Battlegroup
FROM A DISTANCE IT IS ELEGANT. IT HAS BEEN DAYS
      SINCE THE FIRST VOLLEYS HAVE BEEN FIRED.
      CARCASSES OF GREAT SHIPS DRIFT,
      AND THE DEAD HANG IN THE VOID.
      KILL-CLOUDS GLITTER ACROSS THE NIGHT,
      SPLIT BY THE FLARING LIGHT OF LINAC BEAMS
      AND ROCKET TORCH DRIVES.
      FROM A DISTANCE, IT IS ELEGANT;
      UP CLOSE, IT IS HELL.
       Section 0 // Introduction
[2]
      LANCER: BATTLEGROUP
                                      By Kai Tave and Miguel Lopez
                                                 Editing
                                             Melody Watson
                                                 Layout
                                            Minerva McJanda
                                               Playtesting
  Thanks to ASullyVoice, Ffzdf, Paranomaly, Raiu, Spindle, Swordrager, Voy, And Garciaz, Anna “Dr. Wizard”
  Wittholz, Anon 92841, Ayla Picard, Christopher “Suki” Salmon, Declan Bigger, Drew "DANCER" Fox, Edan
  “CYAN” Otto, Erin “eternalAffliction” Graves, Evan Tungate, Gavin “Entropy” Jones, Hannah “AceEmpress”
   Collins, Joe “Misc” Halberstadt, John "Perijove" Behrendt, Johannhawk, Jonas “Prudentia” Menz, Joshua
     “zhansonic” Zhanson, Kartik Singh, Lars “The Captain” van Eijk, Lunatic Blue, Midnight Binary, Olivia
"ValourDyke" McCollum, Quinn Tuberose, Sam Hornigold, and all the other commanders of the 7th Fleet whose
                           victories and defeats helped to make this game possible.
                                                 Cover
                                              Nicolas Vallet
                                               Illustration
          Conner Dodd, Peyton Gee, Ronan Le Fur, Juan Gee Tan, Nicolas Vallet, Gwen Williamson
                                              Safety tools
                                     The X Card - John Stavropoulos
                                Script Change Toolbox - Beau Jágr Sheldon
                        Ttrpg Safety Toolkit - Kienna Shaw and Lauren Bryant-Monk
                                           ©2022 Massif Press
                                                                                                             [3]
      INTRODUCTION
      Lancer: Battlegroup is a standalone rules system for mass
      space combat in the Lancer setting, designed for digital or
      tabletop play with no need for a grid or hex map. Blending
      Lancer’s deep unit customization and emergent story with a
      new frontier of tactical narrative action, Battlegroup casts the
      players as pilots and officers in a fleet deployed to the front
      line of a naval campaign. Their missions may vary, but their
      goals remain the same: win, survive, and return home.
      Battlegroup is both a standalone game and a large-scale
      space combat module for Lancer. Whether you want to play
      out a naval campaign or add new dimensions and scale to
      your existing Lancer campaign, you can use Battlegroup to
      expand your group’s library of storytelling options.
      Battlegroup features:
      • Detailed naval combat and narrative-tactical play that
        doesn’t require a grid. Command a battlegroup using the
        gyre, a relative positioning system that depicts the
        movements of capital ships and attack wings across the
        tremendous distances and myriad trajectories of space.
      • Fleet and ship customization – from a ship’s hull through
        to its systems, weapons and escorts, the way you build
        your ships determines how you play.
      • Everything you need to know about naval warfare in
        Lancer’s universe. From boarding actions with mounted
        chassis, to demisolar long-spool weapons shattering capital
        ships with a single shot, and ontologic warfare conducted
        by fleet legions in dimensions uncanny, Battlegroup
        continues to expand the playable theaters of Lancer.
      • Key information on the Dawnline Shore and the major
        powers vying for control of the region, including campaign
        beats, plot hooks, and more.
                  Section 0 // Introduction
[4]
TABLE OF CONTENTS
SECTION 0:                                    SECTION 4:
INTRODUCTION                             4    GAME MASTER’S GUIDE                  138
 Playing Battlegroup                     6     Running Battlegroup                 140
 Narrative Play and Uptime Checks       10     Inevitability, Fatalism, and Hope   142
 The Setting                            12     Rules of War                        148
                                               The Field of Battle                 149
                                               Sitreps                             152
SECTION 1:                                     Campaign Play                       158
CHARACTERS                              16     Battlegroup and Lancer              163
                                               Non-Player Character Battlegroups   164
                                               Ship Archetypes                     166
SECTION 2:
ALL VESSELS ENGAGED                     30
 Structure of a Battle                   33   SECTION 5:
 The Engagement                          37   THE DAWNLINE INCIDENT                196
 Combat Basics                           38    Places, Everyone                    198
 The Winding Gyre                        44    Port of Call: Dawnline Shore        200
 Posture and Uptime Actions              48    Campaign Arcs                       208
 Reserves                                52
 Damage and Destruction                  53
 Keywords and Definitions                55   SECTION 6:
                                              SETTING & WORLDBUILDING TOOLS 216
                                               Notable Shipwrights                 222
SECTION 3:                                     Battlegroups                        224
THE BATTLEGROUP                         60     Comms Chatter                       232
 Building a Battlegroup                  62
 Hulls                                   66    Index                               234
 Capital Ship Summary                    97
 Weapons and Upgrades                    98
 Escorts and Wings                      110
 Advancement Commendations, Legacies,
 and Reputations                        121
                                                                                         [5]
      PLAYING BATTLEGROUP
      Fleet Commander Conrad Schuyler paced his private
      deck on the Colossal Promise, his battleship and the         BOOK STRUCTURE
      flagship of the Armory’s 5th Dawnline Fleet. He wore         This section, the Introduction, lays out the core rules
      his battlesuit, helm held behind his back. Under             of the game and gives a brief look at some key
      thrust, he could walk without the aid of mag boots.          elements of the setting.
      The marble surface wouldn’t have accepted them
      anyways. Alone, he paced the walk, a solitary figure         The second section of this book, Characters (p. 16),
      against the stark black of a starless void.                  talks you through creating a commander and
                                                                   choosing a Background that will shape their story.
      Outside, the enemy’s ships no doubt matched the
      trajectory and burn of his battlegroup, their torpedo        The third section, All Vessels Engaged (p. 30),
      tubes open, their long guns fixed on where they              presents the full, detailed rules for naval combat.
      thought he was going to be. They were likely correct
      – not much room to maneuver in this empty space              The fourth section is The Battlegroup (p.60), in
      above New Creighton – and besides, that was the              which all options for choosing and outfitting ships
      essence of naval combat: one could not hide when             can be found.
      one is the only thing in a void.
                                                                   The fifth section is the Battlegroup Game Master’s
      If Schuyler so desired, he could open a line to the          Guide (p. 138), which offers advice for tweaking
      Colossal Promise’s command deck and have the                 rules, creating non-player characters (NPCs), and
      course of the enemy fleet cast to the panorama wall.         running engagements.
      He could stand before the Counters’ fleet in wireframe
      miniature and hold it in his hand. Schuyler did not want     The sixth section is The Dawnline Incident (p. 196),
      that; he was not interested in paper boats. He wanted a      an in-depth look at a key point of conflict occurring at
      baron, and Invictus had quietly informed him that there      the timeframe in which Battlegroup is set.
      were none in the Counters’ fleet.
                                                                   The seventh and final section, Setting &
      Schuyler reached the end of his walk, turned, and            Worldbuilding Tools (p. 216), contains information
      paced back. The Preludes and their minor keys echoed         on shipwrights, fleet organizations, naming
      over his footfalls. He was nervous, to be sure – as any      conventions, and comms formatting, which can be
      sane person before an engagement – but confidence            used to add more detail to your games.
      and the piano tempered his nerves. This was not his
      first duel. God willing and with proper planning, it would
      not be his last. The closing notes of the final Prelude
      boomed across the deck. Time, then.
      “Invictus,” Schuyler’s voice echoed across the
      otherwise empty space. He didn’t wait for a
      response: he knew the legion listened to its
      commander. “Ready my post in the CIC.” With that,
      Schuyler pulled on his helm, securing it to his suit. All
      indicators save for heart rate showed well within
      nominal ranges. “Let us begin.”
      Your character in Battlegroup is a commander – a
      ranking naval officer tasked with leading a group of
      ships and those who crew them into combat.
