star mogul

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The classic and sadly out of production scifi wargame Star Mogul.

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Contents

INTRODUCTION ....................................................................................................................... 4

CHAPTER 1 - GAME OVERVIEW ............................................................................................ 6

What You Will Need In Order To Play ...................................................................................................................................6

How to Play the Game...............................................................................................................................................................6

Rules Of Play..............................................................................................................................................................................7 Salvage Company Structure....................................................................................................................................................7 Turn Sequence ........................................................................................................................................................................8 Strategy Points ........................................................................................................................................................................8 Fog Of War .............................................................................................................................................................................9

Movement ...................................................................................................................................................................................9 Exclusion Zone Rule.............................................................................................................................................................10 Merging Units Together........................................................................................................................................................11 Infantry Embarking Onto a Vehicle......................................................................................................................................11 Vehicle Crew Disembarking.................................................................................................................................................11 Movement Restriction From Terrain ....................................................................................................................................11

Shooting ....................................................................................................................................................................................12 Visible Targets And Range ...................................................................................................................................................12 Infantry Screen Rule .............................................................................................................................................................12 Shooting At Infantry .............................................................................................................................................................12 The ‘Returning Fire’ Rule.....................................................................................................................................................13 Vehicles Shooting .................................................................................................................................................................14

Machine gun (front 180 o) ................................................................................................................................................14 Shooting At Vehicles .......................................................................................................................................................14 VEHICULAR DAMAGE TABLE ..................................................................................................................................15 INTERNAL DAMAGE TABLE......................................................................................................................................16 SUPERSTRUCTURE FAILURE TABLE.......................................................................................................................16

Weaponry .................................................................................................................................................................................17 Description Range Special rules ...............................................................................................................................18 Equipping Infantry With Weapons .......................................................................................................................................19

Difficult to Obtain Rule....................................................................................................................................................19 Very Difficult To Obtain Rule .........................................................................................................................................19

Hand-To-Hand Combat (Knuckle Time!) .............................................................................................................................19 Engaging In Melee................................................................................................................................................................20 Playing Out A Melee ............................................................................................................................................................20 Combat Roll ..........................................................................................................................................................................20 Bravery Tests ........................................................................................................................................................................21 The ‘Exclusion Zone’ Rule and Melee Combat....................................................................................................................22 Assaulting Vehicles ..............................................................................................................................................................22

Company Loyalty.....................................................................................................................................................................22 LOYALTY TEST CONDITIONS ...................................................................................................................................23

The Retreating Infantry Rule ................................................................................................................................................23 Permanent Changes To A Company’s Loyalty Score...........................................................................................................24

Gathering Valuable Salvage On The Battlefield ...................................................................................................................24 Recovering Salvage From A Salvage Counter......................................................................................................................25

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Loading The Recovered Salvage Onto A Vehicle ................................................................................................................26 Transporting The Salvage To The Drop Zone ......................................................................................................................26

CHAPTER 2 – MANAGING YOUR COMPANY..................................................................... 27

Salvage Crew............................................................................................................................................................................27 Setting Up And Equipping Your Salvage Company.............................................................................................................28 Employing New Crew Members...........................................................................................................................................29

Skill/ Upgrade Points Available After Recruitment .........................................................................................................29 Skills And Upgrades .............................................................................................................................................................30

BIO Crew Skill List .........................................................................................................................................................30 MEKK Crew Upgrades List .............................................................................................................................................32

The Company Boss and Company Shareholders..................................................................................................................32 Boss Skill List .......................................................................................................................................................................33 Vices .....................................................................................................................................................................................34

Placing a bounty on the head of a company boss .............................................................................................................34

Equipment For Your Salvage Company................................................................................................................................35 Equipment – Special Descriptions ........................................................................................................................................36 Vehicles And Heavy Equipment Available On The Outer Rim............................................................................................37

Demolition ‘Bot ...............................................................................................................................................................37 Salvage Dog .....................................................................................................................................................................38 Phoenix.............................................................................................................................................................................39 Arachnid...........................................................................................................................................................................39

Company Assets .......................................................................................................................................................................40

Bank Loans...............................................................................................................................................................................42

CHAPTER 3 - GAME MISSIONS............................................................................................ 42

Mission Deployment And Maintenance Costs For Your Crew............................................................................................43 Recovery/Repair Rolls For Infantry Casualties ....................................................................................................................43

Determining A Mission............................................................................................................................................................44

1) Salvage Rights Mission........................................................................................................................................................44 Introduction...........................................................................................................................................................................44 Deployment & Salvage Counters..........................................................................................................................................44 Condition 1 ...........................................................................................................................................................................45 Condition 2 ...........................................................................................................................................................................45

2) Salvage Raid! .......................................................................................................................................................................46 Introduction...........................................................................................................................................................................46 Deployment & Salvage Counters..........................................................................................................................................46

3) Fight Over An Asset ............................................................................................................................................................48 Introduction...........................................................................................................................................................................48 Deployment...........................................................................................................................................................................48

4) Rescue/ Recovery Mission...................................................................................................................................................49 Introduction...........................................................................................................................................................................49 Deployment...........................................................................................................................................................................50 Winning Conditions ..............................................................................................................................................................50

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Hints and Tips ..........................................................................................................................................................................51

AAPPPPEENNDDIIXX 11:: FFRRIIEENNDDSS AANNDD FFOOEESS .................................................................. 52

The Hydrissians .......................................................................................................................................................................52 Hydrissian Skills ...................................................................................................................................................................55 Hydrissian Diplomats............................................................................................................................................................56

Asteroid Miners .......................................................................................................................................................................56 Asteroid Miner Crew ............................................................................................................................................................56 Asteroid Miners Employment Cost.......................................................................................................................................57

AAPPPPEENNDDIIXX 22 –– GGAAMMEE SSEEQQUUEENNCCEESS AANNDD LLOOYYAALLTTYY TTEESSTT CCOONNDDIITTIIOONNSS................................................................................................................... 58

FFIINNAALL TTHHOOUUGGHHTTSS ...................................................................................................... 59

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IInnttrroodduuccttiioonn “Star Mogul: Ruins of an Empire” is a set of rules for use with the 28mm scale, table-top sci-fi war games miniatures manufactured by Alpha Forge Games. <Welcome enquirer! - Excerpt from: 575 Pan Galactic Archive - basic history. Sub Ref: Salvage recovery recruitment.> After the discovery of the Tachyon Drive by the ‘Tread Lightly Corp.’ in 2227, the era of slow and difficult expansion to the stars was over for mankind. Previously, only a small number of great expeditions to the stars were undertaken with manned crews after the ‘pale blue dots’ - Earth-like planets - began to be discovered back in the 2020’s. The journey times of the ‘Great Expeditions’ lasted decades. No word of their success or failure could be received until long after any events had occurred. Nevertheless, despite some dramatic failures, many of the colonists involved in these expeditions succeeded, and word did get back to Earth that humanity had finally broken free from its cradle and was living and developing its culture on other worlds. All this took a long time to accomplish - the Tachyon drive changed all that. A revolution in space travel occurred for all the nations of the Earth shortly after its discovery as the details of the technology were leaked, bought or stolen. Mankind was already well established throughout the home system by 2227, with working colonies on several of Jupiter’s moons, Mercury, the Asteroid Belt and Earth’s Moon. The terraforming and settlement of Mars into a wider more accessible habitation for humanity was also well under way. After 2227, numerous nations and groups began building their own armadas of star ships, mostly with the intention of colonizing even further afield than previously achieved by the Great Expeditions. For many more pale-blue dots had been seen since they first began to be discovered, and the new technology quickly became readily affordable. Earth was a crowded place and the prospect of establishing a fresh vibrant society with planet-wide and unchallenged resources elsewhere was an enticing prospect for many political and/or religious organizations who found it difficult to gain ground on Earth. Out amongst the stars, power was not yet held tightly in the grip of the largest governments and corporations. A race began with the intention of colonizing space and large sums of money were offered to Earth’s civilians to enlist in the ranks of the many armadas leaving for the outer colonies. This time became known as the ‘Young Exodus’, as most of the colonists were chosen for their youth and vigor. The call of the colonies lured many out into space to an uncertain future, but many saw the benefits over a crowded and stifling life on Earth. The colonies were initiated, some over 100 light years from Earth. However, a number of them reported discovering evidence of ancient relics from a long dead civilization, which was compounded even further when the evidence was collated and the results seemed to indicate the different colonies were reporting evidence from what were the relics of the same civilization! The ruins and artifacts discovered proved to be more than 400,000 years old. The discovery came initially as a shock for much of humanity. Besides the many scientific/archeological forays to discover further evidence, many saw it as an opportunity to get rich quick, and sought to discover valuable artifacts among the alien ruins, of which there seemed to be many. With the help of the Tachyon drive, it was possible for small groups to begin combing the ever-expanding frontier of space for more of these valuable alien relics. A new gold rush began, led by factions emerging from the original human colonies established during

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the Great Expedition phase, who found themselves in the best position to capitalize on the momentous discoveries to be found amongst the ruins of the ancient ‘Mimjip’ civilization. By 2340 mankind appeared to be creating an empire amongst the stars - a source of great hope and joy among humanity! Earth was in the process of successfully regulating its population and its biosphere, and finally seemed to becoming, at least for the time being, a healthy global ecosystem. Except for the efforts of the ‘dissention’, the global economy was also largely healthy, and very few went without food or life’s necessities. The home system, although crowded, prospered well and a golden age seemed to descend for an entire generation. The independence of the colonies was not seen as a problem initially by the home system, but more a necessity due to the logistical problems of maintaining control over them. The colonies were also motivated to declare some independence from the home system as the support they received turned into offers of trade. This was acceptable for all concerned - for a while. Then the discovery of the ‘Forge’ at Alpha Centauri occurred and relations broke down rapidly. The ‘Alpha Forge’, as it became known, was an orbiting starship construction platform the Mimjipani race had left behind. Its technology relied upon the gathering of rare elements from the local asteroid belt which were then shaped and tempered slowly into a near indestructible starship hull deep in the fires of Alpha Centauri itself. It was the outer colonists that discovered the forge and worked out its operating procedure, but the obvious military implications of the new starship hulls became apparent quickly to Earth and the governing bodies of the home system. Using heavyweight diplomatic and economic muscle, the council of Earth attempted to obtain possession of the forge for itself. The whole situation deteriorated badly not long thereafter when earth’s council declared all members of the newly formed ‘Federal Union’ on the Outer Rim in violation of their legal obligations and sent in a cohort of storm troopers to obtain the Forge by force. The assault was repelled, just barely, by the efforts of a lieutenant engineer Thomas Redcloud (awarded the ‘Gold Aurora’), who fixed the entire docking area to self destruct, catching the storm trooper reinforcement party off guard and allowing the defenders to consolidate their defences in time. After this, the Frontier Union organized the Alpha Forge with heavy artillery in case Earth tried to take this valuable artifact by storm again. There was no declaration of war – the Frontier Union had no army. So they had no choice but to organize one in response to the actions of Earth, and also, the growing number of slave raids by the Hydrissian ‘devourer’ cult on the fringes of known space that began in 2442. (Ref .- ‘Hydrissians’). The Federal Defence Force (FDF) was organized and ties with the home system became much more restricted as the colonies strove for self sufficiency. Around this time, shortly after the century turned to the 2400’s, a new threat loomed on the horizon. The discovery of the ‘Mimjip Pathogen’ reared its ugly head, though too late for many on the frontier. Somewhere among the exploration and exploitation of the ancient Mimjip ruins a deadly virus had been released. The virus had lain dormant for many thousands of years, and was probably thought of as an innocuous infection by the ancient Mimjipani race. The accidental release of this virus had devastating consequences on humanity as it lay semi-dormant for several decades before it was discovered and made itself felt. By this time it had spread throughout the colonies and throughout the home systems. The resulting pandemic killed many millions, and has brought mankind’s fledgling empire among the stars to its knees. Entire space colonies have now lain deserted for decades and much that was built has now been laid to waste. Finally, in more recent years, the Mimjip pathogen seems to have played itself out, and cases are becoming much rarer. Perhaps only those who are naturally able to fight the virus have survived. Nevertheless, the road is now open for those who are brave enough, or perhaps foolish enough, to begin the process of rebuilding what was lost. This is where you come in! With enough money to buy a salvage starship, and employ a rough and ready crew, you can see the opportunities that await someone who can survive on the Outer Rim and gather the resources left behind from the ruins of two empires, one human, one alien. Will you accept the challenge of the distant stars and set up your own company on the frontiers of deep space? The council of Earth, the Frontier Union and Humanity needs people like you, people who have enough grit to take up the challenge, heed the call of the distant stars, and become a Star Mogul! <End of recruitment file, visit your nearest FU administration department for further information, please insert another credit ……>

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CChhaapptteerr 11 -- GGaammee OOvveerrvviieeww What You Will Need In Order To Play

• Pencil and paper • Handful of six-sided dice (D6), eight-sided dice (D8), ten-sided dice (D10) and four-sided dice (D4). • Measuring tape • Table-top or floor space area, at least 4’x4’ • This rule set • A clip board to keep your notes tidy • Sci-fi figurines and vehicles in 28mm scale • Salvage counters, either scratch built or from the Alpha Forge range • Scenery items, such as buildings and hills

How to Play the Game ‘Star Mogul: Ruins of an empire’ is usually played out on a tabletop or on the floor. You will need a space of at least 4 feet x 4 feet to play out a good game with only two players. If there are more than two players present you will need a larger playing area to accommodate the larger number of models in play. A salvage company may typically consist of 10 – 20 infantry models and 1 – 6 vehicle models. The game setting takes place around 2450 AD and is all about each player creating their own salvage company out on the wild frontiers of known space, maintaining it like a business through adversity and hopefully to the heights of success. With crew members to pay wages to and equipment to buy and maintain for your crew to use, you will find yourself running out of money quickly if you cannot find a way to earn some hard cash out on the wild frontiers of the Outer Rim. You (the salvage company boss) will create your company from the meager funds you have accumulated through years of gritty adventuring in space. Once you have attracted a suitable set of crew members and purchased the equipment you think you will need to start out in your new profession, it will be time to begin chasing rumors and news reports of lost space colonies, crashed star freighters or alien artifact sites. Though don’t think it will be as easy as just arriving and collecting anything valuable! There are many other salvage companies and opportunists out there who are also desperate for a quick cash haul. You will be competing against them for your share of any valuables, and that means you are going to have to get nasty. You will need the best equipment and finest crew to succeed. A game of Star Mogul usually begins with the random positioning on the playing area of valuable items that are to be fought over by the players. These items are called ‘salvage counters’ and represent piles of debris, industrial equipment or even small ruined buildings where any items of value will need to be sorted or ‘recovered’ from. This work is most commonly carried out by your salvage crew members. After the salvage counters have been positioned at the start of the game, all players will place their own Drop Zone marker upon the playing area. Each player only has one of these normally and it represents the area on the field of battle where a player’s salvage crew and equipment are dropped off onto the planet surface by a drop ship, in readiness for the coming fight. Also, once the valuable items have been ‘recovered’ from salvage counters, a player will need to get them back to their ‘Drop Zone’ in order to have them airlifted out. This is carried

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out by a players ‘cargo vehicles’ which are essential equipment for a salvage company boss! You can then sell the salvage later at a handsome profit margin (hopefully). That is a player’s primary goal in the game – to extract as much salvage as you can during a game in this fashion and make as much money as possible afterwards when you sell what you have recovered. However – a player must also attempt to prevent the opponents from gathering salvage in the same manner. If a player cannot do this then they will find themselves with little salvage to sell, and also playing against more formidable opponents in subsequent games as the competition builds their force faster than them because they will have more money available to them. So, a player will have to engage opponents in firefights, and even in hand to hand combat as well, in the hope that they can weaken and disrupt the activities of the competition during that game and obtain more salvage to sell. Each player takes it in turns to perform actions (like moving and shooting) with the models within their salvage company. But there is a twist – the ‘turns’ players take are interrupted midway with a random dice roll on the ‘Fog of War’ table which can allow a player the ability to increase their level of activity for that turn – OR it can have the opposite effect and allow the opponents to be active instead. In this way a player can be active even when it isn’t their turn! This aspect of the game gets even better with more than 2 players as you can end up being more active on your opponents’ turns than you can during your own! This adds a level of unpredictability during a game that keeps all players involved at all times. A player can leave a game at any time by ‘calling down their drop-ship’ to collect all crew, equipment and salvage in the drop zone. This should not be taken lightly as this imparts advantages to those players still left in the game. The level of competition for the remaining salvage will be reduced for those players – making their lives easier. Also, if a player has crew and equipment left outside of the drop zone as they call their drop ship in, they will be left behind. This can have a devastating effect on the loyalty of the rest of your salvage crew as your salvage boss will be seen as a bad leader. However – if a player’s company is in dire straights, calling down the drop ship might be the only course of action before the player sees their whole salvage company wiped out! The game ends when all but one of the players has called down their drop ship and evacuated their salvage company from the battlefield. The last player standing on the field has the advantage of being able to rally all crew and equipment back to their drop zone without leaving anything behind. However, any remaining salvage must be left, unless it is already loaded onto a cargo vehicle, as the opponents may shortly be carrying out an orbital bombardment of the area to neutralize competition. A common practice among cut-throat salvage companies on the Outer Rim. Once the game is over each player can sell whatever valuable salvage they gained either to the local government or on the black market. The money obtained from such sales is used to employ new crew, buy new equipment or if a player is unlucky, just cover the expenses from the last mission. There are other game ‘missions’ that will occur as well. All of them revolve around obtaining valuables from the field of battle. You might find yourself in a head on battle with an opponent for the ownership of an abandoned manufacturing plant, or valuable alien artifact site. Or you might find yourself acting under the employment of the local law forces to investigate reports of smuggling in a particular area. You might even find yourself doing the smuggling!

Rules Of Play Salvage Company Structure Your army, or Salvage Company is divided into units. A unit will be either a VEHICLE(s), or a group of INFANTRY. All units will come under one of these two categories.

Infantry units must have at least 4 models in them at the start of the game. Units of vehicles may have any number of models in them at the start of the game.

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Players take it in turns to maneuver their armies across the board to obtain their goals, usually in search of valuable salvage. Though often there are other stakes to play for, depending on the mission that has been decided upon by the players. Each player ‘turn sequence’ is as follows: Turn Sequence

1) Phase 1 – Perform actions like moving and shooting. 2) Fog of War phase – Roll a dice to determine random occurrence. 3) Phase 2 – Perform actions like moving and shooting 4) Work out hand to hand combat.

Then the opponent has their go – move back to point 1). Strategy Points Each player turn, a player has a number of strategy points (SPs) to spend on operating his entire force. The number of strategy points available to each player represents the level of strategic influence on the battle that the company boss has. Influenced by factors such as his/her overall level of awareness of the ongoing situation, the size of his/her force and any skills that may be employed to swing the battle in a favourable way.

The number of strategy points available to a player on each of his/her turns is equal to the number of units that player has in play currently (less any units that are fleeing or have been completely destroyed) with 2 added to it. (No. of units currently in play +2).

So the number of available SPs for each player will be individually tailored to their salvage company, and liable to change whenever units are lost or vehicles destroyed. A new tally should be made at the start of each of your turns to see how many units you have in play. Skills that your company boss (you) may be able to employ may also add to the number of strategy points you have available each turn. Strategy points will be spent, most of the time, on a unit performing one of the following actions:

• movement (including embarking/disembarking a vehicle) • shooting • recovering salvage from a salvage counter • loading salvage onto a cargo vehicle • rallying fleeing units (compulsory) • merging units together • regrouping after melee

There may be other actions not listed here that can be performed during a game that will cost SP’s. These will be detailed later in the appropriate section. Other actions may occur during a player’s turn, or even during the opponent’s turn, that DO NOT require SPs to be spent on them, but these will be the results of either special abilities, or specific reactions against specific occurrences. (The most common being the ‘return fire’ allowed by an infantry unit being first fired upon by an enemy infantry unit, during the enemy turn - see ‘The ‘Returning Fire’ Rule on page 13). Each strategy point may be spent on the actions of only one unit within the player’s force. All models within that unit must perform the same type of action if they are able. Those that cannot perform the action will do nothing while that SP is spent and the action is carried out by the rest of the unit. Furthermore, each player turn is divided into two halves: Phase 1 and Phase 2. No more than half the available strategy points can be spent in each phase. If there is an uneven number of strategy points available – the odd point is available only in Phase 1. (i.e.: round up!) e.g.: A force with 9 SPs would spend 5 in Phase 1 and 4 in Phase 2. In any of your phases, you may spend the available SPs on any of your units you like, in any order, as long as you don’t spend more than 2 SPs on the same unit in one phase, until all the SPs available to you that phase

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have been used. So – spending SPs on shooting, movement, recovering salvage, rallying retreating infantry or any other action may happen in any order you wish. Fog Of War The purpose of dividing the player turn into halves in this manner is to allow the FOG OF WAR ROLL on the ‘Fog of War Table’. This aspect of the game can add unpredictable events that simulate the confusion and lack of strategic awareness experienced by members of a salvage crew involved in the ongoing battle at ground level. The presence of high technology, and sophisticated sensing and imaging equipment on the field does not necessarily mean that salvage crews will have an entirely accurate view of the proceedings! It should be mentioned that this can be an important part of player strategy – especially if they can use it to confound or counter the efforts of the other player(s). After the player whose turn it is has finished spending their SPs for Phase 1, the dice are rolled, and a result determined immediately from the ‘FOW’ table shown below.

Fog of War Table (Roll 2D6 and add the scores.)

