rules appearing in the Star Mogul:Ruins of an empire core rulebook.

    Please take note of the following legal notices which apply to all our products: All artwork, logos and all the images contained within

    this supplement and within all our printed literature is the exclusive copyright of Alpha Forge Games(tm). Copyright Alpha ForgeGames(tm) 2005. All rights reserved. 'Star Mogul: Ruins of an Empire', Star Mogul: Distant Worlds and all images and designs,

    including our 'Star Mogul: Ruins of an Empire' ranges of Science Fiction Miniatures, associated with this product are the exclusivecopyright of Alpha Forge Games(tm).

    Copyright Alpha Forge Games(tm) 2005. All rights reserved. The terms 'Arclight Blaster', 'NOVA Bombard', 'Tachyon Rifle', 'Superminigun', 'Avenger 19 assault rifle', 'Hades Battle-armor', 'Humanoid Augmentation Dangerous Environment Suit', 'cyber knuckles','Hydrissian', 'Thump gun', 'Salvage Dog', 'Devourer Cult', 'X12 Cult of Androids','Mekk', 'Dark Tribes of the Abyss', 'Yagamuna',

    'Wyyrd Folk' and the 'Star Mogul: Ruins of an Empire', and the Dark tribes of the Abyss logos are all either , TM and/or Copyright Alpha Forge Games(tm) 2005. All Rights Reserved.

    Earnest thanks for purchasing Alpha Forge products! We hope you enjoy the contents of this supplement.We certainly had fun putting it all together! Visit our website and keep up to date with all the exciting newdevelopments we have in the pipeline for Star Mogul: Ruins of an empire and our forthcoming gameDark Tribes of the Abyss.

    Find us on the net:

    www.alphaforgegames.com

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    Contents Page numberThe Hydrissians...2Pang Xu Smith extract 1...3Hydrissian wandering noble retinue.....4

    Managing honor points and credits....5Committing a crime (noble crime table).....5

    Hydrissian noble stats......6Creating a retinue..6Pang Xu Smith extract 2...7The Hope of the unforgiven......8

    Retainers and equipment...8Gorgon reconnaissance fighter.10Scavenger drone...11

    The Grace of the faithful..12Gurax clan of war..12Seloi clan of science.13

    Arganth clan of engineers...........................................................16Dartwing attack bike.17

    Pang Xu Smith extract 3.18

    Asteroid miners.....19The story of Fire Lily section 1.....20Asteroid miner clan...21

    Cyborg rules..21Clan chief...21

    Creating an asteroid miner clan.22Good traits.22Bad traits...23Asteroid miner basic crew (Centaur chassis)24Asteroid miner equipment.....24/25Asteroid miner Prefect...26Security drones.27

    The story of Fire Lily section 2....28Asteroid miner seismic artillery29Cyclops heavy duty mining machinery.30Space pirates31

    Game missions......32Crashed star freighter..32First contact..34

    The story of Fire Lily section 3....37Rules updates and notes38

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    Hydrissian Wandering Noble retinueThe nobles of the hydrissian senate are privilegedindividuals that are engaged in managing the politicaland economic welfare of the hydrissian race on HydrisPrime, and among the stars. The senate consists ofseveral hundred members drawn from the variousclans as representatives of the wider clan interests.Some clans are small and can only send one

    representative to the senate. Others are large andsend several nobles forward to represent their largershare of the populace. The clans usually have adefining role that gives them a niche and purpose.Where one clan may be centered on agriculture,another may be primarily involved with security, orscience. There are hundreds of clans; each onespecialized in some way.

    Tensions sometimes exist between rival clans thatmay spill over onto the floor of the senate. Political intrigue, plots and corruption are commonly practicedby many senate members as they attempt to obtain the most favourable gains for themselves and theirclan. Those members engaged in such activities often find themselves at the mercy of their enemieswhen things go wrong and their activities are exposed to the senate at large. The severity of the

    punishment largely depends on the crime, as well as whom they have offended. Being sent to an off worldpenal colony, impoverishment and ridicule, or exile may be the result.

    If a disgraced noble is banished from the home world, they must leave immediately. From then on, anduntil they are forgiven, they must eke out a meager existence among the stars. The noble may take aretinue of close friends with them. These companions are motivated by their love of their leader, but alsobecause the senate will recognize their services as helpers and followers for one who is consideredtemporarily lost. It is seen as their task to protect the wayward noble while the senate finds forgiveness intheir hearts to welcome him home. Forgiveness can only come if the noble performs useful deeds while inexile. Finding valuable items, founding a new colony on another world, or generally furthering thehydrissian cause among the stars will earn the noble recognition by the senate. The senate, in turn, willreward the exiled noble with honor and trust - the more the noble obtains, the more the senate will beinclined to distribute resources and manpower to the noble to aid him. This system works well, as the

    crimes are repented and at the same time they help the hydrissian race as a whole continue its expansionacross the frontier.

    Nobles often die while in exile, though a few famous ones have earned their names in legend. Thefounding of the original hydrissian colony on Hydris Prime would not have happened without the efforts ofKerin-Kerins retinue during the battle for Hydris Prime immediately before the hydrissian migrationoccurred.

    Playing a wandering nobles retinue in Star Mogul will mean your primary goal is to gain favor with thesenate by obtaining valuable items, capturing important assets and performing notable deeds. This willearn you honor points, which work as currency in hydrissian society. They can be spent on employingnew hydrissian crew and equipment to improve the effectiveness and fighting abilities of your force. Ahydrissian noble will also have the optional advantage of being able to sell their gains on the fringes ofhuman space for human credits instead. These can be used to buy human equipment and employ

    human crew. However, the Frontier Union (FU), which is human kinds foremost political authority on theOuter Rim, takes a very dim view of the hydrissian wandering nobles, seeing them as alien agitators,usurpers, opportunists and outright criminals (which they are!). They are generally ostracized throughouthuman space and few will deal directly with them. This makes life difficult for the wandering noble on thefrontier.

    A player with a wandering noble retinue must keep a permanent record of all the honor that they everreceive from the senate, even if they use the honor to acquire new equipment and crew. When the totalhonor received reaches a certain level (based upon the severity of the nobles original crime), the noblewill be forgiven by the senate. When a noble reaches forgiven status he will be welcomed back into theranks of hydrissian society and be given access to special equipment and privileges that are not normallyavailable to exiles and criminals.

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    Managing honor points and creditsThe hydrissian currency is honor points. Honor is handed out by the senate in recognition of valuablegoods acquired or deeds performed by a member of hydrissian society. Honor can be used to obtainequipment and new crew members which will then be assigned to your nobles retinue by the senate.Your honor level will go down in the same way as spending money does in human space when you obtainnew crew and equipment. Honor can only be spent on things that originate from hydrissian society youcannot spend honor on employing human crew or obtaining human equipment as humans care absolutelynothing about how much honor the senate attributes to your noble.

    When you obtain something with monetary value on the battlefield, you must decide how you will use itafter a game. You have three options:1) Hand over possession of your valuable find to the hydrissian senate in exchange for honor points.

    The amount of honor you receive for this is the same as the credit value of the salvage at the endof the game. (So if you obtain the salvage rights, the senate will give you 100% of the value of thesalvage in honor. If you dont obtain the salvage rights, you will only receive 50%).

    2) Sell your new possession on the human frontier for credits. If you do this you will only receive amaximum of 25% of its full value (as written on the salvage counter during a game) as you sell iton the black market. The FU frowns upon alien scavengers on the fringes of human space andwill not encourage their activities by purchasing their salvage. Black marketers on the frontier areless fussy but f inding one that will deal with an alien directly is difficult, as most are aware of thesevere punishments enforced by the FU for being caught doing so. If one is found by your noblethat is willing to trade, inevitably they will only do so if the profit margins are very high.

    3) If the item is an asset (for example a manufacturing plant or an ore mine) you may wish to keeprunning it and reap the financial rewards. Otherwise you can trade it in for honors at half thenormal value or for credits at one quarter of its normal value. Cash profits for running an asset arealso subject to the same restrictions you can take the full profit value in honors each time yourasset makes money, or you can exchange it for one quarter of its value in credits.

    To keep things simple, we have made 1 honor point equivalent to 1 credit (1Honor = 1Cr). So when youobtain an item with a value in credits that you wish to donate to the senate for honors, just translate thenumber of credits you would normally get into honors on a 1 for 1 basis. You cannot spend credits orsell human equipment to get honor, nor spend honor to get credits. They are not interchangeable.

    Committing a crimeYour noble starts as an exiled criminal, so you need to determine just how offensive the nature of thecrime was. The level of honor your noble will need to earn in order to be forgiven by the senate will be

    determined by which level of crime was committed. There are three levels of criminal exile. To determinethe level of crime of your noble when creating a new wandering nobles retinue force, roll 1D6 andconsult the table below. Remember that the level of honor needed to be forgiven does not refer to theamount of honor you have unspent at any time. It refers to how much honor you have been granted intotal - ever! Even if you have spent it all on new crew and equipment.