      Command decisions, and their consequences, fall to
      your commander, and the orders they give will
      determine whether you achieve victory or suffer
      defeat. But your commander is only one part of the
      story. The ships they lead into battle – their
      battlegroup – reflect their personality and command
      style. A commander and their battlegroup are two
      parts of the same whole.
                  Section 0 // Playing Battlegroup
[6]
                                                                                                                          PLAYING BATTLEGROUP
WHAT YOU NEED
This game uses two sorts of dice: twenty-sided dice
(d20) and six-sided dice (d6). You’ll roll these dice to
determine the outcome of uncertain situations, such
as firing weapons, engaging in electronic warfare, or
undertaking critical maneuvers. When the rules call
                                                            ATTACKS, CHECKS, AND
                                                            INTERDICTION
                                                            In Battlegroup, there are three main types of dice
                                                            rolls: attacks, checks, and interdiction.
                                                                                                                                                0
for you to make a roll, they will also tell you how many    Attacks are any offensive actions made against other
dice to roll. For example, 1d20 means you need to roll a    ships or battlegroups, like firing weapons or directing
single d20, whereas 2d6 means you need to roll two d6s.     a fleet legion to disrupt an opponent’s systems.
                                                            When you make an attack roll, you roll 1d20 and add
Sometimes the rules will call for you to roll 1d3.          any relevant bonuses. For an attack to be successful
That’s just a shorthand way of saying you should roll       it needs to equal or exceed the target’s Defense.
1d6 and halve the results (rounded up). When you’re         Successful attacks are described as “hits” – so if the
called on to roll 1d3, a result of 1 or 2 on a d6 equals    rules tell you that an effect happens “on hit”, that
1, 3 or 4 equals 2, and 5 or 6 equals 3.                    means it takes place when you make a successful
                                                            attack. For certain weapons, a result of 20+ is a
Battlegroup is best played with 3–6 players, but can        critical hit, an especially effective blow that deals
be played with as little as two or as many as you feel      double damage and sometimes triggers other effects.
comfortable with. Each player needs at least one
d20, a number of d6s, and some paper or a character         The next type of roll is a check. Checks are handled the
sheet to write down information. Players may also           same as attacks: you roll 1d20 and add bonuses, but
want tokens of some kind to keep track of various           the target you’re attempting to equal or exceed isn’t
abilities and effects.                                      based on an enemy’s Defense. The target number will
                                                            typically be stated in the description of the check itself.
Unlike Lancer, this game does not use a grid for
tactical combat. Instead, it uses a tool called the gyre    Uptime checks are a specific type of check that only
(p. 44) to track the relative positions of fleets as they   take place in the narrative moments between and
engage in combat. You don’t need square or hex              before fleet battles. These checks are also made as
maps to play the game, nor do you need miniatures;          part of various uptime actions (see p. 48). The target
however, you may wish to use a gyre map and tokens          number, and the consequences of the check, are
or miniatures to make combat easier to visualize.           usually defined by the action you’re performing.
Most of the players take on the role of commanders –        INTERDICTION is a special type of roll that occurs only
these are the player characters, or PCs – but one           during combat. Certain weapons and abilities can
player is the Game Master, or GM. The GM acts as a          deal damage without attack rolls, and a battlegroup’s
narrative guide, facilitator, and the arbitrator of the     Interdiction rating lets it defend against some of
game’s rules. They help create the story and narrative      these attacks. When you make an interdiction roll,
your group will explore and portray all of the NPCs.        you roll a target’s Interdiction and then subtract that
For more information on the GM role and a list of           amount from the incoming damage. For more
rules, tips, and tools for GMs to use, refer to the         information on INTERDICTION, see page 56.
Game Master’s Guide on p. 138.
                                                            MODIFYING ROLLS
THE GOLDEN RULES                                            There are several ways rolls can be modified. The
There are two golden rules to remember when                 first of these is with a static modifier – a simple bonus
playing Battlegroup.                                        that you add to the result of the roll. Static modifiers
                                                            are represented with a plus symbol followed by a
I: SPECIFIC RULES OVERRIDE GENERAL                          number: +1, +2, +3, and so on. If you’re rolling with
STATEMENTS AND RULES.                                       +2, you just need to add 2 to whatever you rolled to
For example, certain attacks may not typically be           determine the final result. For example, a particular
avoidable; however, some abilities or systems make it       upgrade might add +2 to a battlegroup’s INTERDICTION.
possible to attempt to evade those attacks. Because
these latter abilities are specific rules, they supersede   Rolls can also be modified by two kinds of bonus dice:
the general rules concerning those attacks.                 ACCURACY and DIFFICULTY. These modifiers represent
                                                            momentary advantages or disadvantages gained and
II: ALWAYS ROUND UP (TO THE NEAREST                         lost in rapid, chaotic moments of action.
WHOLE NUMBER).
                                                                       Section 0 // Playing Battlegroup
                                                                                                                          [7]
      Boarding actions, electronic warfare, and advanced
      targeting systems are examples of things that might           ENGAGEMENTS, NARRATIVE
      apply them during combat. They work as follows:
                                                                    PLAY, AND SCENES
      • Each point of ACCURACY adds 1d6 to a d20 roll.              Ongoing campaigns of Battlegroup are usually
      • Each point of DIFFICULTY subtracts 1d6 from a d20 roll.     divided into engagements, each of which is a single
      • ACCURACY and DIFFICULTY cancel each other out on            naval battle, separated by periods of narrative play.
        a 1:1 basis.
                                                                    Engagements have specific goals or parameters that
      If you’re lucky enough to roll several of the same            must be completed in order to succeed. this usually
      bonus dice when attacking or making a check,                  involves destroying all enemy forces, but
      whether ACCURACY or DIFFICULTY, you don’t add them            engagements can incorporate other goals as well,
      together to determine the result. Instead, find the           such as extracting VIPs or defending crucial
      highest number rolled and apply it to the final result.       objectives. Each engagement also includes some
      Because of this, no roll can ever receive more than –6        preparation time, in which you can discuss goals, set
      or +6 from either ACCURACY or DIFFICULTY.                     stakes, and outfit the ships in your battlegroup as
                                                                    you see fit.
      For example:
                                                                    If your character isn’t actively participating in combat
       For an attack with 2 A�������, roll 2d6 and                  (or preparing for it), you’re in narrative play (also
       choose the highest of the two dice, then add that            referred to as uptime, see p. 10–11). Narrative play
       number to your attack roll. If you roll 3 on one die         encompasses the space between engagements, in
       and 4 on the other, you add +4 to the roll, not +7.          which moment-to-moment action matters less and
                                                                    roleplaying matters much more. During this time, you
       For an attack with 2 A������� and 1 D���������,              can progress plots, projects, or personal stories,
       you only add 1d6 to your attack roll as 1 D���������         moving the clock forward as much or as little as you
       and 1 A������� cancel each other out.                        want. Days, months, and even years can pass in this
                                                                    narrative time, depending on the pace of your game.
       For an attack with 1 A������� and 1 D���������,
       you don’t add anything to the roll – the dice cancel         While engagements are a single battle from start to
       each other out.                                              finish, narrative play may be divided into scenes. A
                                                                    scene is a period of continuous dialogue, action, or
                                                                    activity that has a discrete starting and stopping
      DEALING DAMAGE                                                point. They’re called scenes because it’s helpful to
      The durability and structural integrity of ships and          think about them in cinematic terms: as long as the
      other targets are represented by their HIT POINTS (HP).       focus (or “camera”) is on the players and their action,
      When a target reaches 0 HP, it is destroyed.                  a scene is happening. When the focus cuts away
                                                                    from the current scene, or the current action naturally
      When an attack (or other ability) hits a target, it reduces   ends, that’s when the scene should end too.
      that target’s HP by an amount equal to its damage.
      Damage values are listed either as a flat number, a dice      A single dramatic encounter or a dialogue between
      roll, or a dice roll plus a modifier. In cases where an       characters are both great examples of scenes, but a
      attack deals damage to multiple targets at once – such        scene can also be something like a montage. It’s
      as a powerful area attack – you roll damage only once         important to pay attention to the beginning and end
      and apply the result to all affected targets.                 of scenes, as some narrative abilities might only be
                                                                    usable once during a scene, the way some combat
      Some special systems and effects call for values like         abilities might only be usable once per combat.
      damage to be halved. Halving does not stack, even
      from multiple sources. If something causes an attack
      to deal half damage, then halving its damage again
      doesn’t make it deal quarter damage.