Result 2 – 3 - You gain +2 Strategy Points (SPs) to be spent IMMEDIATELY, before the next phase occurs. Otherwise they are lost. They may not be spent on the same unit. 4 – 6 - You gain +1 Strategy Points (SPs) , to be spent IMMEDIATELY, before the next phase occurs. Otherwise it is lost. 7 - No result, carry on into next phase. 8 – 10 - Your opponent(s) gains +1 SP, to be spent IMMEDIATELY, before the next phase occurs. Otherwise it is lost. 11 – 12 - Your opponent(s) gains +2 SP, to be spent IMMEDIATELY, before the next phase occurs. Otherwise they are lost. They may not be spent on the same unit. Strategy points gained from the FOW table in this way may be spent on units IN ADDITION to their normal allowance of SPs per turn. If you gain SPs from FOW during the opponent’s turn (results 8 – 12 on the 2D6) they do not affect your total SPs available when your next turn comes around. They are effectively free. Neither player may take any actions during the Fog of War phase other than those that are a result of, or are directly related to, the spending of any free SP’s granted by the FOW roll that turn.

After the FOW results are worked out, the player whose turn it is moves onto phase 2 of his turn, and spends his remaining strategy points. Unused strategy points are not carried over into the player’s next phase or turn. After this, it is the other players turn. Movement Your force will consist of a number of different groups of infantry and vehicles. Each group, or unit should preferably be organized so that it plays a role upon the battlefield (e.g.: offence, defence, salvage acquisition). Each vehicle is also a separate unit. Vehicles should also be purchased with a particular battlefield role in mind. If you spend one strategy point on movement, then one of your units gets to perform its movement, though you may opt to have some of the models in the unit stand still , as long as they stay within 4” of the unit leader (see ‘Exclusion Zone Rule’ below).

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Humanoid, bipedal infantry (including bipedal MEKKs) will normally move up to five (5) inches per strategy point spent, and vehicles will move anywhere up to twenty (20) inches per point depending upon the type of vehicle.

Ground vehicles may alter their facing as far as they wish at any point during their movement, but they are restricted in the number of times they can turn like this every time they have 1 SP spent on moving them. The limit on the number of times per SP a ground vehicle can make a turn of any arc is called the ‘turning’ score’. Flying vehicles are dealt with a little differently. Whenever you spend SPs on Flying vehicles’ movement, that model is also limited in the amount it can turn its directional facing by the ‘maneuvers’ score. This ‘maneuver’ score is mentioned in each flying vehicles’ individual description, along with its movement score. When a flying vehicle ‘maneuvers’, it can turn anything up to, but no more than 45o (half a right angle) for every maneuver point it has available whenever an SP is spent on its movement. Once a flying vehicle has used up its allocation of available ‘maneuvers’ during a move, it can no longer turn and must do any further movement in a straight line. It is a good idea to mark the bases of flying vehicles with the eight points of the compass (just tiny dabs of white paint at 45o to each other) which will help you turn your flying vehicles accurately and clearly during a game. Mark one of these points boldly, so that you can determine which direction the model is facing at all times. See the diagram below.

E Oclbfu Is‘L VliwI

If a flying vehicle has the description ‘freedom of movement’, then it has an unlimited number of maneuvers available whenever it moves, and may change its facing as and when it wishes during its movement. Some flying vehicles also have a ‘minimum movement’ value in inches due to the powerful engines they employ whilst moving. This is the minimum movement the vehicle must move when an SP is spent on it moving. Flying vehicles cannot finish their movement on obstacles or other models. If a flying vehicle has no choice but to end its move on a terrain feature on the board that is higher than 2” then it will crash into it and receive 3D6 damage. If the terrain feature is less than 2” high, or if the move ends on a model – just shorten the vehicles movement enough to avoid a crash.

xclusion Zone Rule

ne of the models in an infantry unit should be nominated ‘unit leader’ and a second model nominated as ‘2nd in ommand’. Infantry models in an infantry unit must try at all times to keep their base or a part of it, within the unit eaders exclusion zone - a 4” radius around the unit leader. The only time this rule may be intentionally roken is during a sprawling hand to hand combat – which is detailed later in the ‘hand to hand combat’ section. If

or any reason an infantry model finds itself entirely outside of the unit leaders exclusion zone, all models in the nit must try to move back into contact with the exclusion zone as soon as possible.

f the unit leader should die, then the 2nd in command should be nominated to take over as normal. If this model hould die as well, then promote another (3rd) leader, but to continue operating as normal on the playing area, a

company loyalty test’ must be made for the unit at the start of each of your phases. Full rules for the ‘ OYALTY TEST CONDITIONS’ appear on page 23.

ehicle units with more than one vehicle must nominate a lead vehicle, all other vehicles in that unit must keep at east a part of their base within the leaders 6” exclusion zone if possible. If for any reason a vehicle model finds tself entirely outside of the lead vehicle’s exclusion zone, all models in the unit must try to move back into contact ith the exclusion zone as soon as possible.

f the lead vehicle is destroyed just nominate a new lead vehicle. Vehicles never make company loyalty tests.

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Straggler models Sometimes a model may find itself alone on the battlefield at the start of one of your phases, and unable to move to a friendly unit leader’s exclusion zone that phase. If this occurs then they become subject to the ‘Straggler Rule’. That model may only stay where it is currently located, or it may fall back steadily directly to the drop zone at full speed. It costs no SPs to move the model across the playing area during each of your phases (movement occurs in phase 1 and phase 2 only). The model may only shoot if it is ‘returning fire’. If any model in a similar unit type that is within its leader’s exclusion zone approaches within 4 inches of the ‘straggler’ model, the model becomes a fully functioning normal unit member again, and may be moved automatically into a position that puts it within the leaders exclusion zone, AND also in base contact with the unit member that appeared within 4 inches initially. (Or as close as possible to it). The unit the model joins may be a different one to its original unit.

Merging Units Together Two or more units may merge into one larger unit during one of your phases by moving all the models involved to within 4” of the model that is nominated as the leader of the new unit. This costs 1 SP to perform. The new, larger, unit is not created until the SP is spent. Infantry Embarking Onto a Vehicle For an infantry unit to embark upon a vehicle, the vehicle must have the designation ‘transport’ in its description. The vehicle should have in its description the ‘passenger capacity’ which does not include the vehicle crew. For the infantry to get on the vehicle, the vehicle must remain stationary for the entire phase the troops are embarking. The infantry must move onto the vehicle so this will cost 1 SP to perform. The infantry do not need to start in base to base with the vehicle, they may move in from some distance during the embarking move. As soon as the infantry models are in base contact with the vehicle they may then immediately embark. Infantry may start the game embarked upon a vehicle. A vehicle may not carry passengers if it is carrying salvage, or vice versa. Vehicle Crew Disembarking Vehicle crews or passengers can disembark by spending 1 SP. Place the models anywhere within 2” of the vehicle. The crew and/or passengers then become a new infantry unit – nominate a leader. If the crew and passengers disembark you may have the crew form a different unit than that formed by the passengers. This all still only costs 1SP to perform. The unmanned vehicle then ceases to be a unit for the purpose of calculating how many SP’s that player has to spend each turn. Vehicle crew with the ‘engineering’ skill will have to disembark if they wish to avoid a penalty when using that skill to repair a vehicle. Vehicle crew will become ‘stragglers’ if their vehicle is destroyed while they are outside of it. If there is more than one crewmember becomes a straggler treat them all as independent models. Movement Restriction From Terrain Infantry and vehicle movement may be restricted by dense or difficult terrain. This will result in a reduction in the movement allowed (in inches) for the respective models. Players should decide, before the game starts, which terrain features on the board constitute movement restrictions, and also , how much each feature actually restricts movement. E.g: Difficult Terrain (scrub, light woods, mud, steep hill): Infantry -1” per SP spent

Ground Vehicles -2” or -3” per SP spent Very Difficult Terrain (Marsh, very steep hill, dense wood): All movement halved.

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Shooting All weapons, whether they are carried by infantry or mounted on a vehicle have a damage dice roll. For instance, the Arclight Blaster will inflict 1D8 + 4 damage to a target when it hits. To determine if the weapon hits the target, the operator needs to make a weapon skill check on 2D6. (In this case a small arms weapon skill check, as that is the category in which the Arclight Blaster falls) If the result is equal to or lower than the operator’s skill level, and it is within the weapons range, then the attack is successful. Remember that skill in one weapon category (e.g.: small arms , heavy weapons or heavy artillery) is not transferable to another category – they are different skills. Each skill covering the variety of weapons in each category. Spending 1 Sp on a unit shooting means all models in that unit must shoot if they can. However they may choose different enemy models as targets, even if the targets are attached to different enemy units. Individual models in a unit may be picked out, and fired upon, as long as they are within line of sight, and within the weapon range. A model base (friend or foe) will block line of sight for firing. For infantry blocking line of sight, take the base size, for vehicles take the vehicle ‘footprint’ on the table.

Infantry models may only shoot one of their equipped weapons every time an SP is spent on their unit shooting. Vehicles may shoot all of their weapons.

Visible Targets And Range To determine if a target is visible or not, get down at eye level on the table and see if there is a significant portion of the model visible. A rule of thumb is that at least one third of the model base must be showing to be targeted, regardless of whether it is infantry or a vehicle. For flying vehicles, one third of the model itself should be visible as the base itself is often hidden at ground level on the tabletop. This rule will be subject to varying interpretation at times, so common sense, as well as fair play and fun should rule the hearts of both players involved when determining visibility. If a target is out of weapon range, it is not visible.

To hit a target at short range, roll the skill dice normally to determine a hit. If the target distance is long range, then reduce the skill level by –2 on the 2D6 skill dice roll when determining a hit. Also, if shooting at a target in short range, and your model base has a higher elevation on the playing area than the highest point of the target model by more than 3”, (e.g.: due to standing on a hill, or on a wall) you may add +1 to the shooter’s weapon skill.

Vehicles have ‘firing arcs’ which may restrict what can be fired upon by the weaponry mounted on the vehicle. This is detailed below in the ‘vehicles shooting’ section. An infantry model has a 360o firing arc. Infantry Screen Rule A model based on the ground (not flying vehicles) cannot shoot at a target through two intervening models (either friend or foe) if the intervening model’s bases are less than 1” apart. Also remember that you need to see at least one third of the targets base to be able to target that model. In this way, your infantry models can form an ‘infantry screen’ that may be used to protect units, including vehicles, that are directly behind them, as seen from a shooting model. Shooting At Infantry If a shooting attack is successful and the target is an infantry model, then follow this procedure to determine if the target model is removed from play:

1. Roll the weapon damage dice as stated for that weapon. 2. Add the target’s resilience score and the target’s armor score together, also add any modifiers that may

apply. This will give us the target’s defense score. 3. If the weapon damage exceeds the target’s total score of resilience, armor and modifiers,(i.e.: the target’s

defense score) then the target has been seriously hurt or killed, and is removed from play. 4. If the weapon damage equals the targets total score of resilience, armor and modifiers,(i.e.: the target’s

defense score) then the target has been wounded, but may still play a part in the battle if there is

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somebody friendly on the field with the ‘battlefield medic’ skill (or the ‘technician’ skill if the victim is a MEKK). Lay the injured figurine on its side until it has been attended to by the medic/ technician.

Humanoid creatures generally have a resilience score of 3. Light armour has a value of 3. Medium armour has a value of 5. Heavy armour, or battle armour may have a value of 7 or more. The target’s total defence score may also be modified by the following types of cover:

1. Light cover (hedges, fences, foliage) = +1 or +2 modifier 2. Heavy cover (barrels, buildings, walls, rocks) = +3 modifier Note: It is worth using building corners as cover, even though they are vertical, they can still provide heavy cover for an infantry model. Cover bonuses are not cumulative.

Other defence score modifiers may count, such as a BIO having ‘biomechanical implants’ (which give a bonus to resilience).

If the target is removed from play in this fashion, they may not necessarily be dead. After the game, the company boss can roll a recovery/repair roll to see if his recruit recovers. On a roll of 1 – 4 on 1D6 (for BIOS), the target recovers and may be used in the next game. On a 5 – 6, he’s dead. If the target is a MEKK, this recovery/repair roll may only be successful on a 1 or 2 on 1D6. This is because although tough and resilient, MEKKs once knocked out of action will have suffered very heavy damage and probably rendered useless. They do not have the bio’s ability to self heal. See more on the ‘Recovery/Repair Rolls For Infantry Casualties’ in Chapter 3 - Game Missions. A unit may shoot at an enemy unit that is engaged in melee with a third, friendly unit, but a loyalty test must be made by the shooting unit in order to do so. Bear in mind that if you shoot at enemy models that are engaged base to base with your own troops, you may hit your own troops and even suffer a drop in company loyalty as a result. Enemy infantry that are shot at while already engaged in hand to hand combat may NOT invoke the ‘returning fire’ rule (see below). If you DO shoot at enemy models that are engaged base to base with your own troops, then for every successful hit, roll a 1D6 – if the result is a 1 or 2 then you have hit your own crew member, and must then roll the damage dice and resulting effects as if the fire had been made by an enemy. Otherwise the aim is true. The ‘Returning Fire’ Rule

Wounded/damaged Infantry models and the ‘Coup de Grace’ Any enemy infantry models that come into base to base contact with your wounded/damaged infantry models may deliver a ‘coup de grace’. Provided you have no ‘healthy’ infantry models within 3” to protect your fallen comrade. For more about wounded models and medics, please refer to the ‘medic’ skill in the ‘crew skills’ section later. Wounded models may be shot at only on the phase they become ‘wounded’. Wounded models do not count as infantry screen.

When a unit is fired upon by another unit, a gun battle may ensue. Any infantry models in a unit, not engaged base to base in melee, may return fire immediately after any members of their unit are fired upon by another unit. At no SP cost. A vehicle unit may return fire immediately after being fired upon by another unit, provided that the unit being shot at is also within the vehicles ‘firing arc’. However, vehicle mounted ’heavy artillery’ class weapons may not ‘return fire’ they are too cumbersome to engage in fire-fights. Before a unit can return fire, casualties must be determined for the initial shooting by the antagonistic (first) unit. Only then, if there is anybody left alive, may the targeted unit return fire. Therefore a unit may get to shoot at the enemy during the enemy’s phase. When returning fire you can shoot at any model in the enemy unit that is visible. Lastly, if your unit is returning fire on an enemy unit that is partially engaged in melee with some of your own recruits, then your unit must make a loyalty test to do so. However, they may return fire automatically (without a loyalty test) on any models in that enemy unit that are further than 3” from any of your own infantry models.

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Vehicles Shooting Weapons mounted on vehicles have a ‘firing arc’ measured in degrees – usually either 90o or 180o. A weapon firing arc is based on the side of the vehicle associated with the weapon. For instance, a pivot mounted machine gun on a ‘salvage dog’ truck might have the designation : Machine gun (front 180 o)

Which would mean that it can fire at any target within a 180o arc of the front of the vehicle. Another example would be machine gun (left flank 90o), which would mean that it could fire at any target in a 90o arc on the vehicles left flank. The following diagram illustrates the different weapons firing arcs for vehicle mounted weaponry.

Vehicle crew must only use the weapons

equipped with the vehicle, while they are aboard the vehicle. E.g.: You cannot equip a ‘salvage dog’ cargo truck crewmember with a heavy weapon, and have that model use it whilst being a ‘gunner’ on the salvage dog. (See the ‘Equipment – Special Descriptions’ section later for more on the ‘salvage dog’.) Vehicles can shoot over the heads of friendly infantry models that have bases wholly or partially within 3” of the vehicle. Shooting At Vehicles A vehicle is a unit. Troops inside a vehicle cannot be shot at (though they may take damage as a result of the vehicle itself taking damage – see the internal damage table later). A vehicle cannot be shot at through a screening infantry unit as long as the models in the screening infantry unit are 1 inch apart or less, otherwise two models further than 1 inch apart represent a gap which does not

screen the vehicle. Flying vehicles may ignore this rule when shooting at enemy vehicles as they have the ability to target from the air, which ignores this land based infantry screen. Flying vehicles cannot be screened in this way. When shooting at a ground based vehicle you must determine which side of it presents the largest target. This is the side of the vehicle that must be shot at. If there is any doubt, roll a dice to settle the issue. When shooting at a flying vehicle you must determine which side of the vehicle is being shot at. You should do this by marking the base of a flying vehicle model with the eight points of the compass, as described in ‘flying vehicle movement’ above. The eight points on the base will help determine which side of the flying vehicle presents itself to the attacker as per the ‘front’, ‘sides’ and ‘rear’ delineations appearing in the diagram on page 10.

Just as infantry are hurt by dice rolls that either equal or exceed the model’s resilience score using the damage dice, vehicles are damaged by a dice roll that exceeds their armor value. All vehicles have an armor value for the front, rear, either side (flanks) and top. The top armor is only a viable target to flying vehicles that are in line of sight and within 12 inches; or infantry within 12 inches that are positioned in a building (or equivalent) which raises them at least 3 inches above the top of the vehicle model chassis (not including aerials and other paraphernalia that are attached.) For every point that the damage dice roll exceeds the vehicle armor value, a roll on the vehicular damage table is made. For example, a vehicle with 8 armor value on its left flank is hit by a Tachyon rifle, which does 11

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points of damage. This means 3 dice rolls are made on the vehicular damage table (11-8=3). Each dice roll on the vehicular damage table is made by rolling 1D6. Furthermore, all vehicles in the game fall under one of two categories: either civilian class or military class. The only difference this makes is that civilian class vehicles can have their armor score permanently reduced by enemy fire as the makeshift armor that is bolted and welded onto these vehicles is shot off and blown apart. This is represented by results 1 to 3 on the vehicular damage table (shown below). Military class vehicles have much better armor, which is designed to withstand battlefield damage. Therefore, the first three results on the vehicular damage table are ignored if the vehicle falls under the military class in its description.

Additionally, each vehicle has a superstructure score that can also be reduced by enemy fire. When the superstructure score is reduced to 0, that vehicle will suffer a catastrophic failure, represented by a roll on the superstructure failure table (page 16). VEHICULAR DAMAGE TABLE

(Roll 1D6)

1. Lose 1 armor point permanently on the side of the vehicle taking fire (only applies to civilian class vehicles) 2. Lose 2 armor points permanently on the side of the vehicle taking fire (only applies to civilian class vehicles) 3. Lose 3 armor points permanently on the side of the vehicle taking fire (only applies to civilian class vehicles) 4. Lose 1 superstructure point permanently 5. Lose 2 superstructure points permanently 6. Internal damage! Roll on the INTERNAL DAMAGE table below

Two salvage groups shoot it out!

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INTERNAL DAMAGE TABLE

(Roll 1D6 – only results 1, 2, and 6 are cumulative) 1. Crew hurt – all vehicle crew suffer from a small explosion in the cab, or a dramatic drop/increase in

pressure. All vehicle crew make a RES test by rolling 1D6. Compare the result with each crew members’ resilience score. If the dice roll is higher than the crew RES, then that crew member dies. This will probably curtail one of the vehicle functions. Either movement or weaponry. Until another person can take over the role – this replacement must have the appropriate skills. The replacement may come from an infantry unit nearby. Resize the infantry unit - this reduction in unit size does not count for infantry unit casualties. If the vehicle is a ‘demolition ‘bot’ then just deduct 2 from the superstructure points instead.

2. Weapons system shut down permanently – roll randomly to determine which weapon on the vehicle is effected, if there is more than one weapon equipped on the vehicle. Ignore if no weapons present.

3. Immobilized – may be repaired by someone with ENGINEER skill (the driver may have this skill). Repairs may be attempted during the next phase, and each phase thereafter. The engineer must remain within 1 inch of the vehicle and may not engage in shooting or fighting while repairing the vehicle. The vehicle may still shoot, but may not move or turn facing. If the vehicle is a flying vehicle, it becomes very difficult to manage instead, and the pilot must make a ‘pilot’ skill check at the start of each turn to operate the vehicle normally. If the check is failed then the pilot loses control of the difficult vehicle and crash lands anywhere within 8” of its current position (but not on an enemy model). The pilot must make a RES test (see result 1). If the pilot survives then that model will escape the wreckage and have to make their way across the battlefield as per the ‘straggler’ rule.

4. Power core leak – movement permanently reduced by 25% (round up). Not cumulative with multiple power core leak results. ‘Throttle bonus’ also halved. Minimum movement score also reduced by 50%.

5. Severe power core leak – movement permanently reduced by 50%.(round up) Not cumulative with multiple power core leak results. ’Throttle’ bonus lost entirely. Minimum movement score also reduced by 50%.

6. Internal explosion – superstructure suffers 6 damage points and the crew AND any passengers are hurt (as result #1). This result is cumulative with other internal explosion results. If superstructure is reduced to zero, then roll once on the superstructure failure table below.

SUPERSTRUCTURE FAILURE TABLE

16

(Ro

1. KABOOM! – the vehicle explodes, the drirecovery/repair roll. All models within 3 inche

2. – 5. Vehicle smashed beyond repair – thisforevermore. If the driver makes a successfhe/she and any passengers may eject immsuffer severe wounds and are removed fromgame. If passengers and driver bail out in timinfantry unit.

6. Power core failure – a chain reaction buildsnext phase that occurs, regardless of which #1). Eject rule: If the driver/ pilot make anvehicle passengers and crew can eject fromof the vehicle. From that point on, they aredrivers may only be armed with ‘small arms’.At the start of the next phase a flying vehicpoint where it starts is the point where the pwhere it stops is the point where the explosipassengers are fried and cannot be brought

ll 1D6)

ver and crew/passengers are fried with no post-game s of the vehicle take 1D6 + 5 damage. vehicle will remain on the battlefield as wreckage ul ‘vehicle driving’, ‘dangerous driving’ or ‘pilot’ skill roll ediately (see below). If not, he/she and all passengers play but may still make a recovery/repair roll after the e, the driver may join the passengers to create a larger

deep within the vehicle’s power unit. At the start of the player’s turn it is, the vehicle goes KABOOM! (see result immediate “driver” or “pilot” skill test. If successful all the vehicle and land directly anywhere within 2 inches on their own and follow the ‘straggler’ rule. Pilots and le will move 10 inches in the direction it is facing. The ilot may have ejected the previous phase and the point on will occur. If the skill test is failed, the pilot/driver and back with a survival/repair roll after the game.