    Nobles Crime TableRoll 1D6 and consult the table below

    Result

    1 2: LEVEL 1 The nature of the nobles crime, and guilt, is still in question. Exile was enforced by a powerful enemy in thesenate. The charges were probably fabricated, but your noble was an obstacle to some greater corruption at work within thegovernment and had to be removed before it came to fruition. Your noble has a vendetta to finish with his enemy back home

    and is constantly driven by this thought. In order to be forgiven by the senate your noble must have been granted a total of20,000 honors or more.

    3 4 : LEVEL 2Your nobles crime was severe, and he is as guilty as can be - corruption, extortion and intimidation was his lot

    back in the senate. Having surrounded himself with an untrustworthy cadre of followers, it was only a matter of time beforeone or more of them betrayed your noble and had him arrested. Uncomfortable truths came to light on certain senatemembers because of this and your noble was banished as a scape-goat for other politicians implicated in the affair. However

    a sympathetic senator has arranged for you to secretly receive some of the human currency to aid your survival on thedangerous frontier. You start your company with 2,500 credits in addition to your starting honor points and credits. Re-earning your nobles place within society will be difficult. In order to be forgiven he will need to earn 35,000honors.

    5 6: LEVEL 3Banished for treachery and treason, your noble was found plotting against the established order. Perhaps yournoble is a brave revolutionary, or a mad genius intent on changing the way in which the senate operates. Caught with hardevidence and crazy enough to swear defiance before the senate, your noble will probably die before the senate ever finds

    forgiveness in their hearts. Your noble has also been banished along with two fellow hydrissian conspirators. Each onebehaves like a shareholder in a normal human salvage crew. They start with 18 skill points each (hydrissian skills only),light armor and small arms weapons for free. Your noble will need to earn 50,000honors before the senate will forgive him.

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    Creating a retinueWhen first exiled, a noble will have limitations on the type of crew members and equipment available. Thefollowing list, called the TheHope of the Unforgiven, represents the followers and equipment the nobletakes into exile. They are the tools by which the noble must find their way back into hydrissian society. Itis the only crew and equipment available until the noble reaches Forgiven status. Once forgiven, thenoble has access to all hydrissian crew types and hydrissian equipment types listed in this rulessupplement.

    However, your noble may also spend whatever credits he can get his paws on to purchase newequipment or employ new crew members from human colonies. This means that your noble has accessto all the equipment and crew appearing in the core rulebook, if he can afford it. Note that certain types ofequipment are not interchangeable between species. This means your hydrissian crew cannot use thefollowing from the original equipment list appearing on page 35 of the core rulebook:

    HADES battle suit (designed for humanoids only); Medium infantry armor (see hydrissian medium armorbelow); bio mechanical upgrade; any equipment that only applies to mekk crew members.

    The Hydrissian noble will start with the following statistics, abilities and equipment.

    A nobles starting fund of honor is not included in the overall amount needed to be forgiven by the senate, as detailedin the Nobles Crime Table above. Thus, if your noble is a level 2 criminal, then you need an additional 35,000 honorpoints as well as your starting funds in order to reach forgiven status.Your noble will not start with two shareholders as mentioned in the core rulebook unless he is a level 3 criminal.

    STARTING FUNDS: 27,000 honors and 3,000 credits

    Resilience: 3Armor: 4Movement: 6Skill points: 18 (may be spent only on skills that are available to hydrissians or the following Boss Skills/ Vices fromthe core rulebook salvage appraisal, bargaining, able commander, fame, drunkard, manic depressive, and wastrel.) Weapons and equipment: General small arms. Staff of the forefathers. Hydras teeth psionicheadgear.

    Staff of the forefathers This staff is not only a dangerous two handed energy spear but also acts as a record of thenobles sacred lineage. The staff has a hanging banner that records the names of the nobles forefathers. In hand tohand combat it adds +2 to the nobles combat rating. It can also be used once per game to shoot like a general smallarms weapon. The staff shoots an arc of searing plasma up to 12. The noble may use its small arms skill to fire thisweapon. If it hits a target, it will do 3D6 damage. The staff is useless against vehicles in assault.Hydras Teeth psionic headgear - Nearly all nobles employ the Hydras teeth for self protection when not on the

    home world. It enables limited psionic ability and may not be worn by a noble wearing battle armor. Once per playerturn the noble may spend one SP to use the headgear. Whenever it is employed, choose one of the following effects:

    1) Call of the home world The noble uses its ability to remind comrades nearby of their love for the hydrissianhome world, Hydris Prime. All hydrissian infantry units with their unit leader model within 18 will benefit from a+3 bonus in company loyalty immediately. This will last until the end of the next opponents turn.

    2) Disruption The noble can reach into the circuits comprising the mind of a mekk and force them to workovertime and become dangerously hot. Any model within 12 that is classed as a mekk must make aresilience test (roll 1D6, the result must be equal to or below RES (resilience score) to succeed). Those thatfail will become damaged. For demobots and other mekks that are also classed as vehicles, the task is alittle harder. The noble must make a resilience test to succeed in the attack due to the pain experienced byusing the headgear (roll equal to or under resilience on 1D6). Success means the mekk will receive 1 roll onthe internal damage table.

    3) Spirit of Sessu-Mir The noble imparts an instinctive basic grasp of the hydrissian martial art sessu-mir toone unit of hydrissian infantry on the field until the end of the opponents next turn. In any hand to handcombat fought by these hydrissians in that time each of those models will receive +3 to their combat rating. Ifthe unit is of mixed composition, only the hydrissians gain the bonus.

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    The Hope of the Unforgiven

    Retainers (basic hydrissian infantry)

    A noble will always have a number of low level retainers and servants presentthat have joined the noble in banishment, usually out of a sense of duty tohelp the noble find forgiveness. They usually belong to the same clan as thenoble. These crewmembers serve well as basic grunts during a fight. Whenfirst employed they have the following employment costs (in honors) andstatistics.

    Average (7 skill points) Experienced (12 skill points) Veteran (16 skill points)

    Hydrissian retainer 550 hon 850 hon 1130 hon

    Hydrissian DiplomatsIf you employ 5 or more hydrissian retainers at the same time in your salvage crew, one of them will benominated a diplomat by the others. This is essentially a leader. You must attach at least 3 other bio ormekk models to the diplomats unit during a game. As well as fulfilling the role of a unit leader, thediplomat also can employ the diplomat skill mentioned below. A diplomat may also be armed with adiplomats staff, though this is not necessary. (See equipment below).

    Retainers also have the following equipment available

    Equipment descriptions:

    Disassembler gun- Standard hydrissian sidearm. Named the 'dissembler gun'by humans for its abilityto deconstruct tiny quantities of matter at a distance, causing deadly localized blasts. Has the followingprofile:

    Description Damage dice No.of hits Range Special

    Disassembler Gun 1D8+3 2 14 Short, 25 Long Hydrissians only.

    Thumpgun- So named by humans because of the noise it makes when it fires. This weapon will tearthrough vehicle armor at close range. May only be used by hydrissian infantry equipped with battle armor.Counts as a heavy weapon and is subject to the very difficult to obtain rule (see the core rulebook page19). Has the following profile:

    Resilience: 3Armor: 3 (light)Movement: 6Weapon: General small arms.

    Hydrissian equipment and costs

    Cyclone armor (7 pts): 1500hon

    Cyganic implants: 500 honDiplomat staff: 700hon (+2 to combat rating)Disassembler gun: 350honLight armor: freeMedium armor ( 5 pts): 400honSalvage tools: 200honSingularity bombs: 500honSingularity cannon: 1750honSkywhale harpoon: 800honSmall arms: free (treat as small arms for human/mekk crew)Thumpgun: 1200hon

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    Description Damage dice No. of hits Range Special

    Thump Gun 2D10 at shortrange2D8 at long range

    110 short20 long

    May be used as a very hefty club inmelee. Add +2 to the users combatrating. Hydrissians only.

    Singularity cannon -A shoulder mounted twin barrel heavy weapon used with a body harness. Uses thehydrissian knowledge of singularities (tiny black holes) to harness them and hurl them at the enemy.

    Counts as a heavy weapon and is subject to the very difficult to obtain rule (see the core rulebook page19).

    Description Damagedice

    No. of hits Range Special

    Singularity Cannon 2D8 per hit 2 12 Short20 Long

    When it fires it may shoot at two separate targets. Bothtargets must be within 5 of each other. Takes time to

    reload, so only fires twice per turn. May only fire onceduring opponents turn if you get some SPs from FOW.

    Skywhale Harpoon Used on Hydris prime originally to carve the harvests from the bellies of giantSkywhales, it was converted into a powerful military weapon which can only be used by hydrissian battlearmored soldiers. It can slice opponents into chunks in a fraction of a second when wielded by a skilledsoldier. Add +3 to the users combat rating.Singularity Bombs Usually carried on a bandolier. When thrown, using the throw grenade skill, theycreate a very short lived, microscopic black hole which has the effect of pulling matter apart in the vicinity.