                  Section 0 // Playing Battlegroup
[8]
                                                                                                                         PLAYING BATTLEGROUP
WHAT BATTLEGROUP IS
Battlegroup is designed to evoke the experience of
fleet battles in the Lancer universe: the hum of long-
spool weapons charging up, the shifting of battle
lines inexorably leading to a deadly clash, pitched
boarding actions and wings of strike craft hurtling
                                                           A NOTE ON PLAYER SAFETY
                                                           Space combat in the Lancer galaxy is a tense and
                                                           deadly affair. Thousands of lives hang in the balance
                                                           of each engagement, and while life is never treated
                                                           as though it was cheap, it is nonetheless a fragile
                                                           thing next to the cataclysmic power unleashed by
                                                                                                                                               0
through defense curtains to deliver their payloads.        fleets as they clash among the stars. Commanders
Your decisions will influence these pivotal moments        make difficult decisions in the heat of battle, ordering
and help turn the tide of battle; however, Battlegroup     ships into danger knowing they may not survive and
isn’t necessarily “about” the individuals – heroic         that such sacrifices are necessary in the pursuit of
though they may be – involved in the battles it            victory. Errant volleys fired too close to inhabited
depicts. It is about large, collective actions and the     worlds result in harrowing devastation and casualties
price of success.                                          on a massive scale. Spacers are separated from their
                                                           homes not just by stellar distance, but by the ever-
The main way to play Battlegroup is to create and          widening dilation of time that comes with relativistic
follow a single commander across successive                travel and alienates them from the people and places
engagements; however, the game does not require            they once knew.
that you strictly focus on one officer, pilot, or
crewmember. Over the course of a session or                Battlegroup is a game about war, but this does not
campaign, you might develop a rotating cast of             mean a GM should force their players to encounter
individuals whose exploits you follow throughout their     scenarios or content that could be triggering or
careers, or you might create new characters each           harmful. If any canon assumptions might cause you or
time you establish the stakes of a conflict, playing out   your players to feel unsafe or distressed, they can be
one of the most important moments in their lives.          discarded. Likewise, you may wish to use tools like the
Your table might use Battlegroup to play out battles       X-Card (http://tinyurl.com/x-card-rpg), the Script
taking place across an entire sector of space like the     Change Toolbox, (https://briebeau.com/thoughty/
Dawnline Shore, zooming in on different theaters,          script-change/), and the RPG Safety Toolkit (http://
fronts, or even periods of time.                           bit.ly/ttrpgsafetytoolkit) to help facilitate this in play.
Nor is Battlegroup built around the assumption that
play will take the form of a single, ongoing campaign.
This book offers guidance for running campaigns –
including numerous plot hooks and additional
information about the contested region of space
known as the Dawnline Shore and Lancer’s setting in
general – but it can also be used for one-shot games,
ongoing narratives with rotating player groups, and
short-term arcs.
And of course, Battlegroup can also be used as a way
to add some extra tactical and narrative depth to a
Lancer tabletop campaign. The outcome of these
large-scale fleet battles are likely to create numerous
flashpoints ripe for a squad of mech pilots to engage
with, whether in space or on the surface of a planet,
and you’ll find a number of tools to help you create a
narrative that crosses back and forth between games.
                                                                      Section 0 // Playing Battlegroup
                                                                                                                         [9]
       NARRATIVE PLAY AND UPTIME CHECKS
       Narrative play is distinct from naval combat and                 You may then determine which traits you want to
       much less structured. In narrative play, rolls tend to           apply to the roll, if any (adding Accuracy or Difficulty).
       accomplish more, scenes cover various stretches of
       time, and the outcome of individual rolls is more                Roll 1d20 and add any relevant modifiers:
       important. Unlike naval combat, narrative play
       doesn’t have turns, and NPCs don’t get to act on                 • On a 9 or less, you fail to accomplish your goal
       their own initiative; instead, their actions are decided           and suffer the established consequences.
       by the outcome of player rolls.                                  • On a 10+, you accomplish your goal.
       Something to note is that narrative play in Battlegroup          A check is only a single roll, and once made the
       is even more freeform and abstract than it is in Lancer.         result stands, whether you succeeded at your goal or
       This game focuses primarily on engagements between               failed. For example, a check made to sneak into an
       fleets, using the outcomes of those battles to shape             officer’s quarters won’t consist of multiple checks to
       an overarching narrative. Your game might not even               see whether you can do so undetected, the goal and
       need narrative play; you might decide to play                    its outcome are all handled by a single check.
       Battlegroup as a purely tactical combat game, on its
       own or as a module for Lancer. Should your games
       call for narrative play, however, these rules should             CONSEQUENCES
       provide you with everything you need.                            Before a roll is made, the GM must outline the
                                                                        consequences of failure. These are the only
       In narrative play, uptime checks are used to                     consequences they can inflict. The severity of the
       determine the outcome of complicated situations and              consequences depends on the situation: the higher
       actions. They are only required in tense narrative               the implied difficulty, the more complex or dangerous
       situations and when making a roll will move the story            the scenario and the more costly failure is likely to be.
       forward. It can be assumed that your commander will
       generally always succeed in mundane tasks,                       When you roll 9 or less on an uptime check, you
       especially if they relate to their background. You               suffer the established consequences. Since NPCs
       don’t need to make an uptime check to open a door,               don’t act on their own in narrative play, these
       cook a meal, or talk to a superior officer – unless              complications and consequences are the main tools
       there’s something complicating your attempt, or the              the GM has for responding to player action.
       outcome might further a situation in an interesting
       way, build on a relationship, or answer a question.              For example: if you’re attempting to maintain good
                                                                        fleetwide cohesion and temporal sync through a series
       Uptime checks can cover activities as broad or specific          of complicated navigational maneuvers with fleet
       as the narrative requires. For example, an uptime check          legion support, it’s unlikely that failure will immediately
       might cover a week’s worth of noncombat operations to            cause the loss of ships. But if you’re maneuvering
       leash and harvest fresh ice for water from a nearby comet.       through a series of complex course changes while
       You might also roll for individual moments of action –           being pursued by an enemy or with damaged systems,
       plotting a new jump at a terminal, negotiating with a            the possibility of dramatic, costly failure is much higher.
       specific supply officer while docked at a station, or similar.
                                                                        Here are some examples of consequences or
                                                                        complications that might apply to a roll:
       MAKING UPTIME CHECKS
       Let’s break down the process of making an uptime check:          HARM: Damage, injury, or bodily harm. If you fail to
                                                                        take control of the gun someone has pointed at you,
       First, you’ll name your goal and describe your                   you’re probably going to get hurt.
       approach to achieving it. This helps set the context
       for the GM to decide what the likely outcomes and                 GETTING HURT
       consequences of this check will be.                               Battlegroup characters don’t have HP, the trait
                                                                         used in Lancer to represent the health and
       The GM then decides the consequences of failure                   hardiness of characters. Because of this, the
       (e.g., losing time, being arrested, getting shot, etc). If        severity of potential harm is a narrative,
       there are no consequences, which occurs when there                contextual matter that should be established
       are no real stakes to what it is you’re attempting, then          before a roll is made; failure shouldn’t result in
       you automatically succeed.                                        instant death unless the circumstances clearly
                                                                         call for such a possibility.