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Weaponry There are 3 different categories of weapon in the game:

1. small arms – this is a catch-all classification for a wide variety of firearms that might be carried by infantry. It might range from automatic rifles and pistols, shotguns, and small hand-held energy weapons. There are a few notable exceptions, the arclight blaster for instance, that also fall into the small arms category.

2. heavy weapons – this covers the heavier weaponry that might be carried by infantry and also sometimes mounted on vehicles. Examples include the mini-gun, the SPM (self-propelled missile), and infantry cannons. These weapons invariably have their own particular damage dice roll and also usually have other rules that apply, detailed in the separate descriptions for each weapon that appears below.

3. heavy artillery – these weapons are mostly found mounted on vehicles due to their extreme size. They also have individual damage dice and rules pertaining to each weapon, covered under the description for that weapon (see below). Most of these weapons have restrictions on the number of times they can fire per player phase/ turn due to the need to reset or recharge the powerful ammunition for each shot. They are only found in the hands of infantry on very rare occasions.

Small Arms

Description Range Special rules/notes

General small arms 1D8+2 1 12”short

24” long

Covers ordinary small arms, such as rifles, pistols, shotguns and small energy weapons not covered elsewhere in the rules. At least 50% of all infantry models must be equipped with ‘general small arms’ due to the scarcity of all other weapons.

Arclight blaster 1D8+4 1 13” Short

26” Long See ‘Difficult to Obtain Rule’ rule, page 19.

Flechette rifle 1D8+2 2 15” Short 30” Long

See ‘Difficult to Obtain Rule’ rule, page 19.

Avenger 19 (close assault rifle)

1D8+3

1

12” Short 18” Long

Standard FDF military sidearm. Very high rate of fire.

Grenade

Frag - 1D8+2 EMP - special

1

8” (1” radius)

Uses ‘throw grenade’ skill to hit accurately. Roll double 6 on skill check and drop the grenade at your feet. BOOM! May be equipped along with another weapon. Effects all models with base partially or wholly within 1” blast radius of strike point. May be ‘lobbed’ over obstacles less than 3” high and 2” deep at non-visible targets. Apply a –2 modifier to thrower’s ‘grenade’ skill level if target is not visible. EMP grenade – Effects MEKK only. Roll 1D8 and compare against MEKK ‘resilience’ score. If the result is higher then the MEKK has been ‘shut down’. Treat as ‘wounded/damaged’. May be used on civilian class vehicles also – if hit, roll 1D6. A result of 1 means the vehicle has been immobilized (as result 3 on the ‘internal damage table’).

Sniper Rifle 2D6 or 4D6 1 24” short 48” long

Special – see description in the ‘Equipment For Your Salvage Company’ section later.

Damage Dice

Number of hits

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Description Range Special rules

Mini-gun 1D8+2

22 mm light infantry cannon

2D8

75 mm pump-action infantry cannon

3D6

HEPAC: high-energy particle accelerator cannon

1D10+4

Self-Propelled Missile

varies

Cluster Bomb

1D8+3 2” radius

Heavy Artillery: May O

Description Damage Dice

NOVA bombard 2D8

Anti-matter cascade howitzer

1-3D6+3

Tachyon rifle 3D8+2

Note- Blast radius: Weawithin the radius of effect.spot of open ground or scotherwise stated.

Number of hits

Damage Dice

Heavy Weapons

1D6+1 16” Short 32” Long

Strafe – pick a target and divide the number of hits as evenly as possible amongst the target and every figure visible within 3 inches. May be mounted on vehicles. May be carried by any infantry.

1 18” Short 34” Long

May be carried by any infantry. Needs no physical augmentation to use.

1 14” Short 26” Long

May only be carried by war droids, or infantry if they are using physical augmentation in the form of a powered battle suit.

1 18” Short 32” Long

May only be carried by war droids, or infantry if they are using physical augmentation in the form of a powered battle suit..

1 16” short 32” long

‘Gnasher’ missile –high explosive 2D6 damage to all models with base partially or wholly within 1” blast radius of strike point. ‘Bonesaw’ missile – Armour piercing 2D8+1 damage. ‘Shocker’ missile – EMP delivery system. Effects MEKK crew within 1” blast radius of strike point. Roll 1D8 and compare against the MEKKs resilience. If the result is higher, then the MEKK has been shut down. Count it as ‘wounded’. May be used on civilian class vehicles also – if hit, roll 1D6. A result of 1 means the vehicle has been immobilized (as result 3 on the ‘internal damage table’).

1 15” Short 24” Long

Choose a visible target within range – this may be a spot of open ground or scenery. Blast radius: All models within 2 inches of the target are damaged. May be used by any infantry or mounted on vehicle.

nly Be Mounted On Vehicles

Range Special rules Number of hits

1 shot per phase

20” Short 36” Long

Blast radius: Choose any target within range, target need not be visible – this may be a spot of open ground or scenery. Roll to hit. All models wholly or partially within 1 inch of the target are damaged. Roll damage individually for each model affected. May not be used in the ‘Fog of War’ phase due to its slow rate of fire.

1 shot per phase

12” Short 24” Long 48” Extreme

Blast radius: 3D6+3 at short range to all within (or partially within) 2” 2D6+3 at long range to all within (or partially within) 2” 1D6+3 at extreme range to all within (or partially within) 2” Extreme range is minus 3 to weapon skill when shooting.

1 shot per phase

20” Short 33” Long

May not be used in the ‘Fog of War’ phase due to its slow rate of fire.

pons that have a blast radius effect models even with only a small part of their base Roll separate damage dice for each model caught by the blast. Where the target is a enery, place a marker there while working out damage. Target must be visible unless

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Self Propelled Missiles: A missile launcher can only be fired once per phase as it has to be reloaded for each shot (it costs no SP’s to load). If the user fails the skill check then the missile is wasted as it fails to ‘lock on’ the target. Vehicle mounted weaponry can shoot over the heads of friendly infantry with base wholly or partially within 3 inches of the vehicle model. Number of hits – refers to the number of times a target will be struck by a bullet/ missile from that weapon whenever a single successful shot is scored on the target by the shooter of the weapon. For example – one hit from a flechette rifle will hit the target twice. Each hit doing 1D8+2 damage independently. Equipping Infantry With Weapons Although it would be lovely to be able to arm your salvage company to the teeth, there are rules regarding the amount of weapons allowed for the company based on how many crew members are in that company. Difficult to Obtain Rule Arclight blasters and flechette rifles come under the ‘difficult to obtain’ rule. This means that for every one arclight blaster or flechette rifle purchased for your salvage company as a whole, there must be at least 3 other crew members (including vehicle crew) with weapons present in your company that are not equipped with a flechette rifle or arclight blaster. Very Difficult To Obtain Rule All heavy weapons follow the ‘very difficult to obtain’ rule. This means that , for every one heavy weapon you purchase for your company as a whole, there must be at least 4 other crew members (including vehicle crew) with weapons present in your company that are not equipped with a heavy weapon. Example 1) If you have two infantry models in your company armed with heavy weapons, you must have at least 8 other infantry models in your company that are not equipped with heavy weapons. Example 2) In order to get 1 arclight blaster and 1 flechette rifle in your salvage company, You would need a minimum of 8 models. 6 armed with small arms and the 2 models that are to be equipped with the arclight blaster and flechette rifle. Weapons mounted on vehicles are not included in this rule. It is up to you where you place these weapons within the different infantry units comprising your force. You may place them all within one unit if you wish, or spread them more evenly among your units – as long as the ‘difficult to obtain’ and ‘very difficult to obtain’ rules are adhered to. Hand-To-Hand Combat (Knuckle Time!) When opposing infantry units draw close to each other on the battlefield, things get very heated, and hand-to-hand (melee) combat may well result. This requires a distinct set of rules to deal with how units meet in melee combat, and which factors determine the outcome, i.e. who wins. Hand-to-hand combat is usually a short, violent, and decisive occurrence. Crew-members will typically use knives, iron bars, chains or any other basic hand weapon. This type of weapon delivers no bonus in melee. More powerful weapons exist that do give a bonus in melee combat. These weapons add a bonus to your ‘Combat Rating’ and are detailed in their individual descriptions in the ‘equipment section’ later. All infantry models exert a zone of control (ZOC) in a radius of 3 inches out from the model’s base, in a 360° arc. If one of your infantry models enters an enemy ZOC (i.e. part of your infantry model’s base is within 3 inches of one or more enemy infantry model’s bases, and no impassable obstacles lie between them), then your model must halt, and you must decide once your entire units’ movement is complete whether or not to enter into hand-to-hand combat with the enemy model(s). Entering into hand to hand costs no SPs. It is very likely that you will have several models from the same unit in this situation at this point (as many as possible even!). If you decide to enter your unit into combat, then you may immediately move your models that are within the enemies’ ZOC into

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base-to-base contact with the enemy model(s). This is a free move. Alternately, you may perform one of the following actions:

• shoot at the enemy unit that has some of its models within your ZOC - which costs one SP and requires you succeed in a loyalty test if there are friendly models engaged in base to base melee with the target enemy unit’.

• your entire infantry unit may ‘voluntarily retreat’. (See the ‘The Retreating Infantry Rule’ in the Company Loyalty’ section later in this chapter.)

Engaging In Melee Once the decision has been made by one of the players to initiate a melee, move all the models owned by that player (and that are positioned within the enemy ZOC) up to base-to-base contact with the enemy models. He/she may choose individual opponents specifically, but you must spread the melee as evenly as possible amongst those models engaged, e.g. you can’t pile all your models up against only one enemy model if there are several enemy models to in range to choose from. The enemy models cannot move while this takes place. If only some of your models move forward into base to base melee with the enemy unit, this may leave some of your models outside of your unit leaders’ ‘exclusion zone’. This is OK, but the situation must be corrected as soon as the melee is over. They cannot move away but they can shoot into the melee if they wish (for 1 SP). For details of how to correct this see the ‘The ‘Exclusion Zone’ Rule and Melee Combat’ section later in this chapter. Playing Out A Melee Once the models are positioned base-to-base for fighting they cannot take any further action other than melee or retreating. The first melee phase occurs at the end of that player turn, after phase 2 finishes and at the end of every subsequent ‘phase 2’ until the melee is resolved and the survivors disengage. Melee is worked out on an individual model basis. Both players nominate a part of the melee to work out (i.e. a group of base-to-base figures) and then move on after that bit is worked out to another part of the melee. It is therefore advisable to set up the models engaged in a melee with this in mind to make it easier to calculate the results. Models cannot shoot while engaged base to base in melee.

Combat Roll Models that are engaged base-to-base in a chosen part of a melee all fight at the same time by adding their hand-to-hand combat skill score along with their defence score to obtain their combat rating and then adding 1D6 to the total. The result is the COMBAT ROLL, which is then compared to the opponents combat roll. Also, various other modifiers may be applied to the combat rating depending on

equipment and other skills.

The diagram to the left illustrates how a melee might be arranged in little, easily handled bunches. Parts A, B and C. Note that the models are spread out as evenly as possible amongst the available opponents.

Condition Combat rating modifier

1. If model is attacked while defending heavy/light passable cover such as a low wall, barrels, +3 barricade, low wire fence or hedge.

2. Model has powerful melee weapon* +? *A powerful melee weapon will add a nice bonus to the combat rating, depending on its type.

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Each model only rolls once per melee phase – so a models’ single combat roll may be used against a number of opponents in the same melee phase, provided they are all in base to base contact. The winner of the melee is the one with the highest combat roll. If the loser’s score was beaten by only 3 points or less (e.g.: 18 beating 15), the loser is only wounded/ damaged – lay the figure on its side; hopefully a battlefield medic or technician will arrive to help the model. If the loser’s score was beaten by 4 or more points, he has been severely incapacitated or killed and is removed from the game. A model may be engaged in base to base melee with multiple opponents. He/she may try to kill all of them in the same melee phase – but, for every subsequent opponent after the first the model must deduct –2 from his/her combat rating. This is cumulative – so against the third opponent deduct –4, against the fourth –6 etc. First, second, third etc. opponents are chosen by the player who controls the outnumbered model. Remember that each model only rolls ONE combat roll per melee phase. The same result applies to all the opponents that model is facing base to base in that melee phase. Bravery Tests At the end of the melee phase, after all combat rolls have been made and casualties worked out, both units must make a bravery test by rolling 1D6 and adding their loyalty score to the result. Both units then add the following modifiers to this result to try and beat their opponent’s combined score: Bravery Condition Modifier

1. Outnumbered by the enemy -2 Count all of your infantry models in base to base contact during a single melee when working out the ‘outnumbered’ modifier. Even if your models belong to more than one unit.

2. Outnumbered by the enemy 2:1 or more -4 3. Your entire unit has battle armor +2 4. Each casualty caused this phase in the melee +1 5. Each casualty received this phase in the melee -1

The final scores are compared. If the loser loses by 3 points or more, then the unit will retreat immediately, directly towards their drop zone for twice their normal movement score (for medium infantry, this would be 10 inches as their movement score is 5 inches per phase). This ‘retreat’ maneuver does not cost SPs to perform. It is covered in more detail in the ‘Company Loyalty’ section. If the loser loses by less than 3 points, the combat will continue into the next turns’ melee phase. If any of the units involved in the melee lose 33% or more of their number in one melee phase, they do not need to take a loyalty test. The bravery test at the end of each phase of melee takes precedent. Also, an infantry unit engaged in melee that takes 33% or more casualties in one phase due to enemy shooting must take a normal loyalty test. (Shooting casualties will not take place in the melee phase). On subsequent phases, if there are enemy infantry models within your ZOC at the start of your phase 1 or phase 2, then the models in your infantry unit must immediately either:

• join into base to base melee with the enemy if possible • shoot at the enemy unit that has some of its models within your ZOC - which costs one SP and requires

you succeed in a loyalty test if there are friendly models engaged in base to base melee with the target enemy unit

• your entire infantry unit may ‘voluntarily retreat’. (See the ‘The Retreating Infantry Rule’ in the Company Loyalty’ section on page 23.

Engaging in melee or retreating in this fashion costs no SPs. If you try to shoot into a melee but fail the loyalty test your models that are attempting to shoot will stand and do nothing for the rest of this phase. This will still cost you one SP. If you find yourself at the start of your phase 1 or phase 2 with some of your infantry models belonging to a unit involved in a melee that are suddenly without melee opponents (because they have killed them for example), but are also outside the enemy ZOC, you may move those models for free up to their normal movement value to enter into an enemy ZOC. At that point the normal rules for entering an enemy ZOC apply for these models OR you can spend 1 SP and make a successful loyalty test and have these models stand and shoot at the enemy unit that their unit is engaged in melee with. It is entirely legal to have some models in the same unit shooting in this

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fashion and some advancing into the enemy ZOC to fight in hand to hand melee . No other actions may be taken by these models unless the player opts to ‘voluntarily retreat’ the entire unit (see page 23 for more info). Enemy infantry models that you shoot at while already engaged in base to base melee combat may NOT invoke the ‘return fire’ rule. Though enemy models in the unit not in base to base melee may ‘return fire’. Bear in mind that if you shoot at enemy models that are engaged in melee base to base with your own troops, you may hit your own troops and even suffer a drop in company loyalty as a result. If you DO shoot at enemy models that are engaged base to base with your own troops, then for every shot fired, roll a 1D6. If the result is a 1 or 2 then you have hit your own crew member, and must then roll the damage dice and resulting effects as if the fire had been made by an enemy. Otherwise the aim is true. The ‘Exclusion Zone’ Rule and Melee Combat Movements during melee may leave some infantry unit members outside the leader’s exclusion zone at the end of a phase. This has no effect until the melee is over and one unit wins. The ‘unit exclusion’ rule applies to the winning unit where models outside the leader’s 4” exclusion zone at the end of a melee must be moved back to within 4” of the leader during that players next phase. This represents the unit regaining its composure after a sprawling melee. It costs 1 SP to perform as per normal movement, except it is compulsory. On the phase the unit regroups the unit may not shoot unless to ‘return fire’. If the losing unit retreats while there are members outside the leader’s exclusion zone as they start to retreat, then the models outside the exclusion zone will actually flee in a disorderly rout due to their lack of cohesion and terror. This means they are removed from the playing area for the rest of the game – in effect they are overwhelmed by the enemy as they are caught ‘out on a limb’ and cannot participate fully in the retreat maneuver that the rest of their unit will be engaged in at that time, remove them from play. Assaulting Vehicles Vehicles exert no ZOC so none of the above rules apply. To assault a vehicle (eg. to attack it with a hand weapon) just move an infantry model to within 2 inches of it. You then immediately have the choice to attack or not. To successfully hit, the model must roll its hand to hand combat skill roll (on 2D6) with a +2 bonus to skill level. Special hand to hand (melee) weapons always have a damage dice roll in their description that only applies when assaulting vehicles. To assault a vehicle effectively you need equipment that will allow you to damage one (e.g: cyber knuckles). Flying vehicles cannot be assaulted in this way. A vehicle driver, driving a ground based vehicle, may run over enemy infantry by moving the vehicle into base to base contact with the enemy model on his phase (if it isn’t already), and rolling equal to or under his/her ‘vehicle driving skill’ level on 2D6. If the roll succeeds, the driver impacts the enemy model which will suffer 2D6 damage, compare this against the infantry model’s defence score as per normal shooting damage. If the driver rolls a double number that is equal to or under their driving skill level then he/she gets the ‘Road Kill’ bonus. Add a further 1D6 to the damage roll. Ramming other vehicles – A ground based vehicle may be used to ram another ground based vehicle. When this happens both vehicles come to a halt and automatically take 2D6 damage on the vehicle side that is making contact. ‘Road kill’ does not apply. Also although a demolition ‘bot cannot ram another vehicle, if it is rammed itself then both models take 2D6 damage. Company Loyalty Every company commands a level of loyalty and respect from its members. A beloved and successful boss will be able to bring out the bravest and best in its employees when they are thrown into pressing circumstances. A disrespectful and thoughtless employer will find his crew difficult to control and reluctant to risk their lives in the face of the enemy. The ‘Company Loyalty’ score reflects the general feelings held by the employees towards you and your salvage company, as well as their morale. Your score will start off fairly average, but with your successes, failures and behaviour towards your crew as you play out numerous games and build a company history, your company loyalty will alter, for good or ill, depending on how well you treat your crew. It has to be said though, that sometimes, you will just have to cut your losses People will have to be left behind in the scramble to escape from a bad mission, and other times the dice will just not go your way. At these times your company loyalty may well take a dive. However there are numerous ways to improve your loyalty score besides conducting successful

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missions. For example, obtaining fame amongst the outer star systems by means of inviting media reporting crew to cover the exciting battles you engage in (this makes GREAT entertainment for the masses, who will love you for it). Paying your salvage crew large amounts of money may also increase their loyalty towards you, and thereby increasing their enthusiasm to collect more salvage, making you richer in the process. Several skills that are available specifically to your company boss may also affect loyalty, positively or negatively – this will be detailed in the individual skills listings that appear in the further rules section later.

Company loyalty score ranges between 3 and 17. Your new salvage company will start with an unmodified company loyalty score of 10.

Most often when a loyalty test is required during a battle, the troops making the test are being pushed to their psychological limits by the events unfolding around them. For instance, if they come under heavy enemy fire and lose more than 33% of their unit members in one phase. To make a company loyalty test, you must roll equal to or under your company loyalty score using 3D6. An 18 result is always a failure. However, when a unit engaged in melee combat needs to make a loyalty test, called a ‘Bravery Test’. The test is made differently – in this case, the player would roll 1D6 + COMPANY LOYALTY SCORE and add or subtract various modifiers from the result and then compare it with the opponent’s bravery test dice roll, being made at the same time, to see who wins the combat. Bravery tests are detailed more closely in the section previously on melee combat. (Page 21) Appearing below are the most common conditions under which a loyalty test would be made. Note: vehicles do not need to make loyalty/ bravery tests – only infantry units make loyalty/ bravery tests. LOYALTY TEST CONDITIONS

1) Losing 33% or more of a unit’s number in one phase resulting from enemy fire. Roll the dice as soon as the 33% casualties line is crossed. And instead of any bravery tests that may need to be rolled this turn as a result of losing melee combat. 2) When you wish to shoot at an enemy unit which is also engaged in a hand-to-hand melee containing other members of your own salvage crew. Failure means you have still spent the SP. 3) At the end of a phase of hand-to-hand combat, both sides must roll a special loyalty test, called a ‘bravery test’ to see which one wins and which one flees. 4) Company Boss dies on the field – all units make a loyalty test or retreat back to ‘drop zone’. (see below)

The Retreating Infantry Rule A failed loyalty test, or bravery test will result in that unit retreating rapidly for twice its normal movement score as directly as possible back to the drop zone for one phase. (See Chapter 3 - Game Missions for more on your ‘Drop Zone’.) Any models outside of the unit leaders 4” exclusion zone as the unit starts to retreat will flee in panic and play no further role in the game. Thereafter at the start of each of your phases that unit must make another compulsory loyalty test to try and regroup the unit or retreat again back toward the drop zone for a normal movement distance.

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A unit that is ‘retreating’ in this way cannot ‘return fire’ if fired upon by an enemy unit. Nor does the unit have to make any further loyalty tests if it suffers further casualties while retreating. In order to regroup the unit, you must wait until your next available phase (not the melee phase) and spend one SP on making a compulsory loyalty test to see if they regroup. If they do, they may stop retreating and behave as they would do normally on the phase after the unit successfully regroups. Once the retreating unit reaches, and is entirely within, the drop zone they will automatically rally, as if they had successfully made a loyalty test to do so. And may move and behave within the drop zone as they normally would in the larger playing area, as they wait hopefully for the boss to send the drop ship to pick them up (which would, incidentally, end the game and possibly leave some of your other units permanently abandoned elsewhere on the playing area). They will not leave the drop zone again unless a loyalty test is made to get them to leave it. (This loyalty test costs no SP’s as it is performed in conjunction with a normal move). So, in order to get the regrouped unit to leave the drop zone, you would have to spend one SP on moving it out of the drop zone (as normal), and make a loyalty test at the same time. This loyalty test only applies to units that have retreated back to the drop zone due to failed loyalty tests, it does not apply to other units that may be in the drop zone voluntarily, so you will need to keep track if there are a number of units in your drop zone.