    Treat as ordinary grenades, but they do 2D8 damage and have a blast radius of 1.Cyganic Implants Cybernetic/organic implants used by hydrissians to enhance physical ability andextend longevity considerably. A hydrissian infantry model fitted with cyganic implants has a fastmovement of 7. It also benefits from a +1 bonus in Resilience score.Diplomat staff - Only useable by hydrissian diplomats (see above). It is a staff of office as well as adeadly weapon in melee. Add +2 to the models combat rating.Cyclone armor Hydrissian battle armor. Has an armor value of 7 and enables the wearer to usehydrissian heavy weapons. Also if the user can pass a battle suit skill check every time 1SP is spent onmoving its unit then it may add an extra 2 to its movement. The model may not voluntarily leave its unitleaders exclusion zone.

    Hydrissian SkillsHydrissian retainers have the full range of skills available to human crew members except for the skills:nimble and hard as nails. In addition, they have the following skills that may be employed:

    1) Chameleon skin (Freepoints 6) - Hydrissians have the ability to change the color of their skin toreflect their surroundings. This makes it harder to target them when shooting at them. However,this is a skill that is learnt like any other, and when used may be subject to varying degrees ofsuccess. The skill may only be employed by lightly armoredhydrissian infantry, as wearing lotsof armor tends to cover up the chameleon effect and negate it. To employ the skill, roll the skillcheck at the same time your opponent rolls their weapons skill check to see if they hit thehydrissian model with weapons fire. If your skill check is a success then you may add +1to theenemy dice roll result, reducing the chances that their skill check is a success. If youroll a doublenumber that is equal to or under your skill level, then you may add +2to the enemy dice roll.

    2) Combat kick (Freepoints 3) - Hydrissians have their own form of martial art, called Sessu-mir(roughly translated - Ending talk with ones feet). If a hydrissian model is engaged in melee withan opponent and successfully makes a combat kick roll, that model may add +2to its combatrating. If a double number is rolled that is equal to or under that models skill level then you may

    add +4instead.3) Hydrissian diplomacy (Freepoints 7, diplomat only) - This skill is only available to hydrissian

    diplomats. Many hydrissians present on the Outer Rim are trained, to some degree, in diplomacyand tact. These aliens have been termed the diplomats and often fulfill the role of leader. If youhave a diplomat in your crew then they will open negotiations, for your noble, with youropponents force before a game is played. These negotiations can be continued viacommunications equipment between the sides during a mission (!), with both sides hoping to gainas much as they can from the confrontation with as little loss as possible. However, diplomacybetween two entities often results in one gaining the advantage over the other.

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    In order to use diplomacy, you must declare that you are doing so at the start of one ofyour opponents turns. You mayonly do this once per game. Roll a diplomacy skill check foreach diplomat you have in play. For each successful roll, you may add +1 to your diplomacyscore. Then try to roll equal to or under your diplomacy score on 1D6. If you fail, then theopposing company boss ceases communication with your side (no doubt passing a snidecomment moments before turning the communications link to the off position). If you aresuccessful, then you may choose one of the following:

    However, if you roll a 6 on the dice your diplomats attempts have failed dismally and youropponent has second guessed your plan. Your opponents force will benefit from one of thefollowing:

    Heavy equipment available to the unforgivenYour wandering noble will also have left Hydris Prime with useful equipment that will help him/ her surviveon the frontier. Sympathizers back on the home world will also supply equipment to your noble if it shouldbe needed, at a price, of course. The following equipment is all that is available for your noble to purchasewhile still languishing as unforgiven.

    Gorgon reconnaissance fighter - Used widely by the hydrissian military for reconnaissanceduties. It also has the ability to engage enemy scouting parties and deny the enemy valuable forward

    intelligence. It is rumored that the basic design has been adopted and is being modified by the FDF(Frontier Defense Force) for future use. Armed with four ion cannons arrayed in two batteries, eachbattery fires at the same target twice for 2D6+2 damage each time. So, although it fires four times, youcan only choose two separate targets (one for each battery) each time it fires. The two targets cannot befurther than 5 inches apart. The gorgon fighter also makes use of the hydrissian knowledge of energyshields. It has stasis field generators available as an upgrade. This upgrade may be taken twice. Eachone field generator replaces one of the guns in the rear ion battery. Each stasis field upgrade adds +1 tothe vehicles armor on all sides. So, two stasis fields give the Gorgon 9 armor in all locations. If only onestasis field is added then the gorgon will only have 1 gun in its rear battery to fire with, and 8 armor on allsides.

    Gorgon reconnaissance fighter, military class, flying vehicle. Cost: 5800 honsArmor values: Front, side, rear & top: 7Movement: 12 (Minimum move: 4)

    Throttle: 4Superstructure: 6Maneuvers per SP: 2Deployment cost: 250 honsCrew: 1 (1 driver)Cargo capacity: 0Passenger capacity: 0Primary weapon: 2 x ion battery (heavy weapon). Each battery shootingtwice at the same target.

    Each hit doing 2D6+2 damage. Range: short = 12, long = 24.Stasis fields: Available twice. Each field adds +1 to armor on all sides. Cost: 475 hons per field.

    Not designed for use by MEKK crewmembers. May only be crewed by BIO crewmembers.

    1) +1 loyalty for the rest of the game as the opponents crew are outraged at the bare faced cheekof the lying diplomat!

    2) Your diplomats are dumbfounded by the crazy boss leading the opposing team. When the nextFOW roll is made, add +3 to the dice roll.

    1) Bamboozle! Opponents progress delayed. Steal 2 SP from your opponent this turn. Spend itimmediately before your opponent starts their turn. (Your opponent loses 2SP from their nextturn).

    2) Gentlemans agreement. Your opponent orders their force not to shoot at one of your units thisturn.(Your choice). Your unit must be led by a diplomat, and your opponent is allowed to returnfire if shot at. If your unit moves to within 4 of an enemy unit, the enemy may open fire as normalas you have moved too close for comfort for the ground troops.

    3) Loyalty dilemma! Any hydrissians in your opponents force must roll a loyalty test to move orshoot this turn (except to return fire). They can be left behind outside of the unit leadersexclusion zone by other unit members at which point they become stragglers.

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    Hydrissian Scavenger drone - The scavenger drone is commonly employed by hydrissiannobles as a cargo carrier. Back on the hydrissian home world they can often be seen at star ports,construction areas and anywhere else that a heavy lifting apparatus is required. Scavenger dronesemploy an advanced anti gravity flux engine that enables them to stay aloft and carry heavy cargo at thesame time.Primarily used for civilian duties. When employed by a wandering hydrissian noble on the dangerousfrontier they may be adjusted by a technician to accept upgrades in hand to hand combat skills so they

    might defend themselves from attack. Their numerous appendages and limbs make them ideal for use insalvage operations, where helpful tools and cutting equipment can be attached as needed.

    The inspiration for the scavenger drone originally came from a floating predator indigenous to thehydrissian home world. This predator shares the same genus as the giant gas filled skywhales, used inhydrissian agriculture. Though the predator is far smaller than the skywhale it is a dangerous and highlyefficient killer once it entangles its prey within its many limbs. Despite this, the scavenger drone is notusually used in an offensive role due to its slow movement rate.

    The scavenger drone is classed as an infantryand a mekkmodel. It maybe placed in an infantry unit alongside normal infantry models. The minimumnumber of models in a unit of scavenger drones is two (instead of the normal4 for infantry) provided all models in the unit are scavenger drones. Theyhave the following statistics when first employed.

    They do not have access to equipment normally available to mekks.

    When initially purchased, scavenger drones cost 2800 honorseach. When first employed, they have nounassigned upgrade points available though they may be purchased as normal for 300cr/ hons per point.They may have none of the upgrades normally available to mekks other than hand to hand combat ,

    small arms and self preservation override. Also the following upgrade is specific to scavenger dronesonly:

    Energy re-rout (free points 6) If the drone is damaged (i.e.: The mekk version of wounded) then rollthis upgrade check to ignore it and carry on as normal. The drone utilizes its ability to re-rout power toisolated/ damaged parts through unaffected sub-systems.

    Also, the following bonuses and conditions apply to the scavenger drone:1)When facing multiple opponents in melee combat, the scavenger drone does not suffer the normalcumulative 3 combat rating modifier for every extra opponent above the first opponent. Instead, it onlysuffers a maximum 2 modifier for any number of opponents above the first, due to the fact it canmaintain its focus in hand to hand combat using its many tendrils. (Note: The rules for the combat ratingpenalty for fighting multiple opponents has been changed from minus 2 for every opponent above the firstto minus 3. This is mentioned in the Rules changes section later on in this supplement.)

    2) The drone adds +5 to the salvage recovery roll when searching for salvage base to base with asalvage counter.3)The drone has a cargo capacity of 1. Even though it is not a vehicle.4)It has the ability to damage vehicles using its various tools. If the drone assaults a vehicle (in base tobase contact) it will cause 2D6 damage.5)The drone can be assaulted by ground based models, even though it hovers. The drone can assaultflying vehicles because it hovers.A single hydrissian disassembler gun may be equipped to one of the tendrils. This will impart the dronewith a small arms upgrade with 5 free points. The cost for this is 400 credits. The drone cannot beequipped with any other shooting weapon than a disassembler gun. This will also reduce the salvagerecovery bonus received by

    1 (from +5 to +4).