                   Section 0 // Narrative Play and Uptime Checks
[10]
                                                                                                                                   NARRATIVE PLAY AND UPTIME CHECKS
                                                                                                                                                                      0
TIME: The action takes longer than usual. In a calm                  TEAMWORK
environment, you can hack any console – and this                     If someone want to help another character carry out
one is no exception – but under fire and half-dressed,               an action, there is still only one roll made. The
it’s going to take a lot longer.                                     character making the uptime check gains +1
                                                                     Accuracy (no matter how many people are helping),
RESOURCES: Something must be used up, lost, or                       but everyone helping suffers any complications or
temporarily exhausted. This could be something                       consequences of failure.
concrete like running out of ammunition, losing a
map, or your gun jamming, or it might be a social                    DIFFICULT, RISKY, AND HEROIC ROLLS
resource – reputation, political power, favor, and so                Before you roll an uptime check, the GM can decide
on – that you need to spend in the process of                        that the action you’re attempting is Difficult or Risky (or
completing your objective.                                           both). A Difficult roll is harder than usual, adding +1
                                                                     Difficulty. A Risky roll is one that has clear and obvious
COLLATERAL: Someone or something other than                          complications, even on a success. When rolling a Risky
yourself or your intended target takes harm or injury,               uptime check, the character always suffers the
or is put in danger. This could be an innocent                       consequences (or a lesser version of them) on any
bystander, an ally, your ship’s crew, or an                          result under 20. A Risky skill check still succeeds as
organization you belong to.                                          usual on 10+, but the character suffers consequences
                                                                     anyway. For example, if a commander is trying to sneak
POSITION: Your actions put you in a worse position:                  past a group of alert, heavily armed marines, the GM
right in the line of fire, clinging to the edge of a cliff, in       might decide the roll is Risky. Even if the commander
the bad graces of the baron, or under a spotlight.                   manages to sneak past them, the marines may grow
                                                                     suspicious and call for additional patrols, complicating
EFFECT: Your action is less effective than intended. If              the commander’s exit strategy or placing them under a
you’re trying to kill someone, you merely injure them.               strict time limit to act before they’re discovered.
If you’re trying to sneak away undetected, you make
a lot more noise than you hoped. If you’re fixing a                  If an action is so hard that success seems outlandish,
damaged reactor, it only stabilizes temporarily.                     the GM can make it Heroic. A Heroic roll is only
                                                                     successful on a result of 20+, and the character making
                                                                     the attempt also suffers consequences if the result is
ADVANCED NARRATIVE PLAY RULES                                        less than 20. If the GM wants to push things even
The narrative play rules in Battlegroup are adapted from             further, a Heroic roll can also be Difficult. Commanders
those found in Lancer, stripped down and streamlined                 that accomplish such tasks are the stuff of legend.
for ease of use. If your group wants an even deeper
narrative play experience, you can include additional                The GM may always declare that an uptime check
rules like teamwork; Difficult, Risky, and Heroic rolls,             can’t be made under the current circumstances. After
and pushing it, which are discussed below.                           all, no matter how accomplished your commander is
                                                                     or what traits they have, they probably can’t punch
Some of Lancer’s other, more detailed rules aren’t                   through a starship hull with their bare hands.
included here, although they could potentially be
adapted for use in Battlegroup. These include                        TRYING AGAIN AND PUSHING IT
triggers, skill challenges, and downtime actions.                    An unsuccessful uptime check doesn’t necessarily
                                                                     equate to outright failure, but it does mean that you
While the rules for both games share many                            have failed to accomplish your goal. If you do fail a
similarities, it is important to note that there are some            check, you cannot attempt the same activity again
important differences as well. Because commanders                    until the narrative circumstances have changed (e.g.,
in Battlegroup don’t have license levels, for instance,              time has passed; you have new gear, a different
they don’t gain scaling bonuses to their rolls over                  approach, or additional help; etc.) or you push it.
time. This means that the odds of success and failure
remain more constant, so a Risky roll may might be                   As long as an uptime check isn’t Risky, you can push
just as difficult for a character who’s been through                 it to make a second attempt to achieve the goal of a
numerous sessions of play as it is for one just                      failed check in the same circumstances; however, if
embarking on their first mission. The absence of                     you do this, the skill check immediately becomes
license levels also means that if you wanted to adapt                Risky. If the situation is already Risky, you can’t push
something like triggers, you would need to decide on                 it further unless the GM allows it, in which case the
a different method of awarding new triggers.                         skill check becomes Heroic. A Heroic check can
                                                                     never be pushed further.
                                                                 Section 0 // Narrative Play and Uptime Checks
                                                                                                                                   [11]
       THE SETTING
       Lancer: Battlegroup is set some 15,000 years in the             subjective year spent in transit at .995 c, roughly ten years
       future from the present day. In that time, humanity has         pass in realtime (or for every day in transit, ten pass back
       fallen and risen, seen the rule of multiple different           home; for every hour, ten; and so on). Time dilation may
       states and regimes, and has spread itself across much           not be a part of your game, but it is a key assumption in
       of the Orion Arm of the Milky Way. This is a utopia in          Lancer’s setting. Anyone who enlists, follows tradition,
       the making: the capital worlds of the galaxy are post-          or volunteers for naval or logistical service knows this
       scarcity and post-capital, but the peripheries do not           cost before they sign, and does so anyway.
       yet enjoy the same privilege. Union, the galactic
       administration, is working to change that, though many
       stand in their way. The world of Battlegroup is one             SOCIETY AND CULTURE
       where technology has advanced far beyond that of our            This bifurcation of time has led to the rise of three major
       modern day, but unevenly. This section summarizes               galactic cultures: the Cosmopolitans, the Metropolitans,
       the most important conceits of the setting to help              and the Diasporans. Cosmopolitans are people who
       orient players. More detail can be found in Lancer.             have spent most of their lives in interstellar space,
                                                                       whether in transit for a purpose or because of nomadic
                                                                       cultural preferences and organization. Cosmopolitans
       THE CURRENT DAY                                                 usually operate in tight-knit family groups or other small
       The year is 5021u. This is the point in history when your       communal organizations, working and living in single
       characters enter the spotlight. The command decisions           ships or cohesive groups of many. Though they may be
       they make will determine not only whether the crews             divorced from the “normal” flow of time that the rest of
       they lead into battle live or die, but will shape the           humanity operates in, they are together with each other
       course of history through their victories and defeats.          in their own time. Metropolitans are those who live
                                                                       rooted in the Galactic Core. Though they may enjoy an
                                                                       interstellar cruise once in a while or be deployed on an
       TRAVEL AND TIME                                                 interstellar naval campaign, their lives are tied to their
       Starships are – with rare exceptions – outfitted with a         homeworlds. Being Core worlds, these places are post-
       drive system called a nearlight drive, which allows them        scarcity and post-capital, integrated into Union and
       to rapidly accelerate close to the speed of light, but not      actively participating in galactic politics under its
       beyond. Starships cannot break the superluminal barrier         umbrella (though likely with their own global
       (i.e., they can’t go “faster than light”, or FTL) on their      governments and internal politicking). Diasporans –
       own, though FTL travel does exist. The only widely              still the majority of humanity – live outside of the
       known method of FTL travel involves moving through              Galactic Core, populating worlds settled under the
       blinkspace, a parallel space that is poorly understood,         First and Second Committees of Union then
       but manipulated and traversed by humanity all the               abandoned to history. Union itself, now organized
       same. Blinkspace travel is facilitated by a far-reaching        under its Third Committee, works to peacefully
       network of interconnected blink gates, which allow ships        recontact and reintegrate the Diaspora once more.
       to journey from gate to gate all but instantaneously. The
       interstellar administration known as Union controls the
       blink gate network. This control is a key pillar of Union’s     COMMUNICATIONS
       socioeconomic and military power, and one of the                As ships can utilize the blink to travel faster than light,
       guarantors of its galactic hegemony. Because of this,           so too can information be transmitted through
       Union works to expand the network through the creation          blinkspace across the omninet. The omninet allows for
       and installation of new blink gates, reuniting the              stable lag-free communication ignorant of distance.
       forgotten worlds of the populated galaxy once more.             Although omninet access remains tied to necessary
                                                                       broadcast infrastructure, it forms the backbone of
       When they aren’t using the blink, ships must travel             Union’s efforts to affect cultural, economic, and military
       between the stars using their subluminal nearlight              cohesion across the vastness of space. Ships traveling
       drives. This is conventional travel, of a sort. Even close      at nearlight speeds periodically need to slow to more
       to the speed of light, humans traveling through space           normal velocities to allow data transfers to sync with
       are subjected to relativistic time dilation, which results in   realtime, but the omninet also grants them the ability to
       a divergence between their subjective time (time as they        communicate near-instantly with other vessels and
       personally experience it) and realtime (time as it passes       worlds. Other conventional methods of communication
       on Earth and is recorded by Union). Most nearlight              exist – radio, light-based technologies, and so on, but
       interstellar ships travel around .995 c, which translates to    unlike the omninet they are subject to the normal
       time ratio of around 1:10 – that is to say, for every           constraints of physics as science understands them.
                   Section 0 // The Setting
[12]
                                                                                                                       THE SETTING
GRAVITY
Stable, constant artificial gravity remains elusive.