Voluntary Retreat An infantry unit may voluntarily retreat at the start of any one of your phases, even if it is engaged in a melee with an enemy unit. In which case, just treat it as if the unit had fled due to casualties as described above. This costs no SPs.

Permanent Changes To A Company’s Loyalty Score The orders that a salvage crew receives and the actions of the company boss may well have a permanent affect on company loyalty, whether it be positive or negative. Below is a list of permanent alterations to the loyalty score that may commonly occur. Only apply these alterations after the game and not during. You should keep a record of them as they occur during the game so you will remember afterwards.

Permanent affect on loyalty 1. Deliberately shooting into hand-to-hand combat containing your salvage -1 crew members 2. Quitting the drop zone and finishing the game before all your crew members are gathered there (i.e. leaving people/ infantry behind in a mission, equipment doesn’t count) -1 3. Successful mission (you win!) +1 4. Unsuccessful mission (you lose) -1 5. Winning a revenge mission (i.e. you lost the last game played against this same enemy company and managed to win this one and gain revenge) +2 6. Bribery/ pay bonus – by paying ALL crewmembers a bonus of 400cr each. +1 This will not work if some crew do not get paid in this way.

Gathering Valuable Salvage On The Battlefield The game largely revolves around the fact that your company has to make a profit in order to secure its continued survival on the interstellar frontier. There are many ways to achieve this which are dealt with in the individual missions that are chosen before a game is played. You might find your company acting as mercenaries for a higher power or they may be hired for some clandestine task, but most often your company will find itself battling another company for the salvage rights of valuable artifacts in exotic environments on the fringes of known space.

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Different missions are detailed later in the rules and each mission description contains special rules that will be applicable in those situations. However in this section we will deal with the commonly employed rules concerning recovering salvage. In games where the object is to obtain valuable salvage, salvage counters are used to represent the areas on the board where the salvage is to be found. Alpha Forge Games (™) is planning to produce specially made salvage counters to represent this in the near future. But for the time being, you can have fun creating your own using various bits of scenery. Keep an eye out for kiddies toy vehicles at your local charity store. A rusty metal paint-job can turn those garish colors into some lovely ‘grunge-tech’ scenery! (Paint it black and dry-brush it silver, then add a little rusty red in parts and Hey-Presto! Old industrial equipment.) A salvage counter should be mounted on a base of any shape between 2 – 5 inches across, and can consist of just about any piece of scenery, equipment or artifact you can scrounge from your spare part box (or anywhere else). The basic idea is that it should represent a static artifact or a big pile of junk in which a valuable items sit buried, perhaps left behind at one of the many, now deserted, space colonies. Or maybe scattered across an area after a star freighter crashed. Maybe the left over remnants of a fierce battle or a previously undiscovered site containing alien relics, use your imagination to give the scenario an interesting background that fits in with the game! Your crew make a living scavenging such left over artifacts. It is up to your crew to recover them and get them back to your drop-zone, where you can airlift them out to sell them later for a profit. Additionally, the number of salvage counters, their individual values (in credits), and their positions on the board will vary. These are also outlined separately in each individual mission. Recovering Salvage From A Salvage Counter In order for the valuable items in a salvage counter to be recovered, you must have at least two infantry models or the appropriate equipment in base-to-base contact with the salvage counter for one entire phase, with the models doing nothing else but searching that salvage counter. However this does not guarantee that the salvage will be found immediately. The more crew or equipment you have in contact with the salvage counter the better your chances of finding the valuables. Your chance of acquiring the valuable salvage in this fashion is determined by a dice roll.

Each phase that you spend one Strategy Point (SP) on a unit recovering salvage allows you to roll the dice to recover salvage. The dice rolled is two six-sided dice. You must roll equal to or under a number determined by a combination of the following factors (some or all of which may be in play at the time):

o For each infantry model in base-to-base contact with the salvage counter: +1 to the number. For

instance, if you have 3 infantry models in base-to-base contact with the salvage counter, for one entire phase, and you spend one SP on that unit manhandling salvage, you need to roll a 3 or less on 2D6 in order to recover the valuables.

o If a demolition robot is in base-to-base contact with the salvage counter, and it is employing one or more “grubby maulers” : +3 for each grubby mauler.

o If the demolition robot has the upgrade ‘super charge’: +2. o If the leader of a unit in contact with the salvage counter successfully uses the skill ‘salvage hound’: +2. o Any of the crew searching are equipped with ‘salvage recovery gear’ +1 for each model.

Different units may combine scores on the same salvage counter to increase the chances of recovering the salvage. Example:- A player spends 1 SP on searching a salvage counter. A demolition robot (1st unit) employing one grubby mauler (+3) and 2 infantry models (+2) in a 2nd unit are working together on the salvage counter for one phase. They will need to roll 5 or under on 2D6 to discover the valuable salvage during that phase. In the next phase, more SP’s may be spent in the same manner, ad infinitum, until the valuables in that salvage counter are recovered.

‘Demobots’ armed with grubby maulers are useful in this role. Grubby maulers are only employed by demobots– they are basically huge and immensely powerful robotic hands designed for industrial labor. They are detailed more closely later on in the description on demobots.

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Loading The Recovered Salvage Onto A Vehicle Once the salvage has been recovered it may immediately be loaded onto a ‘cargo vehicle’, as long as that vehicle hasn’t moved during that phase. It takes a minimum of two infantry models, each within base to base contact with the salvage counter AND within 2” of the cargo vehicle, to load salvage onto the vehicle. It costs 1 SP to load recovered salvage from one salvage counter onto a cargo vehicle. The vehicle must remain stationary for the entire phase the salvage is loaded, so be careful where, and how you park it. The cargo vehicle may shoot its weaponry while it is being loaded.

Cargo vehicles are designated as such in their individual descriptions. Cargo vehicles have a limit on the amount of salvage they can accommodate – usually either one or two loads – one ‘load’ being the salvage recovered from one salvage counter. Demobots can load up their own salvage, if they are equipped with two ‘grubby maulers’.

Also, if salvage is recovered from a salvage counter but no cargo vehicle is within 2” , then the recovered salvage may be ‘held over’ until a friendly cargo vehicle arrives within 2”. Place a token on or near the salvage counter to represent the fact that it has been recovered, and make a note of its value. When the cargo vehicle arrives, the models nearby cannot load the salvage until the next phase as the vehicle must remain stationary for one entire phase while this takes place. So – for example – the vehicle would arrive on the player’s 1st phase, sit stationary for a 2nd phase while the salvage is loaded, and only in the player’s 3rd phase would it move away. If the vehicle moves again in the 2nd phase then the salvage is not loaded.

Transporting The Salvage To The Drop Zone The journey back to the drop zone can only start on the next phase after the salvage was loaded onto a cargo vehicle. This is an ordinary movement that will require SPs to be spent in order to be performed. Once the cargo vehicle reaches, and is entirely within, the drop zone the salvage may be unloaded immediately upon arrival, whereupon the cargo vehicle must stop and perform no other actions that phase. It costs no SP’s to unload.

We like to represent unloaded salvage in the drop zone with cargo crate scenery - this also allows units some cover if they should find themselves defending the drop zone.

If the cargo vehicle is intercepted by the enemy while carrying salvage, the salvage on board may only be captured by the enemy if the vehicle is destroyed – whereupon the vehicle becomes like another salvage counter and all the normal rules apply for recovering salvage from that model. Leave the model of the destroyed vehicle on the playing area to act as a salvage counter. The value of the counter is the same as the original cargo.

If there is no cargo transport available to carry the salvage back to the drop zone, then you may use infantry to slowly carry/ drag it across the playing area. You will need a minimum of 4 infantry models to move the recovered salvage from one salvage counter, but they will be severely encumbered and will only be able to move slowly. All models in the unit that are in base to base, or partially within 1” of the salvage counter as it was recovered may load up with salvage immediately. (No SP cost) Those models in the unit that were further away must spend that unit’s next movement action standing where they are as they are loaded up with salvage by their comrades, in order to count for the number of models involved. All the other models that were within 1” of the salvage counter may move during that action. The movement penalty depends on the number of infantry models you have working on moving the salvage.

Number of infantry models involved Movement penalty 4 to 5 - 3” 6 to 10 - 2” above 10 - 1”

Infantry involved in hauling salvage in this way may shoot their weapons, but cannot do so efficiently. They will suffer a –2 penalty on weapons skill rolls. If the unit receives casualties as it is hauling salvage and has its numbers reduced below 4 it must leave the salvage where it is. Place a marker on the board to represent it, it now belongs to neither player. Treat it as newly recovered salvage for purposes of loading onto a cargo transport. It may be picked up by an appropriately equipped unit belonging to either player provided there are no unwounded enemy infantry models within 3” of it.

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You may steal unloaded salvage from an enemy player’s drop zone in a similar way. If there are no enemy models in the drop zone, and you have infantry models there. Treat each pile of salvage as you would normally a ‘load’ of recovered salvage. Your infantry can haul it away, or they can load it onto a nearby cargo vehicle. If you get it back to your drop zone, add it to your pile!

CChhaapptteerr 22 –– MMaannaaggiinngg yyoouurr ccoommppaannyy Salvage Crew Your salvage company will largely consist of hard-bitten recruits that you have employed to gather salvage and perform other tasks that will help your company be successful. These recruits are experienced fighters and survivors who are often found in the seedier and more disreputable places around the fringes of known space. Each one of your crew members is an individual character with their own skills, weapons and armor. However, they will not join your cause for nothing and will expect you to pay them well for their services every time you send them on a mission. They will also expect you to buy the best equipment you can to help them achieve success for your salvage company. This will all come out of your pocket – your meager resources that you have acquired through years of adventuring on the Outer Rim. Spend it wisely and you will be successful, squander it at your peril! Crewmembers will fall into one of two general categories. Either BIOs – or biological life forms or androids with the ability to self repair/heal and learn from experience; and MEKKs which are robots, wardroids or any other semi-sentient mechanical that does not have the ability to self heal and learn from experience. The skills that a recruit possesses will define the role that they play within your company, whether it be a pilot, technician, or just plain old grunt. Skill levels will increase naturally from battlefield experience (this is detailed later) except for MEKK crew members, who require upgrades to be purchased. Not all of your crew members will be biological life forms (BIOs). Some of them may be wardroids or other semi-sentient programmed machines (known as MEKKs). MEKKs work in the same way as biological recruits, but have a different method of improving their skill set called UPGRADES that effect things like weapon skill, speed of movement across the board and other abilities. As with bio skills, they are ranked between 2 and 10, but any increase in upgrade level must be purchased in the form of combat software upgrades, which cost money and are not learned by battlefield experience, as is the case with BIOs. The full descriptive list of skills and upgrades (for both BIOs and MEKKs) and their related costs are detailed later in the ‘Further Rules’ section. Each crew member’s abilities are summed up by the following statistics:

1. Name 2. Skills – all crew member’s skills are rated between 2 and 10. In order to successfully employ a skill, the

crew member has to roll equal to or under their skill level on two six-sided dice (2D6). A roll of 11 or 12 is always a failure.

3. Weapon skill – works exactly the same as all other skills and can be in a variety of weapons categories, such as small arms weapons and heavy weapons. Weapons skill with one category of weapon is not transferable to another category.

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4. Movement – This is the number of inches across the playing area that may be moved by that model whenever it moves. It makes sense to group models with the same or similar movement rate together in units to make your force move more efficiently.

5. Armor – usually classed as either light (3), medium (5) or heavy (7). The armor score (in brackets) is added to the crew member’s resilience score (below) when they are taking damage from an attack.

6. Resilience – a measure of how well the recruit is able to withstand combat damage. For most humans, this value will be 3. When damage is sustained, the resilience score is added to the armor score (along with modifiers for cover etc. ) to obtain the Defence Score (DEF). This is then compared to the damage roll being suffered. The role of armor and resilience is more fully detailed later in the chapter on shooting.

(Adding armor, resilience and any appropriate modifiers together gives the Defence Score.) Each recruit in your company will be a different character based upon their skills, armor and weaponry, so it’s a good idea to paint your miniatures in easily recognizable color schemes that will help you to differentiate individual figures within each group. With this in mind, the highly detailed range of ‘Star Mogul: Ruins Of An Empire’™ miniatures by Alpha Forge Games™ are designed with separate, interchangeable heads, helmets and other body parts in order to enhance the individuality of figurines in your crew. See ‘Employing New Crew Members’ later on in Chapter 2 – Further Rules (page 29) for more info on your salvage crew. Setting Up And Equipping Your Salvage Company

The first thing you need to know is how, and on what, to spend your money in order to create a salvage crew to do the work that is going to make you very wealthy and enable you to retire in the manner in which you would like to become accustomed.

After investing the spoils of years of adventuring, into your new business, you will be the proud owner of a scavenger-class salvage starship, and a bank account with a grand total of 30,000 credits. From this meager beginning you must forge a new destiny for yourself and your company among the stars!

To find your crew you will need to visit every dark and seedy dive joint you’ve ever frequented in the outer rim in order to find a few spacers crazy or desperate enough to accept the wages you are offering. If you are hoping to employ any MEKK crew, you will have to visit the ‘metal muscle’ markets where a large array of ex-industrial/ military robots may be found for sale. These rusted, clapped out and often pitiful looking robots can be purchased and repaired. Once they are equipped with weaponry they can be sent into battle. When you first employ a new salvage crew member, you have the choice of whether they will be classed as either average, experienced or veteran. MEKK crew members are treated a little differently than BIO crewmembers as they have a different set of skills called ‘upgrades’. MEKK recruits cannot be used as unit leaders unless the entire unit is composed of MEKKs, as they do not have civil rights and are not recognized as citizens on the Outer Rim. No self-respecting citizen would allow a pile of nuts and bolts to order them around! When organizing your crew-members into infantry units you cannot create an infantry unit with less than 4 members. Vehicle units can have any number of vehicles in a unit.

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Employing New Crew Members When a BIO or MEKK crew member is first employed (this will take place in between games in readiness for your next game) they will have either 7 (average), 12 (experienced) or 16 (Veteran) skill/upgrade points to distribute as you see fit amongst the skills/ upgrades detailed in the lists below. Additionally, there are a few basic skills which are known a little by ALL crew members to start with, for instance ‘Hand to Hand combat’. The level of skill that all crew start with in these skills is entirely free, and is marked in brackets after the skill title as ‘Free Points’. The first point you

spend on a crew members new skill/ upgrade will raise that skill to 2 points initially (can roll on a skill check of 2D6).

When you wish to employ a new salvage crew member, you must spend the followinexperience level of the crew member you have decided to employ: Average (7 skill points) Experienced (12 skill points) VeBIO crew member 600 cr 900 cr 12MEKK crewmember 1000 cr 1400 cr 18 Skill/ Upgrade Points Available After Recruitment

1. average – skill/ upgrade points: 7 2. experienced – skill/ upgrade points: 12 3. veteran – skill/ upgrade points: 16

Once you have spent the money on your crew members, you can then assign their pointsthe skills/ upgrades in the skill/ upgrades lists appearing below. After skill / upgrade points have been assigned, money must now be spent on equippinweaponry and armour according to the costs in credits listed along side each entry in the eqappears below, after the ‘skills and upgrades lists’. Bio crew, and MEKK crew have differenso they have different lists. All these expenses are added together to build an effective salvage crew that you will tagainst your opponents. Just make sure that you leave yourself enough money to coexpenses for your first game – and maybe even enough for a rainy day – in case you exDeployment expenses are covered in the section on ‘game missions’. They represent equipment maintenance costs. Statistics And Equipment Of New Recruits

When first recruited, all humanoid bio crew usually have the following stats: Resilience: 3 Armour: 3 (light) Movement: 5” Weapon: General small arms. (Shotgun, pistol or similar) When first recruited, all MEKK crew usually have the following stats: Resilience: 5 Armour: 4 (they nearly always come from their last job with metal chassis armMovement: 5” Weapon: General small arms. (Shotgun, pistol or similar)

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Other races and beings may have different scores when first recruited, or even different skill options. These will be detailed in further rules expansions – for instance, the alien race known as the ‘Hydrissians’, whose culture grants them a different set of statistics and skills, as well as other interesting quirks. Skills And Upgrades When you decide to invest money in hiring new crew members, you have the opportunity to give them skills and abilities that are relevant to the way you run your salvage company. This also applies to MEKK crew members who have upgrades instead of skills to represent their different talents and abilities on the battlefield. SKILLS are specific to BIO crew, and UPGRADES are specific to MEKK crew, the two types are not interchangeable. The full, current, list of skills and upgrades and their relevant descriptions appears below. New skills will be added in later rules expansions, or may be added by yourself. If you add your own skill types, check with your opponents before a game to see if they are OK about you using your new skill type.

All skills and upgrades are rated between 2 and 10. A skill test, to employ that skill in the relevant situation, requires that you roll equal to or under the skill score on 2D6. A result of 11 or 12 is always a failure, a double 1 is always a success. Skills are only employed on YOUR turn, unless you are lucky enough to get some free SP’s on the opponents FOW phase.

After each game, a Bio crewmember may learn from his/her experiences. You may add 1 skill point to any skill (from the skill list) you like for that crew member after the game. MEKK crewmembers can only increase the level of their upgrades by purchasing new software. You may invest 1 point on a MEKK upgrade, from the ‘upgrade list’ for the cost of 300 credits. Any crew member may start an entirely new skill/ upgrade between games by investing a point into it. A new skill/ upgrade will always start at 2 points instead of 1, as 2 is the lowest number you can roll on a 2D6 skill/ upgrade check. BIO Crew Skill List

1. Small arms – the crew member may employ any weapon falling under the small arms category. In order to shoot and successfully hit a target, 2D6 are rolled and if the score is equal to or under the crew member’s skill, the shot has hit the target.

2. Heavy weapons – the crew member may employ any weapon falling under the heavy weapons category. 3. Heavy artillery – the crew member may employ any weapon falling under the heavy artillery category.

Many of these weapons are mounted on vehicles, hence the crew member must also usually be in the vehicle to employ this skill. Drivers and pilots will find this skill useful.

4. Driving vehicles – this skill enables the crew member to drive any ground-based vehicle. No skill test is needed to see if they successfully drive – the skill is automatic. However the player may opt to roll a driver’s skill test once per phase, immediately before the vehicle is moved and benefit from a display of driving expertise which will astound onlookers and allow a bonus to the vehicle’s movement rate for that phase. This skill must be employed along with an ordinary movement. Each different vehicle type will allow a different movement bonus when this skill is employed. This bonus appears under the vehicle’s description as “throttle”. If the skill test is failed, there are no ill side effects, although if a double 6 is rolled then the engine pops a gasket, breaks the drive shaft or something, which will immobilize the vehicle. See the ‘immobilized’ result on the ‘INTERNAL DAMAGE TABLE’ on page 16. There may be other times during the game when a driving skill test is required, but these will be mentioned in the appropriate section.

5. Pilot – this skill enables a crew member to pilot any flying vehicle. There is no test required to do so. The ‘throttle’ rule mentioned above also applies in the same way to the pilot’s skill while in control of flying vehicles. There may be other times during the game when a pilot test is required, but these will be mentioned in the appropriate section.

6. Hand-to-hand combat (Free Points 3) – the level of this skill dictates how dangerous the crew member is when fighting hand-to-hand. This skill is used as described earlier in the section on hand-to-hand combat.

7. Medic – the crew member has the ability to act as a battlefield medic and tend the needs of the wounded. If this model reaches base to base contact with a wounded BIO model during your turn (phase1 or

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phase2 only, not the FOW phase) and also makes a successful skill test then the wounded BIO model recovers and may continue functioning as if it is no longer wounded. A medic need not spend an SP moving toward any infantry model that requires medical attention as long as the wounded model is within the medic’s unit leader’s exclusion zone. Otherwise the player will have to spend 1 SP so the medic can reach the injured model. The distance that can be traveled is restricted by the medics movement score. The medic may also use the skill upon him/her self. A wounded model recovered in this way (and possibly the accompanying medic too) only to find that it is outside of the unit leaders’ ‘exclusion zone’ will be treated as a ‘straggler’ model (See page 10). Models cannot shoot on the phase they are ‘patched up’ after being wounded.

8. Battle suit use – in order for a crew member to use a battle suit, they must have this skill at any skill level. Each type of battle suit will also have extra abilities that may be used by making a battle suit-use skill check. For instance, the HADES battle suit ‘stim-chem’ system enables the user to add +1 to their resilience score when suffering any kind of damage if the user can make a successful skill check. Other battle suit types are available and will be detailed in later additions to these basic rules.

9. EVA – this skill can only be used in conjunction with power armour use. It is required at any skill level for power armour troops to perform extra vehicular activity out in space while wearing their power armour, usually during spaceship boarding actions which occur in specific missions.

10. Hard-as-nails – having this skill means that the model is extremely tough and difficult to kill. A successful hard-as-nails roll will add +1 to resilience when that model is taking any kind of damage. Additionally if a double number is rolled on the 2D6 skill check, the model may add +2 instead. This double number must still be equal to or less than the model’s hard-as-nails skill level. The skill test may be made during melee combat too, to add the same bonuses to the models ‘combat roll instead.

11. Technician – this skill works in exactly the same way as the medic skill, but it is only useable on wardroids or androids. It is not useable on BIOs that are not described as androids.