    Resilience: 4Armor: 5Movement: 4Weapon: Tendrils. Allows the drone Freepoints 8 in hand tohand combat skill.

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    That ends the section on crew and equipment available for unforgiven hydrissian nobles. The following isthe crew and equipment that becomes available only when the noble reaches forgiven status. Known asthe Grace of the Faithful. When a nobles name is cleared and the senate welcomes them back into theirranks, often a nobles outlook will be so altered by their experiences in exile they do not wish to returnhome. They would rather continue furthering the cause of the hydrissian race in a more direct and pro-active manner out on the frontier. Some say they have tasted the free and exiting life of a freebooter andcannot face returning to the safe and dull life back in the senate.If a noble chooses to stay out on the frontier after becoming forgiven, then they can use their newly re-established authority within the senate to gain access to a wider array of equipment and crew direct fromthe home world. The following crew and equipment are only available to hydrissian nobles withforgiven status.

    The Grace of the Faithful

    Gurax clan of war Theelite jump pack soldiers of the Gurax clan of war are known assentinels.They are employed widely throughout the hydrissian military forces. Their ability to move quickly acrossthe battle field by employing jump pack technology is an invaluable element of the hydrissianphilosophical and tactical views on warfare. Striking hard and fast, they are primarily used to engageenemy infantry in melee combat.

    Armed with fire-lances (power lance and blaster combo) these veteran warriors dive in feet first and shred

    their enemies with their enhanced battle claws while delivering a close range combination assault with thefire-lance. Their highly resilient impact shields protect them from enemy fire as they close the distancerapidly between them and their prey.

    Wandering hydrissian nobles usually employ these warriors as an elite body-guard upon the battle field.All sentinels belong to the Gurax clan of war. This clan is responsible for breeding and training elitesoldiers. The history of the Gurax clan is a long and illustrious one, their traditions date back to hundredsof years before the hydrissian migration. The sentinels are a dangerous foe to meet upon the field, and assuch can demand a high price for their services. They may only be employed by a hydrissianwandering noble.

    Hydrissian sentinels count as bio infantry and have a minimum unitnumber of 3models (instead of the usual 4).

    They have the following statistics/ employment costs when firstemployed

    Average (7 skill points) Experienced (12 skill points) Veteran (16 skill points)

    Hydrissian sentinel 900 hon 1200 hon 1450 hon

    Hydrissian sentinels concentrate their talents upon warfare and martial arts. With this in mind they cannottake the following skills: engineer, technician, medic, nimble, salvage hound, hard-as-nails, drivingvehicles, pilot.

    If they have the required skills, then a sentinel may use equipment from the hydrissian equipment list.They cannot use their jump packs/ battle claws and wear cyclone armor or medium armor at the sametime. (Though they can use impact shields and cyclone armor/ medium armor). Removing a sentinels

    jump pack will reduce that models movement rate to 6 as they move on foot. A sentinel equipped with ajump pack, firelance or impact shield cannot use heavy weapons.

    Resilience: 3Armor: 5 (includes light armor and impact shield)Movement: 9

    Weapon: Firelance

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    The following skill is specific to hydrissian sentinels only Jump pack use (free points 5) Sentinels all have to learn the art of using a jump pack effectively in abattle. This skill is needed at any level to be able to use a jump pack normally. A skill test is not needed tomove across the battlefield. However, a jump pack enables a sentinel to assault flying vehicles. If thesentinel moves within base to base combat with the flying vehicle and rolls a jump pack skill test theymay treat that vehicle as a ground vehicle for assaulting purposes for the next hand to hand combatphase only.

    The following equipment is specific to sentinels only:Firelance Counts as small arms when shooting. A combination blaster and power bladed melee spear.Sentinels spend many years learning to use this weapon in conjunction with battle claws. The firelance isused to shoot at the enemy as the sentinel assaults. The power blade is able to slice through thick armorin hand to hand combat and may even be used to assault vehicles.

    Description Damage dice No. of hits Range Special

    Firelance 1D8+3also 1D8+3 when

    assaulting vehicles.

    1 12 Short18 Long

    Hydrissian sentinelonly. Adds +1 tocombat rating in hand

    to hand combat

    Battle claws Powerful cyber claws that are installed into a pair of battle boots. They are razor sharpand can pierce armor and tear flesh easily. As a pair they add +1 to the sentinels combat rating in handto hand combatImpact shield Manufactured from a complex matrix of materials that can absorb and disperse kinetic

    energy. The impact shield mitigates the adverse effects of most weapons on the battle field. Adds +2 tothe sentinels armor.

    Seloi clan of science The Seloi clan of science concentrates its efforts on specialist research intechnology and biology. Members of the clan are highly intelligent and spend their whole lives working toexcel in their chosen specialty. Areas of research include sub atomic physics, robotics, computing,chemistry, biology and many others. A forgiven noble may use leverage in the senate to obtain membersof the Seloi clan to serve in the nobles retinue. Seloi clan members do not usually serve out on thefrontier, unless it is as a member of a scientific expedition. Normally they are tall and thin, and physicallyweak as they do not spend time developing martial skills. To secure a degree of protection on adangerous voyage, a Seloi clan member will fabricate one or more drones to serve him/her as either abody guard or a gopher. The clan member will willingly sacrifice a drone to avoid a dangerous situation.

    Seloi clan count as bio infantry. They have the followingstatistics/ employment costs when first employed

    Average (7 skill points) Experienced (12 skill points) Veteran (16 skill points)

    Seloi clan scientist 1500 hon 1900 hon 2500 hon

    Seloi clan scientists concentrate their talents upon discovery and research. With this in mind they cannottake the following skills.nimble, salvage hound, hard as nails, driving vehicles, pilot, heavy weapons, heavy artillery, militarydiscipline, grenade throwing.

    Resilience: 3Armor: 3Movement: 6

    Weapon: Small arms

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    The following skills are specific to the members of the Seloi clan

    Remote hack (Freepoints 4) Once per that players phase (not the fog of war phase) using a powerfuldata burst emitter, the scientist can remotely hack into the vulnerable software systems required byenemy mekk crew members to operate effectively. This costs no SPs. If the remote hack is successful theenemy mekk can be controlled by the scientist! However the success of the remote hack depends tosome degree on the proximity of the target mekk, as the data burst emitter signal becomes weaker and

    less clear the further away the target is, slowing down the rate of data transfer.The scientist may employ this skill only on your turn, once per phase and not on the FOW phase. To doso, first make sure your scientist has line of sight on the target. Then make a remote hack skill check on2D6 to see if the scientist can accomplish a link with the target. Then measure the distance between thetwo. Then roll 1D6 and add the following modifiers to the result, depending on the distance to the targetmekk. The hack will not work beyond 20 range

    Distance between target and emitter Result modifier0 to 10 +1>10 to 15 0>15 to 20 -1

    If the modified result is equal to or higher than the targets RES score (resilience score) then the remotehack has worked and the scientist can control the mekk as if it were your own crew member. At the startof your next turn your opponent may see if the original software installed in the enslaved mekk canovercome the remote hack and restore control of the mekk to the original owner. To do this the owner ofthe mekk must roll 1D6 and apply the above modifiers to the result. If the modified result is less than themekks RES score (resilience) the control of the mekk is restored to the original owner.

    A mekk controlled in this way is likely to find itself alone on the battle field, surrounded by enemies (its oldunit members!). If the mekk finds itself within the ZOC (zone of control) of any enemy models then followthe normal hand to hand combat rules as detailed on page 20 of the core rulebook. The mekk mayengage in hand to hand combat, shoot at the enemy (costing 1 SP) or voluntarily retreat. If the mekkfinds itself no longer within an enemy ZOC at any point it will immediately become a straggler and fallback to the Seloi scientists position (if controlled by the scientist) or fall back to the original owners dropzone if control of the mekk is restored to that player.If the scientist can move into base to base contact with the mekk then it may be shut down. The scientistturns off primary power systems and the mekk can no longer take a part in the game. If this occurs with

    the mekk in that players drop zone, the mekk may be evacuated at the end of the game along with therest of that players crew and equipment. In this way it is possible for Seloi clan to steal opponentsmekks.

    For attacks on large mekks that also have the description vehicle (the demolition bot for instance) asuccessful remote hack attack will instead cause 1 roll on the vehicle internal damage table. As long asthe target is no further than 15 distance from the emitter. The target mekk will not be enslaved.

    The scientist may also use a gopher drone (see below) to extend the range of the remote hack.Equipment can be installed on the drone that emits the data burst instead of having the scientist carry it.Provided the scientist stays within 12 of the gopher drones base, and the drone has line of sight to thetarget, the drone can perform the remote hack. Measure all distances between target and emitter from thedrone, instead of the scientist. The drone can be used to shut down the enslaved mekk once it enters

    base to base contact with the gopher drone.