Gravitic technologies exist, but they are only capable
of manipulating or producing artificial gravity for short
durations. As a result, spaceships and stations must
rely on other methods to provide gravity for their
                                                            ARTIFICIAL INTELLIGENCE
                                                            AND NON-HUMAN PERSONS
                                                            Limited artificial intelligence exists in the form of
                                                            companion/concierge systems, or comp/cons, mass-
                                                            produced artificial intelligences. But as advanced as
                                                                                                                                     0
inhabitants. Most spaceships utilize thrust gravity,        comp/cons may be, they are not truly sentient. The
using steady acceleration to provide stable and             same cannot be said of non-human persons, or NHPs,
consistent artificial gravity, while stations often use     advanced AI-equivalent, noncorporeal entities that
spin gravity to achieve the same effect. When ships         provide the foundation upon which the infrastructure
can’t maintain steady acceleration, their crews either      of human power has been built. From civil
use magnetic boots or simply maneuver in zero-              infrastructure management to warfare, NHPs operate
gravity, strategies that most ships are designed to         at all levels of human organization. They are especially
accommodate. Despite these limitations, ships               important on naval vessels, where they carry out a
equipped with powerful nearlight drives capable of          variety of tasks from gunnery to navigation. Each
quickly accelerating to a significant fraction of           capital ship in a battlegroup, as well as the larger
lightspeed do employ one vital gravitic technology:         subline vessels, has its own individual NHP with a
kinetic compensators. K-comps, as these systems             personality as unique and variable as any other person
are often called, generate bursts of artificial             and similarly capable of independent, novel thought.
contragravity to offset the tremendous acceleration         Existing at the cutting edge of paracausal science, the
forces applied to a ship’s crew by nearlight bolts, or      blinkspace-derived nature of NHPs grant many of
the much more sudden and dangerous nearlight                them even more incredible capabilities still.
ejections used to escape dangerous situations,
performed by these drives. Without k-comps, such            Every ship with an NHP has an NHP core, a module
maneuvers would be lethal to all those aboard.              containing the NHP’s digital containment system
                                                            (known as a casket) which allows them to interface
                                                            with human technological systems, alongside other
WAR AND CONFLICT                                            hardcopy data banks. NHP cores are generally
Regrettably, war remains part of human history and          inaccessible by design, with various access-limiting
events, from small-scale terrestrial conflicts within the   features built in. On Union ships, they can be reached
confines of a single planet to massive battles between      via a monitored access shaft large enough to admit a
naval powers ranging across the stars. The state of         single person crawling up a ladder, but too small for
naval warfare is such that the development of newer         anyone to extract the NHP’s casket; on Harrison
and more deadly weapons has swiftly outpaced                Armory ships, multiple hardcopy keys must be turned
improvements in defensive technologies.                     simultaneously in the CIC to open the module’s
Contemporary naval doctrines exist with this                doors; on Baronic ships, one must turn sideways and
differential in mind. Ballistic weapons using chemical      shuffle through a narrow passageway; and so on.
and electromagnetic propellant systems, directed-
energy weapons, guided missiles, torpedoes, and             Difficult as most NHP cores are to access, there are
drones are all in regular use, along with exotic            options in an emergency. For example, when the
paracausal technologies that defy conventional              order is given to abandon ship, the NHP casket can
science. Many larger ships mount long-cycle (also           usually be jettisoned or removed and evacuated
called long-spool) weapons, tremendously powerful           along with the rest of the crew. Such measures
main cannons that necessitate significant charging          typically require authorization from the ship’s captain
times but cause unimaginable devastation when fired.        or other senior officers.
These cannons can overwhelm even the most
effective active defenses, from projected energy            Although most people in the galaxy see NHPs as no
shields through to electromagnetic screens and stasis       more than next-generation AI systems, their true
barriers. Carriers also play an important role, launching   origins and nature are rather more complicated (see
wings of fighters, bombers, and mounted chassis –           Lancer, p. 381 for more information). NHPs must
mechs outfitted with external drives and hardpoints for     periodically undergo a restoration process known as
use in naval combat – to make precision strikes             cycling in order to prevent a gradual process of
against enemy vessels while boarding troops are sent        increasing instability known as cascade.
to attack enemy ships from within.
                                                                               Section 0 // The Setting
                                                                                                                       [13]
       ROBOTICS AND DRONES                                          FLEET LEGIONS AND LEGIONSPACE
       Drones and robots are regularly used for a variety of        While most ships in a fleet have their own NHPs,
       industrial, logistical, and military tasks, though they do   during the lead-up to engagements these NHPs
       not completely supplant the need for humans to               network together with each other to form a gestalt
       remain in the loop. One of the most notable types of         entity known as a fleet legion, granting them
       drones to be encountered in a naval context are              incredible power for the duration. The networking of
       subalterns, a common sight across many worlds in             NHP minds is not permanent; fleet legions typically
       and around Union space. Unlike other drones,                 only exist before, during, and in the immediate
       subalterns tend to be humanoform in design, which            aftermath of battles. If a fleet they serve is deployed
       allows them to interface with vehicles and tools             on a long campaign, then it will tend to be the same
       already adapted for human use. As a result, while they       legion gestalt appearing each time a fleet calls upon
       may not have the advanced capabilities of more               them to assist in the battle.
       specialized, single-purpose drone models, they are
       extremely flexible platforms. Subalterns can be              Fleet legions allow for near-instant communication
       directed by either basic comp/con systems or NHPs,           and coordination between their component minds
       the latter of which sometimes use subalterns as              and the comp/cons and organics aboard a fleet's
       physical avatars for moving around realspace and             many ships. These collective minds also have the
       interacting with people directly. Subaltern designs vary     ability to do battle against opposing legions within
       tremendously in terms of aesthetic and functional            legionspace. From a human perspective, legionspace
       considerations. They range from near-human models            is an ontological cosubjective environment in which
       with synthetic skin, musculature, and faces that lift        multiple individuals, humans and NHPs alike, can
       them just out of the uncanny valley through to military      confer among themselves in realtime within a virtual
       models stripped of nonessential cosmetics in favor of        space. Tactical discussions between individual ship
       robust superstructures, armor plating, hardened              captains and NHPs often take place in a legionspace
       electronics, and aggressive postures.                        environment prior to combat to allow the quick and
                                                                    efficient visualization and distribution of information,
       Aboard many naval vessels, subalterns are regularly          and the shape these environments take can vary
       employed to supplement crew numbers in a multi-              wildly from the conventional to the fantastic.
       function capacity, assigned to handle a variety of
       dangerous but critical tasks such as damage control,         During combat, however, legionspace becomes a
       emergency medical response, and hazardous                    battleground unto itself, a realm where opposing fleet
       engineering duties. They require no oxygen, can              legions clash with terrifying, esoteric thought-weapons
       withstand physical trauma that would otherwise kill or       and anticausal powers beyond comprehension. The
       incapacitate a human, and can safely operate in              battle between fleet legions occurs on a level that the
       areas of a ship which have been exposed to hard              human crew have little direct interaction with, though
       vacuum or lethal radiation levels. Another area in           some naval weapons and systems are designed to
       which subalterns see frequent use is boarding                augment a fleet legion’s capabilities. At all stages of a
       actions. Boarding actions are some of the most               naval engagement the battle between fleet legions
       statistically deadly engagements personnel can               goes unseen, but its consequences are felt in every
       undertake, with casualties of at least 30% expected          jammed signal, every counterfactual evasive pattern,
       even by the winning side. Combat subalterns are              and every perfectly timed shot.
       often used to spearhead such actions in order to help
       minimize these casualties, utilizing their strengths in
       the tight, airless corridors of ships and stations both
       offensively and defensively.
       Despite these many benefits, subalterns remain
       vulnerable to electronic warfare and have difficulty
       responding to novel situations when not under direct
       human/NHP control, leaving them firmly in a
       supplementary rather than primary shipboard role.
                   Section 0 // The Setting
[14]
                           THE SETTING
                                         0
Section 0 // The Setting
                           [15]
SECTION 1
CHARACTERS
       Battling in the void of space requires coordination and     As players, you will need to sit in this tension. From
       discipline. Ships often fire at targets a great distance    your vessel’s combat information center (CIC), you
       away, visible only by the waste heat, radiation,            command not only your own ship, but the other ships
       outbound fire, and comms signatures they throw off –        in your section – distributing orders to one or more
       rarely do capital ships find themselves within organic      capital ships in order to win the day, rather than the
       visual range of one another. Hard cover and                 moment. You might not be the one pulling the trigger,
       concealment are just as hard to find; naval combat is,      but the effect is the same.
       generally, won by those who land the first hit.