12. Engineer – a model with this skill has the ability to repair vehicles if they are immobilized or repair vehicle weaponry if the ‘weaponry shut down’ result occurs on the ‘internal vehicle damage table’. The model must remain in contact with the vehicle throughout one entire phase on that player’s turn in order to roll the dice and see if the repairs can be made. The skill check cannot be made during the FOW phase or the melee phase, nor can it be made on the phase the damage occurred. To make effective repairs the engineer must roll equal to or under his skill roll. The driver of the vehicle may have engineering skill, and may employ it on his vehicle without disembarking from it, helped by damage control systems, but will suffer a –3 modifier to his/ her skill level. If the damage is not too bad, then the driver may be able to overcome the problem by (for example) thrashing the engine for the rest of the game, ‘working’ the clutch mechanism or maneuvering carefully in order to avoid exacerbating the problem further. Flying vehicles that have become ‘difficult to manage’ due to an ‘immobilized vehicle result’ may be fixed in the same way by the pilot, but the –3 penalty still applies. Obviously the pilot cannot disembark from a flying vehicle!

13. Salvage Hound – Given to an infantry unit leader only. They have an uncanny sense for knowing where on a battlefield valuable salvage might be found. If this model is searching for salvage, and can make a ‘salvage hound’ skill check add 2 to the number required for the salvage recovery dice roll.

14. Military Discipline – Given to an infantry unit leader – he/she has served in the colonial defence forces and may pass some of that training onto the other members of their unit. Deduct –3 from loyalty check dice rolls (or add +3 to bravery test dice rolls) for that unit only, if the leader can make a Military Discipline test first.

15. Grenade throwing (Free points 4) – enables the model to throw grenades accurately. It works just like shooting a gun. If the skill check is passed, the grenade lands where the thrower intends. If not, then ignore the grenade entirely. However – if the model rolls a double 6, he/she drops the grenade at their feet, which promptly explodes, delivering damage to the model and those around according to the grenade type.

16. Nimble – Given to any infantry model - if hit by a missile or bullet, roll the skill check, and if a double number comes up (that is below or equal to the models skill level) then that model has ‘dodged the bullet’ so to speak. It may also be used in melee combat to dodge a wounding or incapacitation if the model loses a round of melee. Cannot be used if the model wears heavy armour (e.g.: a battle suit).

17. Sniper – Required to use the sniper rifle. Use like a normal weapons skill. If a double number is rolled that is equal to or under your skill score then the damage is 4D6 instead of 2D6. (See equipment section for further details).

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MEKK Crew Upgrades List Upgrades with (d) next to them are the only upgrades available to demolition ‘bots.

1. Small arms – the crew member may employ any weapon falling under the small arms category. In order to shoot and successfully hit a target, 2D6 are rolled and if the score

is equal to or under the crew member’s skill, the shot has hit the target. 2. Heavy weapons (d) – the crew member may employ any weapon falling under the heavy weapons

category. 3. Heavy artillery (d) – the crew member may employ any weapon falling under the heavy artillery

category. Many of these weapons are mounted on vehicles, hence the crew member must also usually be in the vehicle to employ this skill. Drivers and pilots will find this skill useful.

4. Hand-to-hand combat (Free Points 3) – the level of this skill dictates how dangerous the crew member is when fighting hand-to-hand. This skill is used as described earlier in the section on hand-to-hand combat. 5. Medic – the crew member has the ability to act as a battlefield medic and tend the needs of the wounded. If this model remains in base to base contact with a wounded

BIO model for one entire phase and also makes a successful skill test then the wounded BIO model recovers and may continue functioning as if it is no longer

wounded. The skill cannot be used on the MEKK medic using it. For further details, refer to the ‘medic’ entry in the BIO skills list above.

6. Technician – this skill works in exactly the same way as the medic skill, but it only works on wardroids and androids. It is not applicable to BIOs that are not described as androids. MEKKs cannot use this skill on themselves. Androids (which are classed as BIO’s and will be covered in a forthcoming rules-set expansion) can use the skill on themselves instead of the medic skill if they wish.

7. Engineer – The engineer upgrade works exactly the same way for MEKK crewmembers as the engineer skill does for bio crewmembers.

8. Super Charge (d) – May have one of two effects, - either add +2 to the salvage recovery roll for a demolition ‘bot ONLY, OR may add +3 inches to movement, cumulative with movement bonus from being equipped with ‘tracks’.

9. Damage Control nanobots (d) – This skill works as a ‘self heal’ for the user. The nanobot implant manages physical damage on the MEKK employing this upgrade. If the MEKK is ‘damaged’ in the battle, it may self repair on the next phase if it can roll the nanobot upgrade check on 2D6. This upgrade works in the same way as the ‘engineer’ skill for a demobot, or the ‘technician’ skill for any other MEKK.

10. Self preservation override(d) – Allows a second loyalty/bravery test for any MEKK that fails its initial loyalty/bravery test. Even if the model finds itself alone after the rest of its unit flees.(if this occurs treat the model(s) that succeeded the loyalty test as a separate unit from then on – nominate one of the models as the new unit leader).

The Company Boss and Company Shareholders Your company boss represents you. A determined and tough individual, versed in the harsh ways of survival on the Outer Rim, and veteran of many escapades and close scrapes. Having worked in the salvage industry long enough to learn the ropes and also having attracted a cadre of close and reliable friends over the years, it is now time for your boss to lend truth to the old adage known throughout the frontiers – ‘The salvage industry attracts old space dogs like a black hole’. Your company boss is not alone in running your salvage company. He/she may have up to two close comrades in arms, both ‘veterans’, that are also shareholders in the company. These two people are known as the ‘shareholders’ and they will fill the shoes of the company boss if he/she should die upon the field. If this should happen and any of the two shareholder ‘slots’ are left unfilled, then new shareholders may be drafted from the rank and file crew members of the company. Bosses and shareholders cost nothing to recruit and cost nothing to deploy on the field – their wages are considered to be written in to all other deployment costs and salvage counter values arising during the game and are thus ignored. The company boss and the shareholders may, or may not, be deployed on the field during a game, it is your choice. If they are deployed they must each act as either the leader for an infantry unit, or any crew member for any vehicle (provided they have the required skills to fill the role).

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If the boss is deployed on the field then your company will gain a company loyalty bonus of +1 for that game only. The boss and shareholders must lead any units they accompany.

MEKKs cannot be the company boss or shareholders as they are not currently recognized as true citizens of society on the Outer Rim and have no civil rights. Most of them do however appreciate the significance of earning an honest credit. They can often be seen throughout the Outer Rim paying for goods and services despite widespread discrimination against them. When your company is first formed your boss will have the same basic skills and equipment available as any other new recruit. However, your boss will start with 18 skill points to spend. These points may be spent on skills from the BIO skill list OR may be spent on the ‘Boss skill list’ which is only available exclusively to the company boss. Even other shareholders may not use these skills unless they are promoted to company boss by the unfortunate demise of the last boss. There can only be one company boss at any time. In all other respects the shareholders are just like normal crewmembers. A shareholder promoted to company boss does not get 18 skill points to spend, he/she must rely on the skills that they have garnered previously. The Boss skill list appears below, along with full descriptions. Boss skills do not require the boss to be present on the field unless the skill description indicates so. Boss Skill List 1) Salvage Appraisal - Roll this skill check before the game starts. Roll individually for each salvage counter

present on the field. Success enables you to look at the value of that individual salvage counter. 2) Bargaining - Roll this skill check at the end of the game for every salvage counter you manage to recover.

Enables you to increase its value by 10% due to your slick and tenacious bargaining powers. 3) Old army buddies – Create profiles for 5 human crew members. Each one with 14 skill points to spend and

each equipped with 1800 credits worth of equipment from the equipment list. You may add to this amount from your own funds if you wish when drawing up the list. Before a game you can make a skill check to see if one of your army buddies shows up to help you out and relive ‘the old days’. If you roll a double number that is equal to or below your skill level you can add another one of your army buddies to the ranks. If you roll a double 1, then they will all show up for a grand re-union! Your buddies may join infantry units, or lead them as you see fit. You may also use them as vehicle crew provided they have the required skills. Once all your army buddies are dead this skill will be defunct. It’s a good help though if you only have a small company. Army buddies cost nothing to deploy.

4) Reckless – Your boss may only be kept off the field for a game by rolling this skill check and failing. If the boss is present on the field then the normal bonus to company loyalty does not apply due to your crew’s fear of what suicidal enterprise the boss might be sending them on. However, the unit that the boss leads will gain a +4 bonus to loyalty due to his/her ability to spur nearby comrades on into dangerous situations.

5) Strike Force – Any unit that the boss is leading/ attached to may act as a ‘strike force’. Roll at the start of the opponents turn. Success means that once during your opponents’ turn, that unit may have 1 Sp spent on it. This may occur at any time during the opponents phase 1, phase 2 or in between actions taking place as a result of the fog of war table. (Though you have to give your opponent a chance to finish their current action).

6) Able Commander – You may subtract 1 from the ‘Fog of War’ table dice roll result on your turn if you can make this skill check immediately before the FOW roll is made. Your boss’ battlefield wisdom and experience helps to push things in your favor. Also – if you roll a double number, which is equal to or less than your boss’ skill you may subtract 2 points instead.

7) Military Service – Your boss has the benefit of years of military discipline after serving in the Frontier Union Defence Force, and has passed some of this training onto your crew. If any of your units fails a company loyalty test/ bravery test, then you can roll a skill check to see if you can add +2 to your loyalty score for that test. The new, modified, result now applies.

8) Fame – Your exploits make great entertainment for the masses back on earth and the rest of the home systems. If you roll your skill check at the start of a game you can attract a crew of media reporters to make a holo-program of your latest dangerous adventure. The boss must be used on the field for this game. At the end of every game involving media reporting you will gain +1 to your company loyalty score, as well as a 1D4x500 credit bonus from the media company for providing them with a great story.

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Vices Your company boss, being a grizzled veteran, may have picked up bad habits along the twisted and rocky path to success. The ‘vices’ skill list is like a ‘negative’ skill list. For every 1 skill point invested in a vice for your company boss you may add 1 skill point to another skill of your choice. (The first point spent on a vice will make that vice skill level 2. This is because this is the minimum number you can roll on 2D6 when making a skill check.) You may make this trade-off at any point in between games, but remember, vices do not go away, and they can cause trouble. Vices are usually a compulsory skill test before every game.

1) Drunkard – Your boss has a bad habit of committing ill advised errors of judgement due to his/her habit of imbibing large volumes of potent alcoholic beverages. Roll a skill check before every game. If successful you must roll a 1D6 and consult the table below to see what effect this has:

2) Womanizer/Man-eater – Before the start of each game make a skill check. If successful then the boss has succumbed to their womanizing/ man-eating tendencies and has attempted to seduce 1D3 crew members. The crew members may be any sex. Unfortunately for the boss the rather combustible series of relationships only serves to offend the crew members involved. At the start of each game, before the eyes of your opponent, remove 1D3 crew members of your choice permanently from your roster.

3) Manic depressive – Roll a skill check before the start of the game – if successful then the boss is far too depressed to make any sort of appearance, including using any other boss skills. The boss may take no part in this mission at all. Ho hum….

4) Wastrel – Your boss has a licentious and extravagant lifestyle away from the battlefield. This adds a level of secret admiration at times from the crew members, but this grand lifestyle has its consequences. Roll the skill check before every game. If successful then add +1 to company loyalty for that game only, but any financial rewards gained from that mission suffer a drop in value of 40% as the profits are wasted on gambling, whores and wildly extravagant gestures.

Placing a bounty on the head of a company boss Any company boss can elect to place a bounty on the head of another company boss. All you have to do is pay the bounty money immediately from your finances to the Frontier Union Law Enforcement Division who will then offer the sum for any bounty hunters to claim. The amount of the bounty is then marked upon the target boss’ company roster. The bounty may be increased by other company bosses. If that company boss dies at the hands of another company during a game, the boss of that company may claim the bounty.

Drunkard table – roll 1D6 1 – 2 – Reduce company loyalty score by 1 point for the entire game due to the offensive nature of recent behaviour in the eyes of your crew. 3 – Reduce the value of any salvage you acquire during this game by 5% due to the pathetic bargaining attempts of the boss. 4 – 5 – Too drunk to take a part in the mission. Though other boss skills that do not require a presence on the field may be used at a –3 modifier to the skill level. 6 – Temperance prevails! Maybe the boss is turning over a new leaf?! Until next time……..

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Equipment For Your Salvage Company

These costs are to be spent one time only for each model being recruited. A model may not normally be equipped with more than one weapon (including melee weapons) unless the extra weapon is either ‘grenades’ or ‘general small arms’. For example – you could equip a crew member with two ‘general small arms’ weapons (though the model could only fire one at a time!). Or you could equip a model with a wrecking ball and a ‘general small arms weapon’. You could also equip a model with a heavy weapon and grenades ( again, only one weapon could be used at a time.) Infantry equipment – (not available to MEKK crew unless the entry appears also in ‘wardroid equipment list’ below) HADES battle suit – armour value = 7, cost of 1200 credits Medium infantry armour – armour value = 5, cost of 300 credits Light infantry armour – armour value = 3, cost of no credits (free!) Salvage tools – cost of 200 cr Bio Mechanical upgrade - +1 to RES score - 600 cr. Once only. Infantry weapons – available to Bio and MEKK crew unless specifically stated.: Grenades, for one crew member - 350cr (one time only cost – per grenade variant). General small arms – free Avenger 19 assault rifle – 200cr Arclight blaster – 300 cr Flechette rifle - 300 cr Minigun – 800 cr 22mm Light infantry cannon – 850 cr 75mm pump action heavy infantry cannon – 1500 cr HEPAC cannon – 2200 cr Missile launcher (launches either ‘Gnasher’, ‘Bonesaw’ or ‘Shocker’ missiles) – 1100 cr Cluster bomb – 790 cr Demolition lance and protective shield – (Melee weapon) - 2500cr Wrecking ball – (Melee weapon) - 300cr Sniper rifle – 600 cr – availability ‘special’ see description below. Vehicle only weapons - NOVA bombard – 3500 cr Anti matter cascade howitzer – 4000 cr Tachyon Rifle – 5000 cr. Wardroid equipment: Tracks – adds +3 to wardroid movement. Vroom…! Cost – 500 credits Cyber knuckles – (Melee weapon) +2 to combat rating in melee, 1D10 damage to vehicles. Cost – 1000 credits Reinforced body – add +2 to armour value. Cost – 1,100 credits Twin small arms weapons – Enables the model to wield, and shoot at the same time, two ‘general small arms’ weapons. Cost includes 2nd weapon. – 400 credits. (Other weapons in the ‘small arms ‘category may not be equipped with this.) Salvage tools – cost of 200 cr per crew member equipped Vehicles and heavy equipment – (d) = demolition bot equipment: Salvage dog, ‘Arachnid’ gun platform and ‘Phoenix’ flying vehicle – see below in ‘Vehicles and Heavy Equipment’ for info. Demolition ‘bot (d)– see below for statistics, cost of 5,500 credits Demolition ‘bot Heavy weaponry (d)– 3,500 cr for Nova Bombard, 5000cr for Tachyon Rifle Extra armour upgrade for demolition ‘bot (d)– armour value = 10, cost of 1,000 credits

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Equipment – Special Descriptions Equipment can be swapped between crewmembers in between missions as long as the crew member receiving the equipment can use it. HADES battle suit – ‘Humanoid Augmentation Dangerous Environment Suit’. Power assisted and heavily armoured with reinforced plasteel. Has an armour value of 7. Used by human salvage crew to operate in very dangerous environments, and also as an EVA (extra vehicular activity) suit during ship to ship boarding actions in the vacuum of space. The HADES suit contains a ‘stim-chem’ system that can be employed by the suit user when experiencing personal harm. If the user can make a ‘Battle Suit’ skill check during any phase in the game, then the chemical stimulation system will boost the operators RES score by 1 point. This may be done only once per phase. It is often enough to help the suit user bear the brunt of massive damage inflicted and keep operating the suit during the vital moments that may save the users life. Medium armour – Usually a military issue BIFFA suit. ‘Body Integral Fire-Fight Armour’. Other types exist as well. Often worn by ex-military crew. Gives armour value of 5. Salvage Tools – A crew member may be equipped with salvage tools to make them more effective when extracting salvage from a salvage counter. Salvage tools can be anything like metal cutting torches, power chainsaws, steel grinders, bolt cutters, winches and ropes/chains or even just a crow bar. Salvage tools allow +1 to the ‘salvage recovery roll’ for each model in base to base contact with the salvage counter. A crew member equipped with salvage tools may only be armed with ‘general small arms’. Grenades – There are two types of grenades available to humans – Frag and EMP. Grenades are the only weapon that may be equipped alongside another weapon. The cost to equip a crewmember with grenades of a particular type is 350cr. This cost is paid once only, when the crewmember is first employed. (a crate of grenades goes a long way!). A crewmember may be equipped with more than one type of grenade, as long as the cost is paid to equip that model. The ‘grenade throwing’ skill is not available to MEKK crew, so they cannot be equipped with grenades. Bio-mechanical upgrade – Given to a Bio crewmember only. Replaces primary muscle groups with cybernetic matrix. Increases strength and physical resilience. Gives +1 to RES score – it is a permanent physical alteration so it cannot be swapped between crewmembers. Cannot be purchased more than once per model. Demolition Lance and protective shield – A long spear used by FDF elite units to bestow fearsome melee capability to a soldier wearing a battle suit. The lance tip is charged with searing plasma that explodes upon discharge. The combat shield is usually equipped with the lance to provide the soldier protection while advancing into melee contact. The demolition lance adds a +2 combat rating in melee. The combat shield also adds +1 to the model’s armour score (and hence another +1 to combat rating). This equipment can only be used by a crewmember wearing a battle suit or a MEKK crew member. The demolition lance will do 2D6 to vehicles. Wrecking ball – Yeah! A giant steel ball on the end for a chain! For wrecking stuff! Wielded with two hands and only useable by crew wearing a battle suit, or MEKK. Does 2D8 damage to vehicles and adds +2 to combat rating. Does not incur deployment/ maintenance costs as its just a big metal ball. (Well, maybe a can of metal polish and a rag or something if your crewmember likes that sort of thing!). Sniper Rifle – The sniper rifle. Standard issue with laser sighting. Though it is listed as ‘small arms’ in the weapons list, this weapon is in a class of its own. To use it a model must have the ‘sniper’ skill instead of ‘small arms’ skill. To hit the target, the user must roll their sniper skill check (with appropriate modifiers for range). If successful, then the rifle will do 2D6 damage. However, if a double number is rolled on the skill check that is equal to or under the users skill level then the rifle does 4D6 damage to the target. It is useless against vehicles. NOVA bombard – Nuclear Ordnance. Artillery incorporating a nuclear explosive device. Delivers shockwave and intense heat over a small area 1” diameter from impact point. Takes a while to load, so can only be used once per phase. Anti-Matter cascade Howitzer – Sets up a destructive antimatter particle wave. This reacts with positive matter (baryons) with destructive force. A much larger version has been developed for the growing FDF space fleet due to the fact it will eliminate force fields. Tachyon Rifle – Uses the same technology as the ‘Tachyon drive’ which most human starships currently use as propulsion devices. Tachyon particles are ‘faster than light’ particles. Directed in a beam, they can create instability in normal matter very quickly, causing explosive bursts. The tachyon rifle does not distinguish between different types of matter as it effects them. Flesh or plasteel are all effected the same. Also being developed by the FDF for use as starship weaponry. Cyber knuckles – Originally invented for the MEKK gladiators in the fighting pits of Geryon 4. The technology has become widespread wherever MEKKs are used in close combat. The FDF now has a heavier version

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equipped to its cohort of elite assault MEKKs. The X12 cult of androids also makes regular use of them. Powered to deliver a hydraulic trigger blow at the point of impact, as well as a high voltage/amperage jolt. Cyber knuckles may be equipped alongside one ‘general small arms’ weapon. A MEKK may also equip cyber knuckles with a heavy weapon as an extra weapon! Bios may not do this as they cannot replace limbs with weapons/ equipment.. Cyber knuckles add +2 to combat rating in melee combat (hand to hand) and also do 1D10 damage when assaulting vehicles. Vehicles And Heavy Equipment Available On The Outer Rim All equipment and vehicles may be ‘retro fitted’ – which means that if you purchase a weapon or upgrade, you do not have to use it in a game. If you do this then you must fall back on the basic ‘free’ weapons etc that the vehicle comes with when purchased without any upgrades. Equipment can be sold again in between games for half its original price. Vehicle deployment costs include the wages of any vehicle crew included. When you buy a vehicle you will also need to pay some crew to operate it. Vehicles and heavy equipment are always repaired fully in between games. Demolition ‘Bot Military class, cargo/ recovery vehicle. Cost: 5500credits. Armour values: Front, side, rear & top: 8 Superstructure: 7 Deployment cost: 400 cr (+150cr for each heavy artillery) Crew: none Movement: 6” Throttle: none Combat Rating: 14 (+2 for armour upgrade. +3 for each grubby mauler) Turning score: Unlimited, treat in same way as infantry. Demobots count as a ‘cargo vehicle’ only if they are equipped with two ‘grubby maulers’. Special notes: 1) Add +2 to all armour values if armour upgrade installed. (cost – 1000cr) 2) Grubby Maulers – the demo droid does not need the ‘hand to hand combat’ skill in order to fight in melee. It has a normal combat rating of 14. Add +2 if it is equipped with ‘extra armour’ and +3 for each ‘grubby mauler.’ Each grubby mauler counts as a weapon. If one of them suffers a ‘weapons shut down’ result on the internal damage table, then it cannot be used for recovering salvage anymore. 3) May mount heavy artillery – see below. 4) It cannot ‘ram’ another vehicle, it attacks in melee as per infantry instead. 5) Ignore any references to a ‘driver’ on the vehicle damage tables. Ignore result 1 on internal damage table. 6) Counts as 4 models in hand to hand combat. 7) Is classed as a MEKK, so benefits from MEKK recovery rolls. 8) Treat as a vehicle for EMP attacks. 9) Makes loyalty and bravery tests as a normal MEKK would do. The demobot is a gigantic robot that comes equipped with huge powerful hands, called grubby maulers, which are very useful for searching through salvage piles as detailed earlier in the section on ‘recovering salvage from a salvage counter’. If the grubby mauler is used as a weapon against vehicle armour, then it will deal 4D6 damage to whatever it strikes if both grubby maulers are equipped. If only one grubby mauler is equipped, then damage will be 3D6. Grubby maulers also add +3 to the combat rating for each grubby mauler when used against infantry in hand to hand combat. When two demobots meet in melee treat it as an infantry melee (use the two demobot combat ratings) rather than ‘damage against vehicles’. For every point the winning demobot beats the opponent’s combat rating score by, roll once on the ‘vehicle damage table’.