    Master technician(free points 4) this skill works in exactly the same way as the normal technicianskill. The only difference is that is allows the creator/ fabricator of a particular mekk or android (in thiscase the scientists utility drones) to try to re-assemble it on the battlefield if it becomes destroyed. Thismay only be attempted once per game for each destroyed mekk or android model. Place the destroyedmekk model on its side. If the master technician can reach base to base contact and maintain it until thatplayers next phase 1 or phase 2 (not the FOW phase), that player may make a master technician skillcheck on 2D6 to see if the destroyed mekk/ android can be hashed back together with emergencyrepairs. Using available spare parts, as well as any remnants that might be lying around the model can beresurrected back into a fully functioning crew member. The master technician may not shoot whileperforming this skill. The phase that the repairs are completed, the technician may move and shoot as

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    normal. This skill only works if the master technician created the mekk in the first place. The skill grantsthe master technician a 12 exclusion zone command radius with the mekks created.

    Cowardice (Freepoints 4) Sometimes cowardice can be a bonus in the heat of a battle! A Seloiscientist often keeps a utility drone (see below) nearby for just such an occasion. If the scientist isattacked in base to base melee combat, or if he is hit by weapons fire, and one of his utility drones arewithin 5 of his base, he can make a cowardice skill check on 2D6. Success enables the scientist toswap places with the drone immediately, so that the drone is subjected to the enemy fire or assaultinstead. If the scientist rolls a double number on the dice when making the skill check he may move a

    further 3 in any direction immediately after swapping places with the drone (impassable obstacles are stillimpassable). This skill may only be used when the scientist is shot at or attacked. It may not be used inany other circumstance.

    Utility dronesSeloi clan members may manufacture utility drones for their personal protection. There are two types ofutility drone available - the bodyguard and the gopher. The differences between the two drones areminimal except that they are employed in different ways. The bodyguard drone is normally armed witheither a small arms weapon or a melee weapon and protects the scientist from enemies. The gopherdrone is normally employed with sophisticated scientific equipment that enables the scientist to usespecial abilities against the enemy. For instance the range of the remote hack skill can be enhanced byusing a gopher drone (see below).Each utility drone that you wish to accompany your Seloi clan scientist will cost 200 honors. You may not

    have more than four drones accompany each scientist. A scientist and accompanying drones have aminimum unit size of two models (instead of the normal 4 for infantry), as long as the unit consists of thescientist and drones only. When first employed each utility drone will have the following stats/ equipment:

    A utility drone cannot search for salvage in a salvage counter. Although they are classed as Mekk crew,they only have a deployment cost of 100 hons.

    Bodyguard drone

    Bodyguard drones usually have only two upgrades available: general small arms(which comes with 7free points) and hand to hand combat(which comes with 4 free points).You may equip each bodyguard drone with only one of the following weapons for the given cost.

    General small arms 100 honDisassembler gun 200 honShort range laser 200 hon

    Short range laser - This isnormally used for collecting scientific samples on field expeditions. Used tocut through geological deposits, or sample tough biological tissue from indigenous life forms. Though itdoes not have the range to be used as a firearm, it can act as a weapon in close combat. Add +3 to thedrones combat rating.

    Gopher droneGopher drones have only one upgrade available: hand to hand combat (which comes with 4 freepoints). They do not carry weapons as their primary function is to enhance the scientists skills. A gophermay also have the following enhancements for the given costs:

    Enhanced propulsion 250 hon. (A larger anti-grav plate adds +1 to movement rate permanently)Armored chassis 180 hon. (Heavy chassis adds +1 to armor score but reduces movement by -1permanently)

    Resilience: 3Armor: 4Movement: 6

    Weapon: none

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    Arganth clan of engineers The Arganth clan is the largest of many engineering clans on Hydris prime. Their expertise ranges fromcivil engineering projects, construction and mining to acting as military engineers on the frontier. Many

    Arganth clan engineers have battlefield experience and are encouraged to learn how to apply their skillsunder pressing circumstances. They are tough, stocky individuals often with a gritty outlook and araucous sense of hydrissian humor. Their role on the battlefield normally involves employing specialweaponry, repairing damaged vehicles or helping recover valuable salvage. A noble often encounterswilling volunteers in the senate from the Arganth clan who are prepared to gain off world experience.

    Arganth clan count as bio infantry. They have the following statistics/ employment costs when firstemployed

    Average (7 skill points) Experienced (12 skill points) Veteran (16 skill points)

    Arganth clan engineer 1000 hon 1300 hon 1600 hon

    Arganth clan engineers concentrate their talents upon engineering support roles. With this in mind theycannot take the following skills.nimble, medic, technician, sniper.

    The following skills are specific to the members of the Arganth clan

    Master engineer This skill operates in exactly the same way as the normal engineer skill. However itis also required to operate the specialized equipment the Arganth clan takes into battle.This skill applies to all the equipment appearing in the following list. The same master engineer skillcheck on 2D6 is required to successfully use each piece of equipment regardless of its nature. Forexample to fire the sentry mortar accurately, or to re-establish a failed stasis field both require a masterengineer skill check.

    The following equipment is specific to Arganth clan engineers only, each piece of equipment has a cost inhonors Sentry Mortar, cost 1500 honors + 30 honors for each sentry drone ammunition This deviceis ahefty mortar that the engineer sets up on the ground. It can be used to launch small robotic sentry dronesacross the battlefield into useful positions. The mortar may only fire once per phase, and the engineermust remain within 4 of the mortar to fire it. The engineer does not need line of sight to the target.Immediately the sentry drones land their outer casing pops open. The sentry may then choose to openfire on nearby enemy soldiers. Though these drones are only armed with small arms weaponry, they arean excellent means of disrupting your enemies battle plans, as they suddenly find themselves being firedupon from an unexpected direction. When shooting the mortar pick an open spot of ground as the target.If a double number is rolled for the master engineer skill check required when shooting the mortar theshot deviates from its target point by the number of inches equal to the number on one of the dice. (So, ifyou roll double 4 when shooting the shot deviates 4 inches from the target point).To determine thedirection of deviation, roll 1D6 and 1D8 together and draw a line across the battlefield through both dice,starting from the eight sided dice and through the position of the six sided dice. If you fail the skill checkthe sentry drone is lost.

    Each sentry drone may choose to shoot once per turn. They may not shoot on another players turn. Itcosts no SPs to shoot a sentry drone. The sentry mortar is classed as heavy artillery for deployment costpurposes. It does not require the heavy artillery skill to operate it. The master engineer skill is required

    instead. The engineer may operate as one lone model when using the sentry mortar but does notcontribute to the available SPs at the start of that players turn. It has the following stats:

    Description Damage dice No. of hits Range Special

    Sentry Mortar n/a. 1 (sentry drone)Only fires one drone per

    phase

    22 Short45 Long

    Deploys sentry drones.Counts as heavy artillery.

    Engineer must be within 4.

    Resilience: 3

    Armor: 3Movement: 6Weapon: Small arms

    Sentry drone stats:Resilience: 3 (add +2 to RES if being shot at, giving it RES: 5 - its small size makes it a difficult target)Armor: 3

    Movement: n/a (cannot move)Weapon: Small arms (1D8+3 damage) Range: short 12, long 16Upgrade: Small arms 7 (cannot be upgraded further)

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    Stasis field generator, cost 1500 honors This device is carried on the engineers back. It is a bulkypiece of equipment that draws the large amounts of power required to run it from a small nuclear engineinstalled within its casing. It can create a small spherical stasis field centered on the engineer thatprovides a degree of protection to all within it from enemy fire. The stasis field encompasses a 2 inchradius out from the edge of the engineer models base in a 360 degree arc. All models with their baseentirely within the field benefit from the armor protection the field offers when being subject to enemy fire.The field confers a defense (DEF) score of 9 to these models. This is not in addition to the modelscurrent DEF score. For instance a model wearing light armor (3) with a resilience of 3 will normally havea DEF score of 6. They will have a DEF score of 9 within the stasis field. A model wearing medium armor(5) would also have a DEF score of 9 within the stasis field. If a models DEF score is more than 9normally then the stasis field will confer no advantage to that model. Use that models normal DEF scoreeven if it is within the stasis field.The stasis field may be breached by enemy fire. This means it will shut down and the engineer will haveto try and re-establish it again. This happens if any one enemy shot causes 12 or more points of damageto one of the models currently protected by the field. (A model partially outside the field is not protected).The field will immediately shut down and any further enemy fire that phase will not be restricted by thestasis field.The engineer must wait until the start of his next phase before attempting to re-establish the stasis field.He can do this (at no SP cost) by rolling his master engineer skill check on 2D6. Add +2 to the dice rollresult as the engineer shouts and gabbles his frustration in hydrissian while the repairs are made.

    Grace of the faithful equipment

    Dartwing attack bike. Military class vehicle. Cost 2500 honors Fast moving hover bike ofunique hydrissian design.