                                                                   By the nature of the game’s setting and conceits,
       These conditions require intense discipline. Aboard a       characters in Battlegroup are likely to have less
       capital ship, your foes are only glowing indicators on      freedom in their mission portfolios than characters in
       a terminal screen and the blow that strikes you down        Lancer. The discipline to which these sailors, pilots,
       may only be telegraphed by a handful of seconds – if        and officers are subject is much more present, the
       at all. Fighters and subline vessels, tangling with         field of battle much more conventional, and their
       each other in the killbox between mighty ships of the       commanding officers more used to – and reliant on –
       line, might flash within visual range of the enemy, but     established doctrine. Your characters should interact
       this merely requires discipline of a different sort: that   with these realities, pushing against them or
       of seeing the enemy and killing them quickly, before        accepting them, rejecting or relishing this paradigm.
       they have a chance to retaliate in kind.                    Most all characters will wrestle with dual truths: that
                                                                   their strategies and defenses do not match the
       The realities of boarding actions, bombing runs,            weapons they wield and face, but in order to win and
       battery fire – even legionspace engagements – often         survive they must face and defeat the enemy.
       instill in the people who engage in this warfare a
       rigidity unfamiliar to ground soldiers. A sailor (or
       “spacer”, “cosmonaut”, “astronaut”, “suit”, “crew”,         WAR AMONG THE STARS
       and so on) has an immediate relationship to death that      If you’re coming to Battlegroup already a fan of
       ground-pounders do not. The very environment they           Lancer, you should know that the two games are
       operate in, if they were ever to be exposed to it, would    intended (mechanically and in terms of scope) to be
       kill them; likewise, the vessels that they crew – even in   very different windows into Lancer’s setting. Unlike
       the course of normal maneuvering! – can easily turn         Lancer, in which characters can range from members
       them into paste if they aren’t careful. Even the            of a formal military to mercenaries or other
       otherwise “normal” procedures required for interstellar     independent actors, the characters you make in
       travel – stasis-holds for long burns between worlds         Battlegroup are likely members of an established
       and gates – might be ventures from which they won’t         fighting force in regular order and supply. The
       return. Death is close for the sailor and officer:          structure that they are a part of – be it private or state
       discipline, regular order, triple-checking systems, and     – is assumed to be at least stable enough to manage
       routine are what get them through each deployment.          and support a fleet of ships, to direct them across the
                                                                   Orion Arm, and to keep the cosmonauts and officers
       Crashing against this regular-order impulse are the         aboard healthy, motivated, and competent.
       new weapons of naval warfare and the engagements
       in which they are employed. After the Deimos Event          Within this context – and despite the constraints on
       introduced NHPs (non-human persons; uncanny                 their actions that come from active military service –
       beings that fill the role once occupied by machine-         your character is assumed to be an actor with some
       mind AIs) to the galaxy and the First Interest War          agency. Your character is likely a commissioned officer
       rewrote the facts – if not yet the rules – of naval         or person of equivalent rank, someone who
       combat, states and empires have not fully caught up         volunteered or chose this profession and who will
       to the changing nature of combat. This is precisely         begin their on-screen life motivated (despite their own
       where Battlegroup sits: in the conflict between old         fears or misgivings) to participate in the battles
       strategies and new technologies; the struggle               depicted here. They know that their work is dangerous
       between established doctrine and tactical                   but see it as necessary. Whether they throw this
       adaptability; and the clash between the experience of       perspective aside or cling to it as their career
       line officers, pilots, and crew against the demands of      progresses will only be discovered through play.
       rear-echelon brass.
                   Section 1 // Characters
[18]
                                                                                                                       CHARACTERS
                                                                                                                                    1
Characters in Battlegroup are under threat in a way
that characters in Lancer are not: pilots in their mechs    CREATING A COMMANDER
are fearsome, singular warriors, with many tools and        There are two steps in creating your commander:
strategies to ensure they can survive extended, costly      assigning traits and choosing a background. The
fights. By contrast, even the most decorated officer        following section explains the process. It discusses
aboard a battleship can be killed in a single shot and a    traits, provides examples of the backgrounds you
sudden death is never far away. While your group may        might use to define your character, and points toward
decide to adopt a less lethal narrative approach –          further questions you might want to consider when
perhaps by allowing important characters to make it to      roleplaying these far-flung cosmonauts.
escape pods in time – the Kill Table on page 53
illustrates just how dangerous naval combat is. Be          TRAITS
aware of this if you intend to import your Lancer           Unlike in many RPGs, creating a commander in
characters into Battlegroup and be sure that the other      Battlegroup doesn’t involve assigning stats or skills.
players are okay with this danger.                          Their personal strength or perceptiveness is of limited
                                                            importance given the scope and scale of the action
In addition to the knowledge of their sudden and evident    taking place. Commanders are defined more by traits
mortality, your character must also deal with time.         stemming from their background, personality,
Except for instantaneous transit through blinkspace,        characteristics, flaws, and foibles. When you create a
space travel occurs at varying degrees of relativity,       commander, choose three traits that define them – two
across shifting horizons, with multiple observers and       positive traits and one negative trait that complicates,
local experiences of time. This results in an unfortunate   disadvantages, or influences them in some way.
but unavoidable consequence of interstellar travel: time
dilation. From the perspective of those left behind,        What sorts of traits might you choose to create your
someone traveling through space at a rate approaching       commander? Maybe they’re a brilliant tactician with a
lightspeed begins to slip forward in time.                  keen eye, but who is arrogant to a fault. Or perhaps
                                                            they’re steadfast and courageous in their drive to
This means that someone traveling through space –           protect humanity, but reckless in their actions, often
whether awake and on duty or held in stasis – will          endangering their battlegroup as a result. Traits can
drop further and further out of sync with the “normal”      be physical or mental qualities, particular aptitudes,
progression of time on their homeworld. Should they         something they’re especially known for, and other
ever return, they will have only experienced a fraction     similar aspects of that nature. Whoever your
of the time lived by everyone else back home. For           character is, make sure they have something that
some on shorter deployments or those having to              defines them. It doesn’t have to be something big or
travel shorter distances, the effect could be negligible    grand, just something that humanizes them. Heroes
– a trip to the edge of local space might mean only a       are more compelling if they’re human.
matter of minutes or hours – while a journey to
distant stars might result in a difference of decades.       Example positive traits: bold, brilliant, calculating,
                                                             courageous, daring, disciplined, empathetic,
These are the realities facing characters in                 forceful, honorable, idealistic, inspiring, iron will,
Battlegroup: In combat, they face sudden death               keen eye, levelheaded, scholarly, steadfast, thick-
aboard their ships. In peacetime and transit, they face      skinned, unorthodox, unrelenting, well-traveled.
something amounting to a social or temporal death, as
the friends and family they leave behind may die of old      Example negative traits: aloof, arrogant, blunt-
age by the time they return. These immutable facts           spoken, callous, disciplinary record, demanding,
haunt travelers through the stars, either as tragedy, as     frail, guilty conscience, hidebound, impatient,
a harsh truths, or as blessed relief.                        infamous, obsessive, overzealous, prideful,
                                                             reckless, ruthless, self-centered, stubborn, quick-
                                                             tempered, uncoordinated.
                                                            As a central character in the story, your commander
                                                            will have moments when their history, training, and
                                                            personality shine through. These moments are called
                                                            uptime checks. You’ll make uptime checks during
                                                            narrative play and when you’re attempting specific
                                                            uptime actions. When one or more of your
                                                            character’s positive traits are relevant to an uptime
                                                            check, you get +1 ACCURACY for each relevant trait
                                                            you call upon. Once a positive trait has been called
                                                                               Section 1 // Characters
                                                                                                                       [19]
       on in this fashion, mark it off. Traits that have been        NAVAL FAMILY
       marked off remain part of your commander, but can’t           Born into tradition, you are the child of a family with
       be used again until they’re regained.                         a long history of naval service. Your parents may
                                                                     both have been or are currently in the same (or
       You regain the use of all marked-off traits when one          different!) naval force as yourself, as were their
       of your commander’s negative traits comes into play.          parents, and their parents, and so on down the line.