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When demobots are first purchased, their upgrades are treated in the same way as wardroids, ie 10 points to spend initially. There are, however, certain upgrades that a demolition bot cannot obtain due to its enormous size. For instance the ‘technician upgrade’ or ‘tracks’. The upgrades available to demobots are annotated with a small (d) in the upgrade description. Demobots may also replace one, or both grubby maulers with heavy artillery for the following costs. Nova Bombard – +3,500 credits per weapon. Tachyon Rifle – +5,000 credits per weapon. The ‘very difficult to obtain’ rule does not apply to these weapons. This does mean though that the replaced grubby mauler cannot be used for recovering salvage. A Demobot may comfortably search for salvage (or load it onto a cargo vehicle) with only one grubby mauler, and blast away at the enemy with one heavy weapon fitted to the other limb, provided one SP is spent on either activity. If the demo bot has no grubby maulers equipped then it cannot recover salvage. If it only has none, or only one, grubby maulers equipped it is not classed as a cargo vehicle. A demobot needs both grubby maulers equipped in order to carry recovered salvage back to the drop zone on its own. Demobot weapons have a firing arc of 360o. Salvage Dog Civilian class cargo/ recovery vehicle. Transport. – cost: 4000 cr.

Armour values: Front: 9 Side, Rear & Top: 8 Movement: 6” Superstructure: 6 Deployment cost: 250 cr Crew: 2 (1 driver, 1 gunner) Cargo capacity: 1 Passenger capacity:4 Throttle: 3” Turning score: 1 Not designed for use by MEKK crewmembers. May only be crewed by BIO crewmembers. The salvage dog is used widely by salvage companies as a cargo vehicle for recovered salvage. It is easy to load, as well as small and robust enough to take enemy small arms fire. However it must be protected from enemy heavy weaponry as it will fold like a tin can if hit by anything larger than an arclight blaster. The salvage dog can take many forms, and are often converted from other civilian class haulage vehicles. They can be equipped with weapons, but are restricted to small arms fixtures as they are not designed for offensive roles. With this in mind, a salvage dog can be equipped with a light machine gun (counts as ‘general small arms’, doing 1D8+2 damage) for 200 cr, or an arclight blaster for 400 cr. These weapons are mounted on a rotating pivot mounting with a firing arc of ‘front 180o’. Salvage Dogs usually have a crew of two – the driver, and a crewmember manning the machine gun while salvage is loaded. Space inside the salvage dog is usually very cramped.

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Phoenix Civilian class flying vehicle. Cost – 2500cr Armour values: Movement: 15” Front, Side, Rear & Top: 6 Throttle: 3” Superstructure: 5 Maneuvers per SP: 3

Deployment cost: 250 cr (includes equipped heavy weapon) Crew: 1 (1 driver) Cargo capacity: 0 Passenger capacity:0 Primary weapon: May be armed with one of any heavy weapon in the heavy weapons list for the listed equipment cost. Weapon firing arc – Front 180o. Not designed for use by MEKK crewmembers. May only be crewed by BIO crewmembers. The Phoenix is a flying utility vehicle that is often used by law enforcement and private companies for use in scouting, patrolling perimeters, or crowd control. Other variants exist that have been converted for light haulage or medical response. The vehicle moves very fast, but can take little punishment. If used on the battlefield they are more effective if used in a team working to eliminate a particular target. Arachnid Static gun platform. Cost – 1000cr. Armour values: None Movement: None Superstructure: None Deployment cost: 200 cr (+100 for a heavy weapon or +150 for heavy artillery attached) Crew: 1 gunner Primary weapons: Nova bombard - +3500cr, Tachyon Rifle - +5000cr, Super Mini-gun - +1500cr, Missile launcher - +1100cr 360o Firing arc Not designed for use by MEKK crewmembers. May only be crewed by BIO crewmembers. Counts as a vehicle for EMP attacks. Treat as an ‘infantry base’ for all other attacks. The arachnid gun platform is a static, open turret mounted weapons system. It is essentially a well protected seat with a heavy weapon or heavy artillery attached to it. Mounted on a robust tripod, this equipment is primarily used in a static defence role. The cost mentioned above is for the seat only – you must purchase a heavy weapon, or heavy artillery to attach to it, the cost of which is the same as that appearing in the ‘equipment list’ section. The ‘Super minigun’ is available as equipment for this item. Classed as a ‘heavy weapon’ this is a twin array version of the normal minigun that acts in the same way, but due to its savage rate of fire has the following stats: Name Damage Hits Range Special Super minigun

1D8+3

1D6+1

16” short 32” Long

Strafe – pick a target and divide the number of hits as evenly as possible amongst the target and every figure visible within 3 inches.

Deployment cost does not include the crew on this item. The platform offers a +2 armour bonus to the gunner, who is otherwise exposed to enemy fire. The gunner may not wear a battle suit/ heavy armour. If the gunner is

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wounded, ignore it. If the gunner dies – roll a 1D6, if the result is 4-6 then the gun has been destroyed as well. On a 1-3 the gun is still operational and any infantry model with the appropriate weapons skill may jump in and operate it. Any crewmember with ‘heavy weapon’ skill, and not wearing battle armour can use the platform if it has no operator by moving into base contact. The gunner can vacate the platform during your phase1 or phase2 (no SP cost) at which point the gunner is then treated as a ‘straggler’. Also, the arachnid gun platform may be deployed directly from the lower hull of a drop ship as it is approaching its landing position at the start of a game. The gun platform also comes issued with short burst rocket thrusters for just such a rough landing. This is often likened to playing ‘bowls’ (an old Earth game) by those who do not have to endure it. This allows the company boss to deploy a maximum of 2 gun platforms (all that can be fitted to the drop ship’s outer hull) to the surface in this fashion immediately before the game starts (during his/her initial deployment) anywhere entirely within 18” of their drop zone marker. However due to the hazardous nature of this deployment, you must make a ‘bad landing’ dice roll. Roll 1D6 for each gun deployed in this fashion. If you roll a 1 then the platform, and the gunner, have been smashed to oblivion on a very hard object, as the company boss misjudges the timing of the release and ‘bowls’ the gun platform. If the gunner has any pilot skill, then they may roll this skill check to negate the effects of the ‘bad landing’ roll. The arachnid gun platform will be picked up automatically at the end of the game by your drop ship. Even though it sits outside your drop zone at that point the deployment mechanical on the underside of your drop ship can also be employed to scoop up the platform in very short order. Company Assets An important aspect of Star Mogul: Ruins of an Empire are company assets. Especially if you want your company to become large and successful. Company assets come in various types and are gained by fighting your enemies for them in the ‘Game Missions’ that are detailed in Chapter 3, starting on page 42. Most of them contribute somehow to the wealth of your company each time you play a game, at the end of the game. Some may also provide equipment for you to use. If you obtain an asset for your company, then note it down on your roster under ‘assets’ and write down any notes that apply to it. Most assets have a given action/ function that occurs every time you play a game. Assets may be sold for 25% of their market price as shown below. Here is a list of the currently available company assets, others will be added in later expansions to ‘Star Mogul’ :

1) Ore Mine - The Outer Rim has many active ore mines. On occasion one will become available for purchase, or may become abandoned for some reason. If you are lucky enough to obtain an ore mine, it will contribute 1D4 x 500 credits to your funds each game, at the end of the game. Ore mines are gained by either purchasing one, or by capturing one from an opponent in a game. Ore mines cost 40,000 credits to purchase.

2) Base/ Headquarters – All players may set up a base of operations for free immediately that the player creates a new salvage company. It may be in an asteroid field, or an a moon, or just about anywhere else there is some real estate to grab and nobody is going to shoot at you for doing so. Bases allow your crew proper rest and recuperation in between missions. If you do not have a base, then all crew recovery dice rolls suffer a +1 penalty. Your base can be attacked and stolen from you by another player (who must destroy it immediately upon capture unless they do not have a base themselves). If this happens then you may set up another base in between games, but it will cost you money to do so. Also, you may spend up to 3200 cr FREE on defensive crew/ equipment for your first base only, in case it is attacked. This is not transferable in any way other than to act as help in a game where your base is attacked. The cost of setting up a base (other than your first one, which is free) is 5,000 Cr. You can only have one base at a time. You cannot trade a base in for cash.

3) Alien artifact site - The race of alien creatures known as the ‘Mimjip’ left few objects or tools behind upon their disappearance nearly half a million years ago. Much of their architecture remains in places, but the machines and devices they must have had seem to have mostly been taken with them to whatever mysterious destination they went to. This fact has been the source of great puzzlement and speculation among researchers, colonists and explorers on the far flung reaches of the Outer Rim. Opportunists and adventurers are still nonetheless drawn to the tales of incredible artifacts and priceless tools that have been found in seemingly random places throughout the Spartan ruins of the Mimjip

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Empire. Your salvage company will possibly be lucky enough to hear about a site containing Mimjip artifacts. Though there is little doubt that when the details of the claim are broadcast by the Frontier Union you and your crew will not be the only hopeful party trying to get a slice of the vast riches that may be waiting. Alien artifacts must usually be fought over using the ‘alien artifact’ mission mentioned below in the ‘missions’ section. If you succeed in acquiring a site containing the remains of ancient alien culture, then continued digging and searching in the area will usually yield a steady stream of alien items. Most of which will be seemingly mundane. The most common artifact found amongst the ruins of the Mimjip empire is the apparently useless items that have become known as ‘telescopic bottles’. Although these can be sold on to research facilities for a tidy sum. Every time you play a game, roll a 1D6 and consult the following table to see what your research group has found at your alien artifact site.

Mimjip artifact recovery table (roll 1D8) Result 1 Nothing has been found this time around. 2-5 Empty containers and a couple of other odd items – you sell them to a research institute for

1D6 x 300 cr. 6 Interesting find! – A metallic disc with buttons, or something of similar potential, who knows

what purpose it was made for? – you sell it to a research institute for 1D6 x 800cr. 7 Superb find! – A series of delicate objects/ tools in a container. Some of them look like they

could be of advanced technology. You sell them to a research institute for 1D6 x 1200cr. 8 Your crew accidentally unleash an ancient pathogen while digging around in the ancient

ruins! Attempts to flee from the site back to your salvage starship only entail your company boss quarantining the alien artifact site until your next mission. For each Bio crew member you have, roll 1D10 – if a roll of 1 is made, that crew member dies after contracting the virus. The whole episode has a terrible effect on crew loyalty before it is over. Reduce your crew loyalty by 1 point permanently.

4) Manufacturing plant – Abandoned manufacturing facilities have become a feature of life across the Outer Rim, as large companies and small entrepreneurs have seized opportunities to supply growing colonies only to have their operations succumb to unexpected difficulties. Whether from environmental mishaps, the Mimjip pathogen or interference from alien species, the events usually lead to the abandonment of the colony. This opens up the possibility that other opportunistic individuals might, at some point in the future, return to the site and fire up the manufacturing equipment for their own ends. If your company gets their hands on a manufacturing plant, then they can use it to produce items of equipment. This will help cut the costs of buying any new equipment, including vehicles and weaponry, by 25% as many of the parts can be fabricated ‘in house’. To buy a manufacturing plant will cost 60,000 cr.

5) Junk Yard - A company boss that owns a junk yard has the facilities at his/her disposal to process low value items that other salvage companies would not consider valuable enough to spend time gathering during a mission. Semi-precious scrap metal, discarded recyclable plasteel or trashed computer parts might all yield a cash bonus using the specialized processing equipment found at a junk yard. When any mission is played – the junk yard owner may have an extra salvage counter placed on the playing area in a random fashion (see the ‘4) Rescue/ Recovery Mission’ on page 49 for random placement of buildings/ terrain). This counter represents salvage that only a junk yard owner would consider valuable, and may not be recovered by a non-junk yard owning player. The value of the counter will be 2D6 x 1000cr, and does not count toward the number of salvage counters required to gain the salvage rights in that mission. You should roll the value only when it is revealed by recovering it, or by using the ‘salvage assessment’ skill. Also this salvage is not subject to the 50% reduction in value if you do not gain the salvage rights in that mission – you may sell it on for its full value after the game. Junk yards may be purchased for 40,000 cr.

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Bank Loans Your company may fall on hard times if you have a run of bad missions. However, there are numerous financial institutions that will happily give you a loan using your salvage starship as collateral. The chief financial institution among the frontier systems is the ‘Frontier Union Banking Authority/ Retrievers’ or FUBAR for short. If the state of the finances of your salvage company really are ‘beyond all recognition’ then you may wish to take out a loan from FUBAR. The bank, in its continuing commitment to customer service, will only loan you an amount that is as much as your entire deployment costs at the end of the last game you played multiplied by 4. However, you will be expected to pay back a rip-off 25% interest on the amount you borrow, effective immediately. This amount must be paid back to the bank within the next 4 missions you undertake, so keep track of how many missions you’ve played. (Or ask a friend if you can’t trust yourself). e.g.: If you wish to borrow 20,000cr, you will have to pay back 25,000cr to the bank within the next four missions you undertake. You may only have one loan at any time. Minimum loan is 2,000 cr As a security measure, you will have a ‘puppeteer’ chip implanted into your skull. If you cannot make the payments in this time, the chip will exert its own personality over yours which will render you at the mercy of the chips own android ‘puppeteer’ personality. Your salvage starship also will have a puppeteer navigator program which will act to pilot the starship to a location where FUBAR may take forceful possession of it. In the past, it has been rarely possible to eradicate the puppeteer program from a starship databank, without damaging the ship irrevocably. Tampering with the puppeteer chip inside the skull has always resulted in death. However, it is rumored that the renegade half-man half-machine ‘Asteroid Miners’ are adept at dealing with these security arrangements. Needless to say, anyone breaking the terms of the loan and surviving will not be able to get another loan anywhere on the Outer Rim, and if they cannot find a way to remove the ‘puppeteer ware’ will have their company dissolved by FUBAR. This will be a sad day indeed, as you (as a player) will need to start another company from scratch with another boss entirely. Fulfilling the terms of the loan will mean further loans may be taken out in the future under the same conditions. The ‘puppeteer ware’ will be removed.

CChhaapptteerr 33 -- GGaammee MMiissssiioonnss

The Drop Zone - A drop zone is a small section of the playing area that acts as a drop off and pick up point for your recovered salvage, and salvage crew. All of which is performed by a “drop ship”, which ferries salvage and crew members back and forth from the planet’s surface and into orbit where it can connect with your main company starship. The conditions affecting the position of your drop zone will be outlined separately in each individual mission. Normally, you get to choose the location of your drop zone, as long as it is not within 15” of either a salvage counter or an enemy drop zone. A drop zone should be represented by a point on the board (place a penny, or similar small token at the required point) – normally the drop zone extends in a 6” radius around this point.

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Mission Deployment And Maintenance Costs For Your Crew A game of ‘Star Mogul’ is played using one of a number of available missions to ‘set the scene’. These missions are all detailed later in this section of the rules. Every time a player fields his salvage company in a game, he/she will have to spend money on wages for deploying infantry, or on maintenance costs to maintain vehicles and wardroids. This means that even before a game starts that player is incurring expenses which must be covered by the acquisition of salvage or other valuable items during the game. All models have a ‘deployment cost’ which covers crew wages for bio crew, maintenance costs for MEKK crew or maintenance costs for equipment/ vehicles. The following list shows the amounts you will need to pay each model before a game. Add together all of the costs that apply to each individual model in your company. Then add all of those together to find your total ‘deployment cost’.

Deployment costs 1) For Bio crew only - each skill point the model has – +10cr. (So if a bio crewmember had 7 skill in heavy weapons and 6 in hand to hand you would need to pay 130 cr). Don’t count the basic skills that have ‘free points’ unless they have been increased beyond their normal ‘free points’ level. 2) If model wears a battle suit - +100cr. 3) If model is equipped with a heavy weapon - +100cr. 4) If model is equipped with a heavy artillery weapon - +150cr. 5) If model is a wardroid (regardless of how many upgrades it has) - +150cr 6) If model is equipped with a melee weapon that can damage vehicles (e.g.: cyber knuckles) +50cr.

Vehicles each have an individual deployment cost mentioned in the description for that piece of equipment. You should make a note of your current deployment costs on your salvage company roster. The deployment cost is deducted from company funds immediately before a game starts. Don’t forget to allow for this amount when you are purchasing new crew and equipment in between games. Recovery/Repair Rolls For Infantry Casualties After each game, infantry models that have been removed from play as casualties may only have been wounded/damaged. They may be available for the next game if a ‘recovery roll’ can be made to determine if they can be healed or repaired. Also, any infantry or vehicle crew left outside a 6” radius from your drop zone marker as you call in your drop ship and end your game are also considered ‘lost’ or ‘dead’ so they also benefit from the same recovery rolls as the already wounded and ‘dead’ members of your crew. For BIO crewmembers recovery roll, roll 1D6 at the end of the game – a result of 1-4 means the model has healed or returned to your company and is available for use in the next game. For MEKK crewmembers recovery roll, roll 1D6 at the end of the game – a result of 1-2 means the model has been successfully repaired or returned to your company and is available for use in the next game. The recovery roll is lower for MEKK crew because, although they are usually more resilient/ difficult to kill, once they are removed as casualties they will have suffered a very heavy level of damage that is difficult to repair. The recovery/ repair roll is not available to destroyed/damaged or abandoned vehicles, though it is available to vehicle crew.

Any models that lie anywhere on the field outside of a 6” radius from your drop zone at the end of the game will be considered ‘lost’ or ‘dead’ and be subject to a recovery roll before your next game. Unless you are the last player on the field. In which case all your surviving models and equipment have time to return to your drop zone in time to be extracted from the battlefield and only those that were wounded or killed need to make a recovery/ repair roll.

Recovered crewmembers keep whatever personal equipment they had originally.

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Determining A Mission When playing a game of ‘Star mogul’ the players must first determine which mission is to be played. This is done by rolling a 1D6 and consulting the table below-

Mission table - roll 1D6 1-3 - Salvage rights mission. ( If one company is smaller than the other by 1000 deployment cost

or more, then see the ‘Salvage Raid’ mission.) 4 - Fight over an asset – Roll 1D6 again to see what you will be fighting over: 1-2 - Ore Mine 3-4 - Manufacturing plant. 5 - Scrap yard.

6 - Alien artifact site 5 - Asset raid! – Both players roll a dice – highest result means that player may choose whether to attack one of the other players assets. In which case use the ‘fight over an asset’ mission, but the fight will

be over one of the other player’s assets instead. The winning dice roller may just decide to ignore this result if they wish, in which case treat as result 4.

6 - Rescue/ Recovery mission. This mission should only be played out where there are two players available. If there are more than two players then play out a ‘Salvage Rights’ mission instead or re-roll on the table.