    Armor values: add +3 to riders armor valueMovement: 12Throttle: 4Superstructure: n/aManeuvers per SP: 3Deployment cost: 120 honorsCrew: 1 rider

    Primary weapons: Zip gun. 1800front firing arc.

    Not designed for use by mekk crew. Only Bio crew may use.

    The dartwing attack bike is used by the hydrissians to surprise and eliminate enemy infantry and lightvehicles. The bike may only be used by hydrissians due to the unique nature of its design. The bike offersa small degree of protection to the rider (+3 to the riders armor value). It does not have vehicle armoreven though it is a vehicle. To eliminate it the driver must be targeted. If the driver is killed by enemy firethen the bike is lost too. The main armament is the zip gun which is essentially a large disassembler gunbut with two modes of operation. The first is used against infantry, the second against light vehicles. Thedriver can choose to shoot either mode, but not both at the same time.

    Description Damage dice No. of hits Range SpecialZip gun-Mode 1

    Mode 2

    1D8+3

    2D8

    2

    1

    15 Short, 30 Long

    10 short, 18 Long

    Hydrissians only.

    Due to its high speed the dartwing may be deployed 10 from the drop zone marker in the same fashionas a flying vehicle. Also it need only be within 10 of the drop zone marker to be picked up by the dropship at the end of the game.

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    Asteroid miner clan

    The first asteroid mining clans were formed back in the 23 rdcentury, primarily in response to the growing needto provide supplies to the human space colonies scattered throughout the home system and the newlycolonized nearby star systems. Water-ice, minerals, ore and precious metals were, and still are, an essentialcomponent to maintaining a growing interstellar empire. The Iron Raven clan was the first clan establishedand has since become the largest and most powerful. At first these clans were run by humans who gave rise toa breed of tough individuals used to working in difficult environments where injury and accidental death werenot uncommon. However the rewards were, and still are, potentially huge for any miner lucky enough to obtain

    a valuable claim and the mortality rate does not dissuade these hardy folk. As time passed, improvements incyborg technology and robotics enabled crippled miners to go back to work with a vengeance. At the same timethe large size of some of the mining colonies brought about an awareness of the miner political identity andculture as having diverged from the mass culture of the home systems. It was not difficult for the asteroid minerindependence movement to fight its cause in earths great council and win. Among the stars mankind reliedheavily upon the supply of resources the miners produced and still does. The large miner clans of the timewere bound by an agreement to supply minimum quotas and in exchange they would be released from theheavy taxes and stifling laws earth had imposed upon the clans from the beginning.The situation has continued along these lines until the present day. The amicable agreement works well.Though now there are many smaller, opportunistic mining clans that have emerged as the Outer Rim hasexpanded. Successful individuals from the great mining clans have set out and established their ownoperations, many of which pay no heed to the agreement made with earths council. Some are affiliated withspace pirates a remote mining colony is a perfect place for a pirate leader to stash illegal cargo, rest betweenattacks and gather information.

    Since the introduction of cybernetic technology into the mining colonies, the trend for replacing body parts withcyborg enhancements has become commonplace. There is much speculation in the empire whether theasteroid miners are even truly human any more. Their physical appearance to any but another miner is totallybizarre, and higher personality function often becomes altered through long exposure to cyborg grafting.

    Your mining clan chief is the overall commander of your mining colony. Leader in business and war, your clanlooks to your chief for guidance and direction. A clan chief is normally an individual who has spent many years

    working the mines and was lucky enough to strike it rich. Striking out and setting up an independent miningcolony is the dream of many miners. There will always be new rich claims occurring on the Outer Rim, waitingto be mined and a fortune made. The competition, however, is fierce.Your clan chief will have the following statistics when you create your clan. You will also start with an ore mineasset that generates 1D4 x 500 credits of revenue after each game you play. This asset also acts in the sameway as a headquarters asset too, so the rules for a headquarters asset also apply as well as its ability togenerate revenue.

    Creating an asteroid miner clan_________________________________

    Asteroid miner clan chiefYour chief may start with two shareholders as mentioned in the core rulebook. These shareholders will be grafted to a standardcentaur cyborg chassis.

    STARTING FUNDS: 29,000 credits and 1 ORE MINE asset. (Treat as a headquarters that generates money like an ore mine.1D4 x 500 credits after each game)Resilience: 5

    Armor: 4

    Movement: 7Skill points: 18(may be spent on any asteroid miner only skills as well as skills appearing in the Bio skill list in the corerulebook and Boss Skills/ Vices from the core rulebook, except the following Boss skills which are not allowed - Old armybuddies, Military service, Fame)Weapons and equipment: Small arms.

    A clan chief will commonly be grafted to an Omega class cyborg chassis. This chassis resembles very closely the normalhuman form and is very resilient and highly expensive. The clan chief still counts as a cyborg but can use battle armor anddrive vehicles that are normally only useable by bio crew members.

    The omega chassis performs like an enhanced human body. It moves faster and fights better. A clan chief will start with a handto hand combat skill of 7. The omega chassis may not be equipped with heavy weapons. It may be equipped with cyberknuckles.

    Your clan chief has an exclusion zone of 10 applicable to the unit he/ she leads.

    Cyborgs

    Asteroid miners are all classed as cyborgsinstead of bio or mekk. Cyborgs have the following differences from other crewtypes:

    1) Recovery rolls at the end of a game for wounded or killed crew are only successful if the dice roll result on a six

    sided dice is 1 to 3. A result of 4 to 6 means the crew member is lost permanently. The machine part of a cyborgoffers protection, but if it is damaged will not be able to repair itself.

    2) In order to heal or repair a wounded cyborg you need a technician.

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    Creating an asteroid miner clanMiner clans vary widely in their outlook, situation and abilities. These differences add character whencreating your own clan and are represented by good and bad traits. The list of these traits is shownbelow, some are beneficial and others are a hindrance. You must balance your miner clan traits bylooking at the trait points value in the numbers written after each trait title. When choosing your traits youmay have up to 4good trait points. However for each 1 good trait point you have you must also take onboard 1 bad trait point from the bad traits list. Be careful how you balance you mining clan traits. You may

    choose not to have any traits at all. Choosing a trait is permanent.Good traitsMicro gravity mining colony (3) Mining colonies established on asteroids operate in very low gravityenvironments. For the miners to work efficiently they often use jump pack equipment to help them movearound, especially if performing EVA work on the outer surface of the asteroid. This ready supply of jumppacks means they are available for use on the battlefield to assist miners movement. For every four basicasteroid miners your crew employs (asteroid miner or foreman) you may equip one of them with a jumppack for free. Prefects, clan leaders, cyclops mining machines or any other member of your clan notequipped with the centaur class cyborg chassis do not count for this.Miner jump packs bestow a 9 movement rate to that model. It is advisable to group miners equipped with

    jump packs together into effective units. Clan members equipped with jump packs cannot use the chassisupgrade as mentioned in the miner equipment section as it increases the miners weight too much.Excellent cyborg technician (3) Your colony has several cyborg technicians that are needed to keep

    your cyborg miners in good working order. These characters are very difficult to obtain. Your clan hasbeen lucky enough to obtain a highly talented cyborg technician. This means all your basic asteroidminers are in excellent working order. Add +1 RES to all basic asteroid miners equipped with the centaurcyborg chassis.

    Multiple drop pods (2) Your clan makes use of a large number of drop shuttles to ferry miners out tothe profusion of widely dispersed asteroids that comprise your clans mining claim. This means there areoften drop shuttles available for use during a battle. Your clan benefits from having two drop zones! Yournormal drop zone and a second, smaller drop zone. You may place this second drop zone marker after allother drop zone markers in the game have been placed. You may place it anywhere on the board, but notwithin 15 of an enemy unit/drop zone or within 15 of a salvage counter. The small size of this seconddrop shuttle means that its drop zone is only a 3 radius from the drop zone marker. Remember you candisembark more crew on your second phase from the same drop zone, provided you have cleared thedrop zone in time. The asteroid miners drop zone can be used to offload salvage from salvage counters.It behaves in all respects like your normal drop zone, except that it only has a radius of 3 from the dropzone marker.Personality chips (1) Your clan members are all equipped with personality storage chips. If a minerdies their personality is recorded onto a chip embedded in the miner chassis. The chip can easily beretrieved during a battle by a cyborg technicians tiny flying surgical drones. This increases the chance ofrecovery for members of your clan. Add +1 to the number required to make clan recovery rolls.Combat experience (1) Your clan has experience at waging war. This is reflected in the skills of yourclan members. All new recruits gain +2 skill points for free that can be assigned on any weapons skill orhand to hand combat skill only.Allied to the Frontier Union (2) Miners are usually fiercely independent from mankinds empire inspace. They generally shun the established authority, and only keep contact with human society to dobusiness when selling the valuable results of their mining activities. However, some of the largest andoldest clans have strong traditions of alliance and co-operation with the rest of humanity. Your mining clanis allied to the FU authorities and as a result has access to some equipment and recruits normally

    available to human salvage company bosses, but not normally available to mining clan chiefs. You maypurchase and employ crew and equipment appearing in the normal core rulebook as if you were a normalhuman salvage company boss (ignore the section on employing asteroid miners). However you do nothave access to the following equipment and crew: demolition robot, mekk crewmembers, gorgon reconfighter, any hydrissian crewmembers and equipment from the hydrissian section in the core rulebook, biomechanical upgrade. Asteroid miners hold mekks in very low regard and will often be offended by theirpresence. Miners also detest the newly discovered and highly untrustworthy alien species the hydrissians.Neither crew type is an option to your clan. If you choose this trait you cannot choose the outlaws traitmentioned in the bad traits section.Ruthless reputation (1) - Your clan is known for its ruthlessness towards its enemies. Each of youropponents companies suffers a -1 penalty to their company loyalty scores.