       There are two ways this can happen:                           From when you were a child, you knew you would
                                                                     one day pin the silver bars of an officer on your
       • you make an uptime check that is influenced solely          collar, and step to the stars...
         by your negative trait, receiving +1 DIFFICULTY for
         the roll; or                                                This background can be taken along with any other
       • the GM brings your negative trait into play in a way        background.
         that complicates matters for your character.
       If the GM introduces a complication, work together to         UNION NAVY
       discuss and flesh out what form it might take. It should      The workhorse departments of Union’s armed forces
       always be something that drives the story forward even        and logistics projection, the Union Naval Corps
       as it makes things more difficult for you. Additionally, if   manages the single largest school and training
       the GM determines that sufficient time has passed, they       program for sailors and officers in the galaxy. From
       can declare that everyone regains their positive traits.      its core campuses in Cradle to its most distant
                                                                     satellite facilities in the Dawnline Shore, the Union
       Traits are almost always used in narrative play and           Naval Corps can turn even the most downwell
       uptime. Unless otherwise specified, they never apply          ground-pounder into a competent cosmonaut. You
       in combat. Traits are usually fairly open-ended,              are one shining example of this institution. A
       allowing you to apply them in creative ways. That             volunteer from a Core world or Diasporan world
       said, the GM is responsible for arbitrating outlandish        known to Union, you joined the navy and have
       claims: be prepared to justify how your commander’s           trained for years, reorienting from a woefully two-
       aggressive personality helps them gather vital                dimensional perspective to the z-ax view that
       intelligence, for example.                                    separates naval personnel from the soldiers they
                                                                     transport. Your world may be where you were born,
       Through the course of a character’s story, events             but the stars are your home; under Union’s banner,
       may occur that leave a lasting impression on them             you head out to make the galaxy safe and whole.
       and change who they are as a person. During the
       narrative play between engagements, you may                   Graduates of the Union Naval Corps (UNC) include
       choose one of your character’s traits and change it to        regulars and auxiliaries, all of whom are well aware
       another. This can’t be used to change one type of             and generally in favor of Union’s mission. UNC
       trait (positive or negative) to another, and changing a       graduates typically go on to serve for five years
       trait that was marked off doesn’t regain the use of it.       (subjective time) before being given the option to
                                                                     either rotate into a reserve unit local to their
                                                                     homeworld or extend their service in their branch.
       BACKGROUNDS                                                   All naval personnel, whether auxiliary or regular,
       Below are example backgrounds you can take for your           undertake a basic course of training at the most
       character. Backgrounds are short summaries of who             proximal UNC campus to them. Most train for a year
       your character used to be and how they’ve come to             or two depending on their specialization and need.
       be where they are now. Backgrounds have no
       mechanical effect, and are solely for contextualizing         The UNC is a massive organization that draws its
       your commander’s backstory. These backgrounds                 personnel from nearly every world known to Union, Core
       aren’t the only possibilities in a universe as vast and       and Diasporan both. Most cosmonauts and officers
       diverse as that of Battlegroup, and you can always            serve for a period of about ten years – five active and
       create your own should you wish. By default,                  five on reserve – though many decide to join up for life.
       characters have one background of their choice.               As a pilot, cosmonaut, or officer in the UNC, you may
                                                                     be a lifer or someone on a limited tour. In your time on
       As a group, you may decide to choose an additional            the ‘lists, you’ve met people from every type of world,
       shared or similar background to represent a particular        of every culture, and of every background.
       common history in addition to choosing a personal
       history for each of your commanders. For example,
       all of your characters might be promising graduates
       of a particular naval academy.
                   Section 1 // Characters
[20]
                                                                                                                   CHARACTERS
                                                                                                                                1
Union Navy Background Notes                                                                             Roll 1d6
 1 Your life was comfortable; the opposite of everything you heard about the Diaspora. Out there,
   billions were doomed to live from birth under the boots of kings or damned to suffer at the altar of
   the market. Life in the Diaspora left behind by the Second Committee was not meant for living.
   Instead, it was structured to squeeze wealth from the many and funnel it to a powerful, greedy few.
   Your whole life you believed that needed to change, and your heart ached for the people of the
   Diaspora – your brothers and sisters but for time and distance. When you were of age, you talked
   with your family and told them of your decision. They wept, some sad, all proud, and gave you their
   blessing. You would join the navy, you would train as an officer and be posted to a ship, and then you
   would say goodbye to your family and your loves, your home and your world, and head out to the
   stars. The galaxy needed your action more than your sympathy. How long has it been (realtime) since
   you left your Metropolitan world? Have you seen combat, watching your ideals crash into reality? Have you
   killed, or just ordered others to fire? Do you ever want to return home, and if so, how long until you can?
   Who did you leave behind?
2 Your education in the ways of life outside the Core was clarifying. Though you grew up in comfort,
  you recognized early on that it was a comfort that not everyone in the galaxy enjoyed. After a tour in
  the Liberators – following in the footsteps of your parents – you transferred to logistics, and from
  there to orbital/interstellar support. Now on the CIC of your frigate, you have at your command some
  of the hardest power Union can bring to bear: ownership of the stars, and a mandate to right the
  most terrible wrongs. What was the clarifying experience that sent you to enlist in the Liberators? As a
  ground-pounder, did you ever see combat before your transfer? Has your faith in Union’s mission ever been
  shaken? What do you bring to naval combat that you learned on the ground?
3 Once an enlisted crew, you rose from the pack to become a commissioned officer in the Union Navy.
  You’ve been on multiple interstellar cruises and seen combat once or twice. You know your ship from
  stem to stern. Now, in command for the first time, you’ll have to learn not only your crew, but the other
  ships under your command. How has it gone so far? Have you endeared yourself to the other ships as you
  have your crew? Among the other captains, is there one with whom you are particularly close with? If things
  get desperate, will you sacrifice other ships to preserve your own?
4 When Union liberated your world, you resolved to return a debt you felt you owed. For every friend
  lost before the red banner flew above the capitol, for every child who toiled in misery, for every
  comrade whose backs could never stand straight, you decided to take the black and enlist. Ending
  centuries of injustice against your own people was only the start: the galaxy roiled with cruel tyrants
  who immiserated their people for want of gold. Though it may never end, your struggle is that of the
  oppressed everywhere. Union’s flag flies above your world now, but this is just the beginning. One
  day, the galaxy will be free. How long has it been since you left your home, and do you ever receive
  communications from your family there? Are there any others from your world in your unit? Have you
  engaged the enemy yet, or are you just out of training? When will you return, or is your fight not a
  deployment but a crusade?
5 Your name carries weight in the navy – much to your chagrin. Your ancestors were some of the last
  holdouts of the Second Committee, naval personnel who defected or mutinied and steered their ships
  to bolster Harrison Armory’s Cradle reclamation force. Interdicted and destroyed by the Karrakin fleets
  in the First Interest War, they never did strike Cradle, though the role they played was enough to earn
  your name a black mark. Now, you work to repair that reputation. How does this desire manifest in your
  actions? Are you repentant or rash? Do you wear your name on your sleeve or do you suppress your identity?
  How do others receive you, and has this history gotten in the way of your progress in the navy?
6 Joining the UNC was only ever meant to be a rung on the political ladder – a way to ingratiate
  yourself to the system that could make you powerful. Union, you learned, spanned more than just
  your world, but thousands of worlds. This was a kingdom larger than a single mind could
  comprehend, but not so large that a single mind couldn’t covet it. And so you joined, you trained,
  you pledged, you served. But then, over time, you found that your priorities had… changed. How?
                                                                             Section 1 // Characters
                                                                                                                   [21]
       KARRAKIN NAVAL ACADEMY
       As a child or young adult, you gained admittance to the famed Karrakin Naval Academy, matriculating to one of
       the campuses across the core of Baronic space, the Baronic Concern. The Karrakin Academy system was
       founded in the wake of the Baronies’ terrible twin defeats at the hands of Union and Harrison Armory. Since then,
       the Karrakins have gone on to adopt, hone, and expand upon the strategies that once left them defeated and
       exposed. They have redefined the modern doctrines of space combat, producing some of the finest officers and
       crew in the known galaxy – you included. Each world of the Concern has a campus of the Academy with its own
       traditions, colors, and specific histories; the campus on Karrakis itself is generally considered the flagship school
       and is often referred to specifically as the Royal Academy. Graduates of the KNA tend to be Baronic, with roughly
       a sixty-forty split leaning ignoble (included in this ignoble category are students sent to the Academy on
       diplomatic exchange with the Union Navy).