1) Salvage Rights Mission Introduction Open salvage has been broadcast across the Outer Rim by the Frontier Union on either a crashed star freighter, an abandoned space colony, an old battle field or maybe an alien archaeological site. Two or more players have raced to the remote site where the discovery has been made, and deployed upon the surface to recover the salvage present and, hopefully, claim the salvage rights. The site may not have a breathable atmosphere, in which case the players may choose to only use crew members equipped with battle armour or other similar hermetically sealed suits. This is entirely up to the agreement between the two players. Vehicles should be used. If a player can gain the salvage rights, then the Interstellar Frontier Union Government will pay big money for what they recover. In order to gain the salvage rights, however, a salvage company will have to recover OVER 50% of the salvage present to prove their claim – which means getting it back to their drop zone and having it airlifted out via their drop ship while under heavy fire, no doubt, from the competition, who will not be too happy at the prospect of losing the salvage rights, and hence making very little or no money at all from the mission. Deployment & Salvage Counters 1) For this game, you will need to deploy 1D4+2 salvage counters in your playing area immediately after all other scenery has been set up, and in a random fashion agreed to by both players. To determine a random region on the playing area divide the area into 6 parts, give each part a number and roll on a 1D6. (See ‘4) Rescue/ Recovery Mission’ description on page 49 for a diagram). 2) Cut up a small piece of paper for each salvage counter and mark a value in credits on it, one for each salvage counter. To determine the value of each counter, roll 4D6 and multiply by 1000 credits. Then take the paper

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pieces and fold up, and place them in a hat. Then randomly pick the pieces out one by one and place each one under a separate salvage counter, so that none of the players knows the value of any of the salvage counters. They will find out when they recover that salvage counter. As they do so they must declare the value to the other players. They should keep the piece of paper with the container that the salvage is being kept in (usually on a salvage dog), to keep track of where the different valued items are on the playing area. 3) Now each player rolls a dice, and the player with the highest score gets to choose who goes first to deploy his/ her salvage crew on the playing area. Then the second highest, and so on. A player must now decide where to place the Drop Zone Marker. This marker, and everything within 6” around it is that players’ drop zone (or DZ). The marker may not be placed within 15” of either a salvage counter, or another players’ drop zone marker. Otherwise it may be placed in any unobstructed location anywhere on the board. Once all players have placed their drop zone markers, they then take the same player order to deploy all their forces entirely within their own drop zones. If a player cannot fit all their forces within their drop zone initially, then they must move some of their force out of the drop zone on their first available phase, allowing the placement of the remainder of their force to take place on their second phase. Anything not deployed after the end of that players second phase (i.e: the end of the first turn) cannot be deployed for that game as the drop ship will have to take off and remain out of harms way until called down again when the game ends. Flying vehicles may be deployed anywhere within 10” of the drop zone marker, due to their high speed. No more than two flying vehicles may be deployed by any player in any one phase. 4)The players then roll the dice to randomly determine who goes first. The game then starts, as normal, with players attempting to gather as much salvage as they can and bringing it back to their drop zone. Any player can end the game at any time during one of their phases (not the melee phase) by calling their drop ship down to immediately pick up all equipment (including salvage loaded onto cargo vehicles), crew and all recovered salvage within 6” their drop zone marker. Any healthy or wounded crew left outside of the 6” radius will be left behind which will mean a –1 drop in loyalty score permanently. All crew models left behind (along with all models removed from play as casualties) will be considered as ‘lost or dead’ and must make a recovery roll in order to return safely to your company for your next game. If they fail, they are lost forever. Ending the game in this fashion is not something to be taken lightly, just because you have a salvage counter in your drop zone. The following conditions apply at the end of the game: Condition 1 If you have OVER 50% of all the available salvage counters in your drop zone (6” radius) as the game ends, then you have gained the salvage rights and can cash in the salvage you’ve collected for its full value. Your opponent(s), in this case, will only get half of the value of any salvage they have in their drop zone, as the Frontier Union will not recognize their salvage rights and they will need to sell any salvage they have gained on the black market. Unclaimed salvage is not captured by the last player on the field. Condition 2 If you have 50% or under of all the available salvage counters in your drop zone as you call your drop ship down (usually because things are going really badly for you) then you have ‘quit the field’. Leaving behind anything you own that remains outside of a 6” radius from your drop zone marker, which will mean recovery rolls for any infantry you have left behind. You have forfeited the salvage rights, and the game may continue without you if there are more than two players playing, or if there are only two players then the game ends. Quitting the field does not mean you have lost the game. The Frontier Union will not recognize your salvage rights and will consider your company as opportunistic pirates, acting like vultures on more legitimate companies’ claims. You will have to sell any salvage you have gained on the black market at a measly half of its value. As will every other player who quits the field with 50% or less of the available salvage. If nobody has managed to claim the salvage rights by the end of the game, then all players will have to sell their ill-gotten gains on the black market for 50% of its full value. The last player will not need to abandon any of his/her crew left outside of the DZ as the game ends, as he/she will have time to pick them up. Unlike the other player(s) who quit the field beforehand, possibly leaving behind

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crewmembers/ equipment if there are any left outside the 6” radius from the drop zone when the drop ship arrives. The last player does not need to roll recovery rolls for infantry left outside of the 6” radius from the drop zone marker. Though they must still roll recovery rolls for killed and wounded/damaged infantry models. If the last player present on the field has salvage loaded on a cargo vehicle outside of their drop zone they get to keep whatever is loaded on that vehicle as it races back to the DZ in time to be picked up by the drop ship. The last player on the field does not capture whatever unclaimed salvage is left upon the field. They too will leave in short order as the opponent(s) will possibly be shortly incinerating the entire area from orbit in an attempt to eliminate the local competition. A common practice on the cutthroat frontier. The winner of the game is the player who gained the most credits from the salvage they recovered, regardless of who gained the salvage rights. 2) Salvage Raid! Introduction Where one player’s deployed salvage company is a lot smaller than another player’s deployed company and a ‘salvage rights’ mission is determined, then a RAID is played. This might occur if one company is smaller than another, OR if one company deliberately deploys only a small section of their entire available units. Both players should be aware of the opponents deployment size before a game. Raids can be dangerous for the smaller salvage company – they have to enter the area of the salvage zone very rapidly in a fast moving drop ship and deploy quickly onto the surface before the larger company has had a chance to react fully and prepare its force. In this mission, the smaller company is raiding the salvage claims of the larger company. The salvage boss in charge of the raiders has, on this occasion, a sympathetic contact high up in the echelons of the Frontier Union Acquisitions Department. If ‘evidence’ of a salvage find can be gained by the raiders, then the salvage rights will be granted by this official. All the raider need do is obtain 25% or more (rounding up) of the available salvage counters, bring it back to the DZ and escape with it. At which point he/she will gain 200% of those counter’s values in credits, and the opponent, who is defending their claim, will only gain 50% of the value of any counters that lie within their DZ (or on any cargo vehicles they own) as the game ends. For example, if there were 6 salvage counters, then the raiding force would need 25% of 6 rounded up, or 2 salvage counters in order to win the salvage rights. All the larger force need do is to gather the normal 50% or more of the available salvage counters to obtain the salvage rights. The larger company in this mission has been surprised and so cannot deploy forces with more than 200% of the deployment costs of the smaller company. They have not had the time to assemble their entire force! Deployment & Salvage Counters 1) For this game, you will need to deploy 1D4+2 salvage counters in your playing area immediately after all other scenery has been set up, and in a random fashion agreed to by both players. 2) Cut up a small piece of paper for each salvage counter and mark a value in credits on it, one for each salvage counter. To determine the value of each counter, roll 4D6 and multiply by 1000 credits. Then take the paper pieces and fold them up, and place them in a hat. Then randomly pick the pieces out one by one and place each one under a separate salvage counter, so that none of the players knows the value of any of the salvage counters. They will find out when they recover that salvage counter. As they do so they need not declare the value to the other players, but if they keep it secret, they should keep the piece of paper with the container that the salvage is being kept in (usually on a salvage dog), to keep track of where the different valued items are on the playing area. 3) Now the smaller force decides whether they wish to deploy first or second on the playing area. The first player to deploy must now decide where to place the Drop Zone Marker. This marker, and everything within 6” around it

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is that players’ drop zone (or DZ). For the larger force, the marker may not be placed within 15” of either a salvage counter, or another players’ drop zone marker. Otherwise it may be placed in any unobstructed location anywhere on the board. For the smaller force, the DZ marker may be placed anywhere on the board, except within 15” of a salvage marker. Also, the smaller force gains the following advantages at the start of the game, depending on the following differences in deployment cost between the two companies.

Deployment cost difference. <1000 cr - The game does not qualify for a raid - the two forces are considered roughly equal. Play a normal salvage rights mission. =>1000 cr - Smaller force gets +2 SPs during their first turn. This is due to the speed of deployment and element of surprise that the smaller force has initially. >2000 cr - Smaller force gets +4 SPs during their first turn This is due to the speed of deployment and element of surprise that the smaller force has initially These free SP’s may be spent with no restrictions on their use. You may use them to move a unit above and beyond its normal SP limits per phase. If there are more than two players in a game then each of the smaller companies deployment costs should be compared with the deployment costs of the largest company to determine which advantages the smaller companies will benefit from.

Once all players have placed their drop zone markers, they then take the same player order to deploy all their forces within their own drop zones. If a player cannot fit all their forces within their drop zone initially, then they must move some of their force out of the drop zone on their first available phase, allowing the placement of the remainder of their force to take place on their second phase. Anything not deployed after the end of that players second phase (i.e: the end of their first turn) cannot be deployed for that game as the drop ship will have to take off and remain out of harms way until called down again when the game ends. Flying vehicles may be deployed anywhere within 10” of the drop zone marker, due to their high speed. No more than two flying vehicles may be deployed by any player in any one phase. The players then roll the dice to randomly determine who goes first. 4) The game then starts, as normal, with players attempting to gather as much salvage as they can and bringing it back to their drop zone. Any player can end the game at the start of any one of their phases by calling their drop ship down to immediately pick up everything within their drop zone – including salvage containers, equipment and crew members. The same conditions apply at the end of the game as apply to a normal salvage mission – except the different amounts of salvage required by each player in order to gain the salvage rights. The winner of the game is the player who gained the most credits from the salvage they recovered, regardless of who gained the salvage rights.

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3) Fight Over An Asset

Introduction A new valuable asset has become available and the location has been broadcast throughout the Outer Rim in the hope that one or more salvage companies might capitalize on this useful resource for the greater benefit of mankind’s growing empire among the stars. The type of asset available is determined by rolling on the ‘mission table’. The asset will be either an ore mine a manufacturing plant, a junk yard or an alien artifact site. You can represent these features on the playing area with appropriate scenery if you wish, but other than that, they will take no further part in the game that is played out. The players may also choose to make the site a hazardous environment with no breathable atmosphere, in which case only crew members equipped with battle armour or other similar hermetically sealed suits may be used. This is entirely up to the agreement between the two players. The players should also decide whether vehicles may be used. Bear in mind that salvage equipment is usually designed to operate in a wide variety of hostile environments. Deployment Each player rolls a dice and the player with the highest score gets to choose who goes first to deploy his/her salvage crew on the playing area. Then the second highest dice roll deploys, and so on. A player must now decide where to place the Drop Zone Marker. This marker, and everything within 6” around it is that players’ drop zone (or DZ). The marker may not be placed within 15” of another players’ drop zone marker or another player’s model. Otherwise it may be placed in any unobstructed location anywhere on the board. A ‘Fight over an asset’ game is basically a straight fight between two salvage companies. The winner will get to keep the asset and mark it down on their roster. The winner of the asset cannot use it to produce money for this game. Also – if one company is significantly larger than the other(s) then the smaller company (or companies) may elect to start the game in a defensive position (You must still nominate a drop zone, even though you are not deploying within it initially). Assume that the smaller company reached the area first and had time to set up defensive positions. Use the following table to determine the deployment of the smaller company. Allow the smaller company to set up first. Deployment cost difference.

<800 cr – The game does not qualify - the two forces are considered roughly equal. Neither player gets a bonus. =>800 cr - Smaller force gets 6”of heavy cover to deploy wherever they wish on the table before the game starts. This cover will be linear objects like walls, barricades of even buildings. The deploying player may place their infantry behind these obstacles in cover before the game starts. >1600 cr - Smaller force gets 12”of heavy cover to deploy wherever they wish on the table before the game starts. This cover will be linear objects like walls, barricades of even buildings. The deploying player may place their infantry behind these obstacles in cover before the game starts.

For every further 800 point difference, add +6” of hard cover.

If there are more than two players in a game then each of the smaller companies deployment costs should be compared with the deployment costs of the largest company to determine which advantages the smaller companies will benefit from.

The winner is the company that has the largest force left on the playing area at the end of the 5th turn. Normal infantry count as 1, battle suited infantry and wardroids count as 2. All vehicles count as 4. Add +1 to these scores for a company that is significantly smaller than the other (i.e.: <800cr deployment cost) as they have arrived first

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and have had time to prepare their defences. Total up the points using this guideline to find out who has the largest force left. The losing player will call in their drop ship automatically at the end of the 5th turn. Unless they call it in on an earlier turn. The normal rules for ‘calling your drop ship’ apply (see 1) Salvage Rights Mission earlier in this chapter). Count recovery rolls the same as in a 1) Salvage Rights Mission.

4) Rescue/ Recovery Mission

Introduction This mission should only be played out where there are two players available. If there are more than two players then play out a ‘Salvage Rights’ mission instead or re-roll on the missions table. The role of a salvage company is often varied, and, at times does not involve salvage recovery at all, but may resemble more the behaviour of a band of mercenaries or pirates. When these opportunities come along, they often involve the promise of gaining large sums of money, and are not to be turned down by the successful company boss.

OdshcTalmTew TiAd

For this mission you will need some small, simple bunkers, buildings or enclosures to act as prisons, andsome miniatures to represent captives, and/ or stashes of valuable items.

ne of the players (roll randomly) has decided to diversify their activities to make some money. This player has ecided to engage in some lucrative, but illegal smuggling. At the same time they have also been offered a large um of money by an important local patron to act as a guard over a number of prisoners. This player has set up a ideaway in a remote corner somewhere on the Outer Rim in order to carry out their plans. Anything for a fistful of redits! he other player has been hired by the Frontier Union to investigate claims that illegal activity is going on the rea. Though it is an elite force, the Frontier Defence Force is small and undermanned and recruitment levels are

ow. One method of solving this problem is hiring salvage crews to perform policing duties during times when anpower in the FDF is over stretched. his player must investigate the area, and stop any illegal activity, which will be detected shortly after the area is ntered. The player must recover any prisoners, or illegal goods they find and get them back to their drop zone here they will be immediately airlifted.

he guarding player cannot play with a force that has deployment costs any larger than 800 points more than the nvestigating players force, as they have been caught off guard by the unexpected arrival of the investigators. lso, if the investigating player’s force is the larger of the two then the following cover bonuses apply for the efenders.

<800 cr – The game does not qu equal. =>800 cr - Smaller force gets 6”o table before the game barricades of even build behind these obstacles>1600 cr - Smaller force gets 12” table before the game barricades of even build behind these obstacles

For every fur

Deployment cost difference. alify - the two forces are considered roughly

f heavy cover to deploy wherever they wish on the starts. This cover will be linear objects like walls, ings. The deploying player may place their infantry

in cover before the game starts. of heavy cover to deploy wherever they wish on the starts. This cover will be linear objects like walls, ings. The deploying player may place their infantry

in cover before the game starts.

ther 800 point difference, add +6” of hard cover.

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Deployment The guarding player deploys and will have the ‘valuables/ captives’ stashed inside the buildings. There should be a door on each building that the investigators will need to blow open. To determine the number of buildings roll 1D6 and half the result (round up) and then add one. (i.e: 1D3 +1) When placing the buildings – you should divide the playing area into 6 equal parts and roll randomly to determine which part each building should be placed within. The guarding player may place one of their units within 5” of any of the buildings, and the rest within a drop zone, which cannot be deployed within 10” of a building or 15” of the opponent’s drop zone. This drop zone represents a surface encampment, set up by the guarding player. The investigating player must deploy their entire force within their drop zone, which cannot be within 15” of either a building or the opponents drop zone. The number of captives/ stash available for recovery on the board should be determined by rolling a dice. Roll on the table below: The guarding player may not move the prisoners from their prisons.

Roll 1D6 The result of should be distributed throughout the available buildings evenly

1 – Six captives. 2 – Four captives and three stashes of valuables. 3 – Two captives and five stashes of valuables. 4 – Three captives and four stashes of valuables. 5 – Seven stashes of valuables. 6 – Five captives and two stashes of valuables

Winning Conditions In order to win, the investigator will have to recover from the building(s), and bring back to their drop zone as much of the available stash/ captive models as they can. In order to recover these from the building(s) you must move some of your crew into base to base contact with the building doorway (or within 2” either side of it). Then roll (at the start of your phase) as if recovering salvage from a salvage counter. If successful, then the door has been blown/ cut through, and the contents recovered. If a stash is recovered, then you must load it on the back of a cargo vehicle, which means the vehicle, and the recovering crew, must remain stationary for one entire phase (as per recovering salvage rule). It may also be carried by infantry in the same way recovered salvage may be. If a captive is recovered then represent him/her with an appropriate model. On the phase the door is blown, they will join the nearest friendly unit, or become ‘stragglers’ (see the ‘stragglers’ rule on page 10) and move towards your drop zone immediately. They cannot shoot or do anything else. They are considered to have the following stats: Resilience - 3 Armour – Light (3) Movement - 6” Alternately you can have them jump onto the back of a cargo vehicle and drive them back to your drop zone quickly to have them air lifted out. Consider them loaded onto the vehicle as soon as the door is blown. For every one point of cargo capacity available on a cargo vehicle, there are four spaces available for captives or ‘stashes’ of valuables. – captives only take up one of these spaces, whereas one ‘stash’ of valuables takes up two spaces. Note: ‘Stashes’ are not the same as the recovered contents of a ‘salvage counter’ in the ‘salvage rights’ mission. For example, a Salvage Dog, which only has one cargo capacity, would have four spaces available - enough room for either four captives, or two stashes, or any combination of both. As soon as the captive/ stash is safely within your drop zone, you may unload it there. Beware, as the enemy can shoot the captives while they are held here, or the stash can be stolen in the same way that recovered salvage

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may be stolen from the drop zone, as mentioned in the ‘Transporting The Salvage To The Drop Zone’ section. Captives do not count as enemy infantry, so stash can be stolen if a captive is within 4” of it. Any vehicle used to carry the captive/ stash back to the drop zone must be entirely within the drop zone to unload their cargo. Note that the guarding player may well shoot at the captives to prevent the investigator rescuing them, but the guard will not receive any rewards for those captives either. Captives may be shot at while traveling on the open back of a cargo vehicle (not all cargo vehicles are open backed). If this occurs, then consider the captives as being in heavy cover (+3 to defence score). The rescuing player may not shoot at the captives. The guarding player may not shoot at the captives until the captives have escaped their prison and their representative models are on the playing area. The game ends when one of the players ‘quits the field’ (see the 1) Salvage Rights Mission for more information). At this point their drop ship will leave the area, and anything outside of a 6”radius from their drop zone marker will be left behind. The remaining player will be able to leave the field after the game with whatever equipment and crew they have left on the playing area. They will also gain whatever stash and captives remain on the playing area. Both players will each be rewarded by their employers according to how well they perform – The investigating player will receive 6500 cr for each captive rescued, and 5000cr for each stash captured. The guarding player will receive the same amounts for each item/ captive not captured. The winner is the player who gets paid the most! Hints and Tips

1) Always put your heavily armoured infantry forward as a screen for the more lightly armoured crew. This way the light infantry can operate behind the front line on collecting salvage or moving to a strategically important area.

2) Don’t be afraid to pull out early and call your drop ship down. Don’t be afraid to pull out early and call your drop ship down. This may make for a quick game, but you avoid losing a lot of crew and equipment if the situation seems to be going badly. We have had games that only lasted around 30 minutes when this happens. At other times the game will last several hours as the players slug it out over who gets the valuables.

3) If you take a pounding in a game and your salvage company is on its last legs, you many find that even a bank load won’t help you out of the problem. It is at this point you should consider dissolving your company, and selling your salvage starship. The endeavors of your company boss have come to naught and its time for a change of career. You can always start another company, commanded by another grizzled veteran of the Outer Rim. There is no shortage of them across the wild frontier.

4) When a small company meets a really big company, the two players involved need to agree on a game size that will make both players comfortable. We have included regulating factors in the missions where possible to mitigate the David and Goliath scenario, but there will be rare times when player tact is required. It is a game, and both players should go gentle on each other up until the point where dice start being rolled!

5) During a ‘salvage rights’ mission, try to engage your opponent so that their units are ‘tied up’. That way they will be reluctant to call in their drop ship to end the game because they will leave behind a lot of crew and equipment. At the same time, you must try to obtain over 50% of the available salvage counters with other elements of your company so you can claim the salvage rights before your opponent ends the game. Easier said than done no doubt…….

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AAppppeennddiixx 11:: FFrriieennddss aanndd FFooeess

The Hydrissians

<Welcome enquirer! Excerpt from 578 Pan-Galactic archive- basic history. Sub

a Mhsecg HLc– NFfqcs ToTatfaffH Unso‘m Saas

Ref – Hydrissian> Recently, in the aftermath of the Mimjip pathogen, while mankind reconstructs its frontier society and the home systems are tentatively re-opening their borders to the outer rim, the Hydrissians have made themselves known. Their physical appearance is alien to mankind, but most closely described by one author as resembling ‘upright reptiles with long necks’. Though it has subsequently come to light that the similarities end there. Originating from the ‘Hydra’ star system 90 light years from Earth, they are also a young , dynamic space faring species like humanity. Their technology is very highly advanced, and while being somewhat slower in establishing

n interstellar community they are no strangers to inter species warfare and brutality.

ankind’s initial contact with these creatures was during a Hydrissian slave raid in 2442. The human colony that ad been established on ‘Liberty’s World’ on the edge of Hydrissian space nearly disappeared. Except for a few urvivors who could tell the tale of how the events unfolded. The Hydrissians initially appeared friendly, even ntering diplomatic negotiations with the colony leader. It took some time to establish an effective means of ommunication. It was revealed during these talks that the aliens had known of mankind for some time, and had one to great lengths to conceal their presence among the stars up until that point.

owever, peaceful negotiation broke down shortly after another, smaller, delegation of Hydrissians landed on iberty's World and seemed to take control of the proceedings. The situation deteriorated rapidly for the human olonists, and open hostility broke out. Many colonists were captured for slavery by the Hydrissian ‘slave drones’ robotic constructs with the sole task of immobilizing and then imprisoning the colonists.

aturally, the Frontier Union took a very dim view of all this and quickly set up the ‘Frontier Defence Force’. The DF was established to some extent on all colonial worlds, but manpower was, and still remains, very short. The

rontier populace is too small to supply a large standing defence force and conscription is currently out of the uestion as society on the Outer Rim is not presided over by one government, but by the ‘Frontier Union’ – a omplicated and oft-times loose organization of newly established collectives, spread throughout numerous star ystems.

his lack of coherence merely blunted mankind’s response to, what was becoming, a repeat occurrence. As pportunistic Hydrissian slave raiders started to repeatedly target humanities’ most vulnerable colonies. he FDF put together a military/scientific force with the intention of entering Hydrissian space, learning as much bout the enemy as possible, and possibly giving them a ‘bloody nose’ to show them that mankind was not going

o roll over and take this punishment lying down. This force was called the ‘Polaris’ expedition and it was doomed rom the start, though the information it gathered was vital in later relations with the aliens. The force commander, Capt. Hall, was killed by the ill disciplined crew shortly after a close-run space battle with a Hydrissian slaver

orce. The new commander reluctantly appointed, a Capt. Dyson, had the crippled mother ship crash land upon a rozen moon. The crew spent 6 months expecting to be rescued by a Hydrissian slaver, only to be picked up by a ydrissian diplomatic mission heading toward human space.

pon their return Captain Dyson was hailed a hero, an investigation into the incident took place, and true egotiations were opened with the Hydrissian ruling class. It was learnt during the negotiations that Hydrissian ociety was certainly not unified in its aims and agendas. Numerous foolish and opportunistic groups within it ften hindered the more civilized guidance of the supreme governing body called the ‘Senate’. In particular, the

devourers’, which were a warlike fringe of Hydrissian culture and mostly responsible for slave raids and alcontent on the fringes of Hydrissian space.

ince these events, it has been widely recognized that the Hydrissian culture is largely one worth embracing, lbeit cautiously. Hydrissian individuals can be found throughout human society on the Outer rim more recently, nd even humanities’ home systems have begun opening their doors to diplomatic overtures from the Hydrissian enate. They are still very much mistrusted by the majority of mankind, and no Hydrissian has, as yet, been

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granted citizenship of the Outer Rim. The interaction between the two species is still playing itself out cautiously, and recent events on Earth involving the disappearance of Hydrissian diplomats amongst human society at large have raised a question mark over their agenda. In the meantime, official human observers are at large within Hydrissian society busy finding out as much as they can. The slave raids of the devourers have not entirely ceased to date, and the Hydrissian senate is genuinely having difficulty controlling these renegades. <End of file – please insert another credit> Hydrissian crewmembers can be found for employment by a salvage company boss fairly easily. Their unique abilities and skills can be useful during a mission. They cost the same to employ as humanoid crew, including the level of skill the employee has initially. Refer to the section earlier on employing BIO crewmembers. You can have a Hydrissian as a company boss though the company boss skills and vices do not apply to them. This will be dealt with more fully in a forthcoming rules supplement detailing in greater detail the culture of the Hydrissians and extensive further rules for playing them on the field. Hydrissians have the following statistics and equipment available when first employed. Resilience: 3

Armour: 3 (light) Movement: 6” Weapon: General small arms.