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    Bad traitsIncompetent cyborg technician (1) Your colony has several cyborg technicians that are needed tokeep your cyborg miners in good working order. These characters are very difficult to obtain as membersof your colony. However one of your technicians is incompetent and is known for his mistakes whenconducting repair/grafting work on your miners. This means all basic asteroid miners will be moreexpensive to maintain. When employing new asteroid miner crew you must pay an extra one-time-onlyexpense of 150 credits due to the wasted parts discarded as a result of the technicians incompetence.

    This doesnt apply to your clan chief or their two company shareholders.Mimjip pathogen infection (3) Your mining colony was struck down during the terrible years of themimjip pathogen. Many miners died, but due to their dual cyborg nature your clan technicians found it waspossible to keep many of your miners alive using cyborg technology. However news of this has found itsway across your sector of the frontier and as a result your mining clan is shunned by all but the mostdesperate or greedy. You cannot find a buyer easily for any valuables you retrieve from the battlefield.This means you will never be able to obtain the salvage rights in a mission (see game missions sectionin the core rulebook) as the FU does not consider your clan a good investment. You must also sellwhatever you do obtain at a 10% discount of its current value on the black market. This does not apply toincome gained from assets. However, any player you play against must make a dice roll on 1D10 for eachof their bio crew at the end of the game immediately. A result of 1 for a given model means it hascontracted the mimjip pathogen from fighting your clan. That model dies and is then lost permanently.The player may not make any recovery rolls.Cannibalism(2)Your clan is on hard times as it becomes harder and harder to find valuable materialsto mine in a severely depleted mining claim. Many of your miners have been working for decades withoutrespite and little hope of prosperity. Morale is very low and law and order are starting to break down.Many of the individuals in your clan are severely soul knapped (the dehumanization of a miner afteryears of functioning as a cyborg in harsh circumstances). Your prefects are losing the war to maintain anorderly society. Miners prey on each other as cyborg parts wear out and become difficult to obtain. At thestart of each of your turns during a game, roll a six sided dice for each infantry unit you have with two ormore miners in it. A result of 1 indicates a fight has broken out as two miners enter a desperate scrambleto obtain parts from each other. Immediately perform a quick round of hand to hand combat between thetwo protagonists (chosen by the asteroid miner player). This does not apply to clan chief, shareholders,prefects, security drones or cyclops mining constructs. Carry on with the game as normal after thecombat is resolved. A bonus to this desperate situation is that if any of your miners come within 4 of adamaged mekk model, and there are also no enemy models within 4 of the damaged mekk they willimmediately strip the mekk of all useful parts. This will destroy the damaged mekk as it will be reduced to

    little more than a tin shell.Conscripts (1) Your clan has a high turnover of miners, partially due to the very dangerous nature ofthe mining your clan performs and also because your clan mine is often used as a hub for transientminers heading out to more remote and lucrative mining claims. As a result your clan chief usually onlyhas poorly experienced conscript level crew to choose from when deciding who to send on a mission.This means many of your miners have little battlefield experience and are easily spooked. Your companyloyalty is low. You start with a company loyalty of 8 and can neverraise it above 15.Outlaws (2) The bold illegal operations of your clan have come to the attention of the Frontier Union.Your clan chief is developing a reputation as an outlaw. The FU takes a very dim view of this and trainsteams of assassins specifically for neutralizing trouble makers like your chief who stand in the way of theefforts of the FU to maintain authority on the Outer Rim. At the start of each game you play roll a six sideddice. If the result is a 1, then one of your opponents has been approached by the FDF (Frontier defenseforce) to help in killing your clan chief. The FDF has sent a small team of well trained snipers for your

    opponent to use. There will only be one of these teams per game, regardless of the number of players.Roll randomly to determine which player is approached by the FDF. That player will receive an extra unitof two medium armor human infantry armed with normal sniper rifles. They both have sniper skill of 8and hand to hand combat skill of 8. They are equipped with excellent infiltration equipment which allowsthe leader of the two-man team an exclusion zone radius of 10. These two models must operate as anindependent unit at all times. This unit does not count towards that players total SPs available. Insteadthe unit has 1SP free that is available for actions on each of that players turns. The purpose of this unit isto attempt to assassinate your clan chief. These models must be used for this purpose. They will notgather salvage. This opponent will be awarded 2500 credits by the FU if your clan chief is killed during agame. You may still use recovery rolls to get your clan chief back at the end of the game, thwarting thefiendish plans of the FU to end your clan chiefs villainous career! Ha! Youll never catch ME alive!.Your clan cannot be allied to the Frontier Union.

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    Poor/inactive asteroid mine(3) Asteroid miner clans normally have a mine that also serves as theirbase/headquarters. These mines provide an income for the miners that can be used when waging war.Unfortunately your asteroid mine has been completely mined out during the past few years and yourcolony is in a desperate situation. Your mine will yield no income at all at the end of each game you play,your clan chief must find another way to fund the daring exploits of your clan.Hard times (1) Your clan has been on very hard times for a while now. Your mining claim is all butspent, and the remoteness of the colony makes it very difficult to obtain supplies if you cant pay someoneto do so. It is common knowledge that your clan is in a desperate situation and has to act quickly toprevent the clan dissolving entirely. Your enemies expect you to be weak, poorly equipped and easy todefeat in a battle. It is up to you to prove them wrong! Add +1 to all your opponents company loyaltyscores to reflect their confidence.

    The following troop types and equipment are available to your asteroid miner clan chief. Your clan chiefcan only employ or use crew and equipment listed here. If you want your clan chief to use normal humansalvage boss equipment as featured in the Star Mogul core rulebook you will have to give your clan theAllied to the Frontier Union trait.

    Asteroid miner basic crew Centaur chassisThe standard cyborg asteroid miner is complete with the common and utilitarian centaur chassis. Toughand resilient, these members of the clan are familiar with hard labor and grim conditions. The centaurchassis affords a level of protection from physical harmWhen these basic asteroid miners are employed, they must always come in units of at least 3 models,

    led by a mining foreman (2 grunts and a foreman). Employment costs are as follows:

    Average (7 skill points) Experienced (12 skill points) Veteran (16 skill points)

    Asteroid Miner 850 cr 1300 cr 1700 cr

    Asteroid miner foreman The only difference between a normal asteroid miner and a foreman is that theforeman has access to the command implant from the equipment list, and the foreman has 5 free pointsin the grim determination skill. For every mining foreman you employ, you must have at least another 2normal miners in the same unit.When first employed they will have the following statistics:

    They have the same small arms available to bio crew that appear on themain weapons list tables appearing in the core rulebook, for the same costs.They cannot obtain any other equipment other than that shown below.

    They also have the following equipment available:

    Power drill- Adds +2 to combat rating. Also, if used against battle armor in melee and you roll a 5 or 6for your combat roll the drill punctures the battle suit. The model must roll equal to or less than itsresilience score on 1D6 or die of shock. If the model survives then do not compare any further combatrolls between the two models involved for that melee phase. The power drill may also be used to stuncivilian class vehicles. If you roll a double when making your hand to hand combat skill roll while

    Resilience: 4Armor: 4 (the miners metal chassis provides a degree of armor)Movement: 6

    Weapon: General small arms.

    Asteroid miner equipmentArmor upgrade: 300cr (+1 to armor value, only available once per model).Chassis upgrade: 250cr (+1 to movement score, only available once per model).Cyber knuckles: 700cr (+2 to combat rating, 1D10 damage to vehicles).Power drill: 700cr.Mining laser: 1800cr

    Biomechanical strength enhancement: 300cr. (Enables the model to wield, two general small armsweapons at the same time cost includes 2

    ndweapon). Model shoots twice.

    Command implant: 250cr.(Enhanced command ability. Only available to foreman. Increases unitexclusion radius to 8).Salvage tools: 200cr.

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    assaulting a vehicle it will become stunned for that players next phase 1 or phase 2 and be unable tomove or shoot its weapons. The drill will also do 2D4+3 damage to the vehicle.

    Mining laser - Commonly used by the minersduring mining operations, it can also be used as a deadlyweapon. Counts as a heavy weapon and so is subject to the very difficult to obtain rule.