Hydrissian equipment and costs

Small arms – free. Treat as ‘small arms’ for human/ MEKK crew. Disassembler gun – 350cr Thumpgun – 1200cr Singularity cannon – 1750cr Skywhale harpoon - 800cr Singularity bombs – 500cr Light armour – free Medium armour ( 5 pts) – 400cr Cyclone armour (7 pts) – 1500cr ‘Cyganic’ implants – 500 cr Diplomat staff – 700cr – (+2 to combat rating). Salvage tools – 200cr. Vehicles and Heavy equipment – Gorgon – reconnaissance fighter – 6,200 cr.

Disassembler gun – Standard Hydrissian sidearm. Named the 'dissembler gun' by humans for its ability to deconstruct tiny quantities of matter at a distance, causing deadly localized blasts. Has the following profile:

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 tear through vehicle armour at close range. May only be used by Hydrissian infantry equipped with battle armour. Counts as a ‘heavy weapon’. Has the following profile:

Description Damage dice No. of hits Range Special Thump Gun

2D10

1

10” short 20” long

May be used as a very hefty club in melee. Add +1 to the users combat rating. Hydrissians only.

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Singularity cannon – A shoulder mounted twin barrel heavy weapon used with a body harness. Uses the Hydrissian knowledge of singularities (tiny black holes) to harness them and hurl them at the enemy. See stats below: Description Damage dice No. of hits Range Special

Singularity Cannon 2D8 per hit 2 12” Short 20” Long

When it fires it may shoot at two separate targets. Both targets must be within 5” of each other. Takes time to reload, so only fires twice per turn. May only fire once during opponents turn if you get some SP’s from FOW.

Skywhale Harpoon - Used on Hydris prime originally to carve the harvests from the bellies of giant Skywhales, it was converted into a powerful military weapon which can only be used by Hydrissian battle armoured soldiers. It can slice opponents into chunks in a fraction of a second when wielded by a skilled soldier. Add +3 to the users combat rating. Singularity Bombs – Usually carried on a bandolier. When thrown, using the ‘throw grenade’ skill, they create 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 and extend longevity considerably. A Hydrissian infantry model fitted with cyganic implants has a fast movement of 7”. It also benefits from a +1 bonus in Resilience score. Diplomat staff – Only useable by hydrissian diplomats (see below). It is a staff of office as well as a deadly weapon in melee. Add +2 to the models combat rating. Cyclone armour – Hydrissian battle armour. Has an armour value of 7 and enables the wearer to use Hydrissian heavy weapons. Also if the user can pass a ‘battle suit’ skill check every time 1SP is spent on moving its unit then it may add an extra 2” to its movement. The model may not voluntarily leave its unit leader’s exclusion zone. ‘Gorgon’ reconnaissance fighter – Used widely by the Hydrissian military for reconnaissance duties. It also has the ability to engage enemy scouting parties and deny the enemy valuable forward intelligence. They sometimes come up for sale on the Outer Rim, and it is rumored that the basic design has been adopted and is being modified by the FDF for future use. Armed with four ion cannons arrayed in two batteries – each battery fires at the same target twice for 2D6+2 damage each time. So, although it fires four times – you can only choose two separate targets (one for each battery) each time it fires. The two targets cannot be further than 5 inches apart. The gorgon fighter also makes use of the Hydrissian knowledge of energy shields. It has ‘stasis field’ generators available as an upgrade. This upgrade may be taken twice. Each one field generator replaces one of the guns in the rear ion battery. Each stasis field upgrade adds +1 to the vehicles armour on all sides. So two stasis fields give the Gorgon 9 armour in all locations. If only one stasis field is added then the gorgon will only have 1 gun in its rear battery to fire with, and 8 armour on all sides. Gorgon – Recon fighter, Military class, flying vehicle. Cost: 6,200cr Armour values: Movement: 12” (Minimum move: 4”) Front, Side, Rear & Top: 7 Throttle: 4” Superstructure: 6 Maneuvers per SP: 2

Deployment cost: 250 cr Crew: 1 (1 driver) Cargo capacity: 0 Passenger capacity:0 Primary weapon: 2 x ion battery (heavy weapon). Each battery doing 2 hits to same target. Each hit doing 2D6+2 damage. Stasis fields: Available twice. Each field adds +1 to armour on all sides. Cost – 500cr per field. Not designed for use by MEKK crewmembers. May only be crewed by BIO crewmembers.

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Hydrissian Skills Hydrissian infantry have the full range of skills available to human crew members except for the skills: ‘nimble’ , ‘salvage hound’ and ‘hard as nails’. In addition, they have the following skills that may be employed –

2) Chameleon skin – Hydrissians have the ability to change the color of their skin to reflect 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 of success. The skill may also only be employed by lightly armoured hydrissian infantry, as wearing lots of armour tends to cover up the chameleon effect and negate it. To employ the skill, roll the skill check at the same time your opponent rolls their ‘weapons skill’ check to see if they hit the hydrissian model with weapons fire. If your skill check is a success then you may add +1 to the enemy dice roll result, reducing the chances that their skill check is a success. If you roll a double number that is equal to or under your skill level, then you may add +2 to the enemy dice roll.

3) Combat kick – Hydrissians have their own form of martial art, called ‘Sessu-mir’ (roughly translated - ‘Ending talk with one’s feet’). If a hydrissian model is engaged in melee with an opponent and successfully makes a ‘combat kick’ roll, that model may add +1 to its combat rating. If a double number is rolled that is equal to or under that models skill level then you may add +2 instead.

4) Hydrissian diplomacy – This skill is only available to hydrissian diplomats (see below). Contact between humanity and the hydrissians is still relatively new, and both races are reluctant to see relations deteriorate. With this in mind, many hydrissians present on the Outer Rim are trained, to some degree, in diplomacy and tact. These aliens have been termed the ‘diplomats’ and often fulfill the role of leader. If you have a diplomat in your crew then they will open negotiations with your opponent’s force before a game is played. These negotiations can be continued via communications equipment between the sides during a mission (!), with both sides hoping to gain as much as they can from the confrontation with as little loss as possible. However, diplomacy between two entities often results in one gaining the advantage over the other. In order to use diplomacy, you must declare that you are doing so at the start of one of your opponents turns. You may only do this once per game. Roll a diplomacy skill check for each diplomat you have in play. For each successful roll, you may add +1 to your ‘diplomacy score’. Then try to roll equal to or under your diplomacy score on 1D8. If you fail, then the opposing company boss ceases communication with your side (no doubt passing a snide comment moments before turning the ‘communications’ link to the ‘off’ position). If you are successful, then you may choose one of the following:

However, if you roll an 8 on the dice your diplomat’s attempts have failed dismally and your opponent has second guessed your plan. Your opponent’s force will benefit from one of the following:

1) Bamboozle! - Opponent’s progress delayed. Steal 2 SP from your opponent this turn. Spend it immediately before your opponent starts their turn. (Your opponent loses 2SP).

2) Gentleman’s agreement - Your opponent orders their force not to shoot at one of your units this turn.(Your choice). Your unit must be led by a diplomat, and your opponent is allowed to return fire if shot at. If your unit moves to within 4” of an enemy unit, the enemy may open fire as normal as 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 or shoot this turn (except to return fire). They can be left behind outside of the unit leader’s exclusion zone by other unit members at which point they become ‘stragglers’.

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

2) Your diplomats are dumbfounded by the crazy boss leading the opposing team – when the next FOW roll is made, add +3 to the dice roll.

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Hydrissian Diplomats If you employ 5 or more hydrissian infantry at the same time in your salvage crew one of them will be nominated a ‘diplomat’ by the others. This is essentially a leader and you must attach at least 4 other hydrissian infantry models to the diplomat’s unit during a game. As well as fulfilling the role of a unit leader, the diplomat also can employ the ‘diplomat’ skill mentioned above. A diplomat may also be armed with a ‘diplomats staff’, though this is not necessary. The foregoing rules for the Hydrissians only cover this alien species in a basic way. The hydrissians will be covered more thoroughly in a forthcoming rules expansion. There will be more troop types, more vehicles and lots more equipment! Asteroid Miners <Welcome enquirer! Excerpt from 579 Pan-Galactic archive- basic history. Sub Ref – Asteroid Miner> Human asteroid miner colonies exist throughout the Outer Rim, as well as throughout the Sol home system. Asteroid miners are a gruesome synthesis of man and machine - due to the horrendous level of injuries experienced by these unfortunate souls during the mining process. Nearly all asteroid miners have lost limbs or body parts as they have been involved in near fatal accidents. Many opt for their bodies to be grafted onto mechanical chassis even before any accidents occur (if they can afford to pay for it). The chassis enables them to perform their work more efficiently and safely inside the artificial atmosphere of the asteroid interior (the asteroids are mined from the inside out, sealed externally and pumped with a breathable atmosphere). Asteroid miners will staunchly defend their claims on the valuable asteroids they mine - and are generally a fiercely independent group. Some miners are even lucky enough to retire on a huge fortune - if they survive. If they get this far then their bodies are usually grafted onto a less industrial chassis, usually an expensive android model which will enable them to live a more gentile lifestyle and enjoy their wealth. Asteroid miner colonies were set up quickly on the Outer Rim after the first wave of colonists arrived. They serve an important function throughout space as they supply large quantities of rare metals and other valuable resources. There are hundreds of miners clans, all with varying allegiances , some also offer their services as mercenaries. Others offer their skills in surgical grafting, cybernetics or other technologies. They are found at times in the company of pirates and the asteroid miner colony is a perfect place to hide illegal cargoes. Your company boss can approach a mining clan to hire out some of its members. The largest mining clan on the Outer Rim is called the ‘Iron Raven’ clan. They have a strong tradition that goes back several hundred years and offer nearly all services available from other asteroid mining clans. However, there are many other clans where these services may be obtained. <End of file – please insert another credit> This section, like the section on the hydrissians, is only intended to cover the miners in a basic fashion. The only service offered by the asteroid miners that will be detailed here will be mercenary groups. A later rules expansion will include more troop types, equipment and other interesting aspects! Asteroid Miner Crew When 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). You should treat them as if you were employing your own crewmembers when first employing and equipping them. They always come with the following stats initially.

Resilience: 4 Armour: 4 ( the miner’s metal chassis provides armour) Movement: 6” Weapon: General small arms.

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They have the same small arms and heavy weapons available that appear on the main ‘weapons list’ tables appearing previously in the rules (starting page 17). They also have the following equipment available -

Asteroid Miner equipment Armour upgrade – 300cr (+1 to armour value). Chassis upgrade – 250cr (+1” to movement score). 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 arms’ weapons at the same time cost includes 2nd weapon.) Model shoots twice. Command implant – 250cr.( Enhanced command ability. Only available to foreman. Increases unit exclusion radius to 8”). Salvage tools – 200cr. The armour and chassis upgrades are only available once per model.

Power drill – Adds +2 to combat rating. Also, if used against battle armour in melee and you roll a 5 or 6 for your combat roll the drill punctures the battle suit. The model must roll equal to or less than its resilience score on 1D6 or die of shock. If the model survives then do not compare any further combat rolls between the two models involved for that melee phase. The power drill may also be used to stun civilian class vehicles. If you roll a double when making your hand to hand combat skill roll while assaulting a vehicle it will become stunned for that player’s next phase 1 or phase 2 and be unable to move or shoot its weapons. The drill will also do 2D4+3 damage to the vehicle. Mining laser – Commonly used by the miners during mining operations, it can also be used as a deadly weapon. Asteroid miners have no shortage of these weapons and mercenary groups usually have at least one of these attached. 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’, ‘Hard as nails’. They also have the following skill available to them:

1) Grim Determination (free points 3)– If a unit of asteroid miners fails either a loyalty test, or a bravery test, 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 leader’s 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. Nominate leaders for the two units. This skill is useful if your salvage company has a low company loyalty. Fleeing models will require one SP to be spent on a loyalty test to rally, even those that belong to a unit that is only partially fleeing.

Asteroid Miners Employment Cost Average (7 skill points) Experienced (12 skill points) Veteran (16 skill points) Asteroid Miner 1000 cr 1500 cr 2000 cr Asteroid miner foreman – The only difference between a normal asteroid miner and a foreman is that the foreman has access to the ‘command implant’ from the equipment list, and the foreman has 5 free points in the ‘grim determination’ skill. For every mining foreman you employ, you must have at least another 2 normal miners in the same unit. Asteroid miners drop zone – Asteroid miners come equipped with their own drop shuttle. This means that they can be deployed on the playing area with a different drop zone to the rest of your salvage crew. You may place this drop zone marker anywhere on the board, but not within 15” of an enemy unit/ drop zone or within 15” of a

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salvage counter. The small size of the miners drop shuttle means that their drop zone is only a 3” radius from the drop zone marker, which will only be big enough to disembark 5 asteroid miners at a time. Remember you can disembark more crew on your second phase from the same drop zone, provided you have cleared the drop 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 drop zone marker. Asteroid miners recovering salvage – Miners follow the same rules for this as normal crew. But the large base size of the models means less miners can get in contact with the salvage counter. Deployment costs – An asteroid miner counts as a MEKK for deployment costs (basic 150cr – skills don’t count). Count all other deployment costs as they apply. (e.g. heavy weapon – 100cr etc.)

AAppppeennddiixx 22 –– GGaammee SSeeqquueenncceess aanndd LLooyyaallttyy TTeesstt CCoonnddiittiioonnss

Turn sequence 1) Phase 1 – Perform actions like moving and shooting 2) Fog of War phase – Roll a dice to determine random occurrence 3) Phase 2 – Perform actions like moving and shooting 4) Work out hand to hand combat

Shooting sequence 1) Choose visible target 2) Roll weapons skill to hit 3) If successful, roll weapon damage and compare with target’s DEF score ( RES + Armour + cover bonus = DEF). Or with vehicle armour score 4) If equal to target DEF score, target wounded. If damage exceeds DEF score, target ‘killed’. If vehicle armour score beaten then roll once on vehicle damage table for every damage point over vehicle armour score

Melee sequence 1) Both sides roll 1D6 and add ‘combat rating’ to result. (Combat rating = melee skill + DEF) 2) Compare resulting ‘combat roll’ 3) Highest combat roll wins. If victor doesn’t beat loser by more than 3 points the loser is only wounded Each model only generates one combat roll per melee phase. Compare with all opponents in base to base. Multiple opponents give –2 modifier, cumulative for every opponent after the first.

Loyalty test conditions 1) Losing 33% or more of a unit’s number in one phase resulting from enemy fire. Roll the dice as soon as the 33% casualties line is crossed. And instead of any bravery tests that may need to be rolled this turn as a result of losing melee combat 2) When you wish to shoot at an enemy unit which is also engaged in a hand-to-hand melee containing other members of your own salvage crew. Failure means you have still spent the SP on shooting 3) At the end of a phase of hand-to-hand combat, both sides must roll a special loyalty test, called a ‘bravery test’ to see which one wins and which one flees 4) Company Boss dies on the field – all units make a loyalty test or retreat back to ‘drop zone’. (see below)

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FFiinnaall TThhoouugghhttss Some elements of Star Mogul are new concepts in wargaming. Observant readers will note that some of the vital elements of the game actually take place in between games away from the playing area. Spending your ill gotten credits on new troops, managing assets and allocating new skill points are all going to take place without a gaming buddy there to make sure you don’t bend the rules to help you in the next fight. The temptation will arise for most players to do this at some point, especially if your beloved salvage company just took a savage thrashing from that smug chap at the local club. Obviously its up to you – you can, at the end of the day, do what you want. The purpose of the rules is to see if you can guide a salvage company through adversity and danger to the heady heights of success on the Outer Rim, and, if you’ve bent the rules a bit on the way then you probably wont get the full feeling of satisfaction when you get there. We just hope that you will have a lot of fun with your fine gaming friends so that when you get together in the distant years to come and you all have grey beards down to your knees, you can have a good laugh at the memories, and games, you built together. If you have any suggestions or comments we would warmly welcome them. Please visit the forum on our main website and post some comments. Thank you all so very much for purchasing ‘Star Mogul’. Please keep in touch with our website so you can follow all the great things we have in the pipeline for this rules-set. More miniatures, more vehicles and rules expansions galore! You can find us here:

www.alphaforgegames.com

All the best from the Alpha Forge team!

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Section 1 - Star Mogul: Salvage Company Roster. Company Boss: NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience (RES):

Defence (DEF):

Combat Rating (CR):

Primary Weapon: Weapon damage:

Skill1: Skill2:

Skill3: Skill4: Skill5: Skill:6

EQUIPMENT/ NOTES:

Shareholder 1: NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience (RES):

Defence (DEF):

Combat Rating (CR):

Primary Weapon: Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

Shareholder 2: NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience (RES):

Defence (DEF):

Combat Rating (CR):

Primary Weapon: Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

FINANCES:

NET COMPANY WORTH: (funds – debts) :

TOTAL COMPANY FUNDS CURRENTLY AVAILABLE:

TOTAL COMPANY DEBTS/ LOANS:

Total Company Deployment costs:

ASSETS OWNED: REVENUE PER GAME GENERATED:

ASSET RESALE VALUE:

Copyright Alpha Forge Games 2006. Permission granted to photocopy for personal use.

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Section 2 - Star Mogul: Salvage Company Roster. Squad Number/ name ______________ Squad Deployment cost : Squad Leader: NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience (RES):

Defence (DEF):

Combat Rating (CR):

Primary Weapon: Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

2nd in command NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience (RES):

Defence (DEF):

Combat Rating (CR):

Primary Weapon: Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 1 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience (RES):

Defence (DEF):

Combat Rating (CR):

Primary Weapon: Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 2 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience (RES):

Defence (DEF):

Combat Rating (CR):

Primary Weapon: Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 3 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience (RES):

Defence (DEF):

Combat Rating (CR):

Primary Weapon: Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 4 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience (RES):

Defence (DEF):

Combat Rating (CR):

Primary Weapon: Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

C Copyright Alpha Forge Games 2006. Permission granted to photocopy for personal use.

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Section 2(A) - Star Mogul: Salvage Company Roster. Squad Number/ name ______ : Grunt 5 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience (RES):

Defence (DEF):

Combat Rating (CR):

Primary Weapon: Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 6 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience (RES):

Defence (DEF):

Combat Rating (CR):

Primary Weapon: Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 7 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience (RES):

Defence (DEF):

Combat Rating (CR):

Primary Weapon: Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 8 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience (RES):

Defence (DEF):

Combat Rating (CR):

Primary Weapon: Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 9 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience (RES):

Defence (DEF):

Combat Rating (CR):

Primary Weapon: Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 10 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience (RES):

Defence (DEF):

Combat Rating (CR):

Primary Weapon: Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

C Copyright Alpha Forge Games 2006. Permission granted to photocopy for personal use.

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Section 3 - Star Mogul: Salvage Company Roster. Vehicles/ Heavy Equipment: Equipment 1) TYPE: Speed: Throttle: Armour: Turning score: Front: Maneuvers: Left side: Cargo capacity: Right side: Deployment cost: Rear: Main Weapon: Top: Damage: SUPERSTRUCTURE POINTS: Gunners skill: CREW1:

NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: (RES): (DEF): (CR):

Primary Weapon:

Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

CREW2: NAME: RACE: MOVEMENT: DEPLOYMENT

COST: Armour: (RES): (DEF): (CR):

Primary Weapon:

Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

Equipment 2) TYPE: Speed: Throttle: Armour: Turning score: Front: Maneuvers: Left side: Cargo capacity: Right side: Deployment cost: Rear: Main Weapon: Top: Damage: SUPERSTRUCTURE POINTS: Gunners skill: CREW1:

NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: (RES): (DEF): (CR):

Primary Weapon:

Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

CREW2: NAME: RACE: MOVEMENT: DEPLOYMENT

COST: Armour: (RES): (DEF): (CR):

Primary Weapon:

Weapon damage:

Skill1: Skill2:

Skill3: Skill4:

EQUIPMENT/ NOTES:

C Copyright Alpha Forge Games 2006. Permission granted to photocopy for personal use.

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