    Description Damage dice No. of hits Range Special

    Mining laser 1D10+1D6 1 22 short 38 long Asteroid miners only

    Asteroid miners also have the same skills available on the bio skill list, except they cannot use the

    following: nimble and hard as nails. They also have the following skill available to them:

    Grim Determination(Free points 3) If a unit of asteroid miners fails either a loyalty test or a braverytest, asteroid miners may make a grim determination skill check to see if they do not flee, but instead,carry on as normal against the adverse circumstances as if they had made their loyalty/bravery test.Members of the unit that flee outside of the unit leaders exclusion zone will be treated as a separate unit.The models that do not flee will be treated as a separate unit to the models that are fleeing. Nominateleaders for the two units. This skill is useful if your salvage company has a low company loyalty. Fleeingmodels will require one SP to be spent on a loyalty test to rally, even those that belong to a unit that isonly partially fleeing.Hard Labor (Free points 6) A successful skill check on 2 six sided dice will enable that miner to countas three models while carrying salvage back to the drop zone. The effect lasts the whole turn. Roll theskill check before the models in that unit move that turn. A separate skill check is needed for each

    individual.Soul Knapped A skill given only to infantry unit leaders. Soul knapping is the effect of gradualdeterioration of a miners personality due to the perpetual integration of their persona with cyborgtechnology. Though soul knapped individuals lose their grip on human emotion, they gain the advantageof strategically analytical minds. A unit leader who is soul knapped may make a skill check during anyenemy fog of war phase where the fog of war dice roll result is 7 or below on two six sided dice. If theunit leader succeeds the skill check then you may spend 1 FREE SP on that unit only during that fog ofwar phase after all other actions have been completed for that phase.

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    Asteroid miner PrefectThe asteroid miner prefectacts as the asteroid miner elite/heavy unit on the battlefield. Heavily armedand armored, they also keep order within asteroid mining colonies, acting as policing units to quell anydiscord amongst the rowdy miners. The prefect usually manufactures two or three security drones to helpwith this task, which are deployed alongside the prefect during a battle to help protect its fellow miners.The prefect's excellent technician skill enables them to repair these drones when they become damaged,even if they are apparently beyond repair. The unusual mentality that encroaches upon the mind ofasteroid miners that have become far more machine than they are human prevails among the prefects.

    The security drones are often treated as beloved pets of these bizarre cyborgs in a thin attempt tomaintain a connection with human emotions.

    Prefects must be deployed in a unit that contains its security drones only. One prefect and its drones willform a single unit. No other models may be allowed to join that unit. A prefect will not operate more thanfour drones at a time. The minimum unit size is one prefect and one drone.

    Prefects are extremely devoted to the welfare of their asteroid mining colony.As a result, they receive a +3 bonus to company loyalty. However, if all of aprefects beloved security drones are destroyed during a battle, they will losethis bonus due to the distressing nature of this loss. The bonus will beregained if the prefect can resurrect any of its drones.

    A prefect, when first employed, has the following stats/ employment costs:

    Prefects, having fought in battles many times, are experienced warriors. They do not come as averagerecruits.

    Experienced (12 skill points) Veteran (16 skill points)

    Asteroid miner prefect 3500 4500

    Asteroid miner prefects cannot take the following skills: driving, pilot, battle suit use, EVA, hard-as-nails,nimble, sniper, salvage hound, military discipline.They have Freepoints 4 for the soul knapped skill described above.

    Also, the following skills are exclusive to prefects:Master technician (free points 4) this skill works in exactly the same way as the normal technicianskill. The only difference is that is allows the creator/fabricator of a particular mekk or android (in this casethe prefects security drones) to try to re-assemble it on the battlefield if it becomes destroyed. This mayonly be attempted once per game for each destroyed mekk or android model. Place the destroyed mekk/android model on its side. If the master technician can reach base to base contact and maintain it untilthat players next phase 1 or phase 2 (not the FOW phase), that player may make a master technicianskill check on 2D6 to see if the destroyed mekk/android can be hashed back together with emergencyrepairs. Using available spare parts as well as any remnants that might be lying around, the model can beresurrected back into a fully functioning crew member. The master technician may not shoot while

    performing this skill. During the phase when the repairs are completed, the prefect may move and shootas normal. This skill only works if the master technician created the mekk/android in the first place. Theskill grants the master technician a 12 exclusion zone command radius with the mekks created.

    Prefects may choose anything from the normal asteroid miner equipment list except the following: armorupgrade, biomechanical strength upgrade (its irrelevant as they shoot two weapons anyway), salvagetools.Prefects come with a command implant already attached.

    Resilience: 4Armor: 7Movement: 7Weapon: Minigun and small arms combo. (Both may be fired at thesame time). Prefects, like all asteroid miners are classed as cyborgs.Free skills: Master technician (Freepoints 4)

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    They may be equipped with the following heavy weapons only: minigun, self propelled missile or mininglaser. The costs of these are listed in the core rulebook. They come armed with a minigun initially for free.The minigun, self propelled missile launcher and mining laser are subject to the very difficult to obtainrule. If you cannot field these weapons because of this rule you may not employ the prefect at all. Itshould be noted that giving a prefect the maximum compliment of security drones (4) will enable theprefect to satisfy the heavy weapon requirements for the very difficult to obtain rule.

    Security Drones

    Security drones come in varying shapes and sizes, depending upon where they are manufactured. Thedrones that are manufactured by the asteroid miner prefects are valued members of the miner clan.However, there are other types of security drone that may be found throughout known space that are notcovered here. (Examples include drones found upon starships to defend against boarding actions ordrones employed by the Frontier Union for crowd/riot control).

    Prefect drones assist in the policing of asteroid miner colonies. They help the prefects keep orderamongst the tempestuous members of the clan, as well as fulfilling a useful role upon the battlefieldduring times of war.

    Each security drone that you wish to accompany your prefect will cost 400credits. You may not have more than four drones accompany each prefect.When first employed each security drone will have the following stats/equipment:

    Security drones usually have only two upgrades available: generalsmall arms, which come with 7 freepoints) and hand to hand combat, which come with 4 free points.

    A security drone can search for salvage in a salvage counter in the same way a normal crew membercan. They cannot be equipped with salvage tools.

    Security drones may be equipped with the following weapons at the given costs:

    Assault rifle 200cr, Flechette rifle 200cr

    The flechette rifle is subject to the difficult to obtain rule.

    When first deployed, security drones may be deployed up to 8 from the drop zone marker. If the asteroidminer prefect that created them is killed, the drones will become immune to loyalty and bravery tests. Thisis because they normally rely upon the prefect to command them out of a dangerous situation. Theprefect programs its drones to continue fighting if it dies. At the beginning of your next phase nominate aleader drone and form the drones that were within the prefects exclusion zone into a single unitcentered around the shattered remains of the dead prefect. Leaving behind drones upon the field of battledoes not incur a penalty to company loyalty. The new leader drone will have an exclusion zone of 4 as

    normal.This type of security drone must be deployed as part of an asteroid miner prefect unit.

    Resilience: 3Armor: 5Movement: 5

    Weapon: General small arms

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    Asteroid miner Seismic artillerySeismic artillerists are grafted to the crab-like Kraken chassis. They are used to remove large quantitiesof useless rock and rubble out of the way of mining operations inside hollowed-out asteroids. The bestway to do this is use a powerful force to blow it out of the way. Seismic artillery is also used to quicklyform the corridors and chambers within an asteroid mine. The artillerist is equipped with two high energydelivery systems. The first is a resonance cannon which is used to set up a violent resonance wave in alocalized area of rock. This shakes and splits the rock and generally makes it much looser, preparing it forthe second delivery system, a modified missile launcher. The missile is fired deep into the loosened

    rubble and then exploded, removing the rubble at high speed. The process is primarily designed for lowgravity environments. The work is dangerous, but seismic artillerists are well trained, highly valuable,specialists.They guard their equipment jealously and often form their own unions within a mining colony to coerce theclan leaders into giving them benefits and favors other miners do not receive. Seismic artillery can, ofcourse, be used as a weapon during war.

    They have the following statistics when first employed:

    Seismic artillerists cannot be armed with any weapon otherthan the resonance cannon and missile launcher they areoriginally equipped with. They cannot fire two weapons inthe same phase.

    Artillerists are usually old and grizzled with many yearsexperience on and off the field of battle. They do not comeas average recruits. Their employment costs are asfollows.

    Experienced (12 skill points) Veteran (16 skill points)

    Asteroid miner artillerist 3500 4000

    Asteroid miner artillerists cannot take the following skills: driving, pilot, battle suit use, EVA, hard-as-nails,nimble, sniper, salvage hound, military discipline.

    Also, the following skills are exclusive to artillerists:Resonance cannon (Freepoints 3) Required to use the unique resonance cannon. This skill behaveslike any normal weapons skill.Grumble (Freepoints 3) Seismic artillerists are known for their tendency for loud and obnoxiousgrumbling. If there is something they are unhappy about (which is most of the time) then they are no