       Now graduated and posted to your command, your words carry weight: regardless of which specific campus you
       studied at, you’re from “The Academy. You are likely younger than the officers you serve with who didn’t attend.
       The simple bronze globe-and-crown pinned to your lapel sets you apart, marking you as a graduate of the
       Academy system for good or for ill. Graduates may further personalize their pins to indicate which campus they
       graduated from, whether they graduated with distinction, and – one of the highest honors – if they won the Inter-
       Academy Wargame, a ceremonial final test that pits the best officers from each campus against each other to
       determine who is the greatest commander of that year’s graduating class.
       Alongside your background note, answer the following: How did your school fare in the Wargame? Were you a
       part of it, or did you watch from the observation decks?
       Karrakin Background Notes                                                                               Roll 1d6
        1 The child of an ignoble family, your admittance to the KNA by lottery was celebrated by the whole village.
          You were not the first in your village to win the lottery, but you were the first to win in many decades.
          Overnight, you became the pride and the hope of your village. You left determined to make them proud –
          have you done so? Did you ever return to your parents, your siblings and cousins? How high have you
          climbed since you left your little village – or have you fallen?
        2 The hard part wasn’t getting accepted to the KNA, since its noncom school takes any ignoble that can
          pass a background check and marks the “enlist” box on the intake form. The hard part wasn’t even
          proving yourself on your quals and being promoted to the far more exclusive and demanding officer
          course. The hard part was getting off Sanjak with a clean ID. The hard part was passing on every shred of
          information you could to your handlers without getting caught. What are you after, and how deep is your
          cover willing to go? Now that you’ve graduated and been posted to a ship, what are you waiting for? What are
          you seeking in your work to aid Free Sanjak, and how do you balance that mission with your cover story?
        3 Always a hard worker, you were promoted from the enlisted course at your local KNA outpost to the main
          campus on your homeworld. There, in mixed noble and ignoble company for the first time, you found the
          experience difficult and exciting. When the walls of social class crack even a little bit, it’s like seeing light for
          the first time after a life of darkness. Who are the friends you’ve made at the KNA, regardless of class or nationality?
          Have you encountered them while deployed? Despite your rank in the navy, outside of it (and when dealing with
          house companies) you are still seen as ignoble – how does this sit with you? How have you been changed by the
          integrated force structure of the navy?
        4 The heir to a baron, you shocked the family by eloping with an endowment to join the navy and be schooled in
          the KNA. Your family may have disowned you, publicly shamed you in an attempt to get you to drop out and
          come home, cut off your allowance, or sent assassins and hired mercenaries to come and forcibly take you back –
          have they? How have you resisted the pull to head home, and why? What is it that draws you to the naval life?
        5 A noble child far from your house’s throne, your dream to attend the KNA was never in doubt; the only
          question was how high you would climb. Maybe you could have made it into the Academy based on your
          own merits, but you’ll never know: your parents’ healthy donation to the local campus will always be a
          chip on your shoulder. How do you carry that chip now that you’re deployed? Does it make you hesitant
          when you should be decisive, or is it not a big deal at all – just the way that it works in the Concern? How
          does being a noble in an integrated fighting force sit with you?
        6 The flight to Karrakis was uneventful – most of it was spent in stasis anyways – and only added a year and
          change to your temporal slip by the time it was done. A Metropolitan from a capital world of Union’s Galactic
          Core, your time on Karrakis confirmed some things you feared and surprised you in many other ways. How
          was it to train alongside both Baronic scions and Karrakin ignobles? Did you make friends, or were you a loner?
          Do you choose to wear the Bronze, or have you hidden it (placed it in storage, or thrown it away)?
                    Section 1 // Characters
[22]
                                                                                                                          CHARACTERS
                                                                                                                                       1
ORBITAL DEFENSE FORCE
Your world asked, and you answered: for years you have served in the orbital defense force of your state, arcing high
above the land you call home in small shuttles and modest subline ships, spending years aboard orbital cannons
and missile batteries. You have always known that the purpose of your work is to defend the world below from
threats above. Now, posted to an interstellar ship, you keep that feeling close – that place might be farther away, but
it is always there, just below your heart, your home to defend.
Veterans of orbital defense forces (ODF) run the gamut in training, experience, and competency; they can be
graduates of a premier naval college or locally trained cosmonauts.
Your character fought (or currently fights) in their homeworld’s (or home station’s) orbital defense force. They are
likely well versed in the operation of ships, as even officers in ODF units are called to square away their vessels
before, during, and after flights.
ODF Backgrounds                                                                                           Roll 1d6
 1 During battle against orbital pirates (or during a training mishap) your ODF vessel was split open above
   your world. Many of your comrades died either instantly or in the moments that followed as you were
   scattered out across the high-orbit sky. You were rescued; what did you see of your world as you flew?
   Why did you reenlist? Who did you lose during that engagement, and who saved you?
 2 Your world’s ODF is quite active, though not against conventional targets: for the past decade, the planet
   has been repeatedly bombarded by the potentially catastrophic remnants of a one-in-a-million-years comet
   that passed far too close. Now, on-world scientists have confirmed that your homeworld will likely be under
   threat of collision for a century at least. The ODF, once a sleepy post for high-flyers, has been forced to
   shape up into ready and agile pilots and gunners: their task – yours, once – is to shoot down or deflect any
   projectiles large enough to threaten your home with death. How long were you posted to “sky shield” duty?
   Did you ever slip up and let a rock through? What took you from ODF Sky Shield to where you are now?
 3 Your world received its first orbital defense vessels, training, and initial officer corps through its
   interactions with Union. You were one of the first of your world to crew these ships, possibly among the first
   people to have left your world and seen it from above; how did you get from your ODF to where you are now?
 4 You loved to fly. You grew up working the pads at your world’s uplift station, doing every job that
   needed doing. You hauled luggage from arriving travelers, loaded fuel cores onto outbound shuttles,
   sprayed down antifreeze on dimpled booster tanks, even flew as a porter on orbital cruises. Joining the
   ODF when you were of age was a no-brainer; how high did you want to fly? Did you join to leave your
   world, or serve it? What of the family you left behind?
 5 You remember the fear, and how heavy the dread sat in your belly as you burned for the firing line. You
   were a gunner aboard one of your world’s few ODF capital ships – an old vessel but serviced well and
   plenty spaceworthy – that saw action during the last years of the last war that gripped your world. You
   fired your ship’s main gun, scoring a killing blow on the enemy’s flagship, effectively ending the war to
   resist unification. How do people receive you back home? Are you a celebrated hero? Anonymous? Or
   was your action unnecessary? Why did you choose to take to the stars once more?
 6 Your world developed its own ODF, stringing up its own geosynchronous orbital platforms and
   developing its own training system. Did it help when the invaders came?
                                                                                  Section 1 // Characters
                                                                                                                          [23]
       PURVIEW INTERSTELLAR COLLEGE
       Fresh faces from an equally fresh institution, the first cadet corps out of the Purview Interstellar College have much to
       prove – you included. Despite a history of iconoclastic, daring naval exploits, the naval forces of Harrison Armory
       never had a formal educational pipeline for naval officers: previously, enlisted crew and officers trained together, with
       commissions granted through purchase or promotion. Now, the Purview Interstellar College has been established to
       formally inaugurate the foundations of an Armory combat doctrine, to set Armory’s officer corps apart from what high
       command sees to be rival schools in Union and the Baronies.
       In line with many of the Armory’s other state-managed institutions, campuses of the Purview Interstellar College
       (PIC) are startlingly cosmopolitan – for the Armory – with healthy representation from both Purview citizens and
       students from the colonies. Like legion service, the Interstellar College is a popular choice for young people from the
       colonies: graduation and service grants citizenship in the Armory. As the Armory’s frontier is contested and space is
       far more unforgiving than atmospheric environments, the bar for admittance to the PIC is high; one cannot simply
       purchase their spot – they mustfirst prove a certain level of aptitude.
       The Armory’s formalized fleet doctrines are new compared to those of Union and the Baronies, and the frontier
       is active: unlike some legion posts, commissions in the Armory’s naval branch are all but guaranteed to see
       action. To prepare for this, cadets undergo a mix of campus-based learning on Ras Shamra and at least one
       rotation to the front prior to graduation.
       THE HONEST TRUTH
       Whatever your past life, you were born again in space, graduating from IPS-N’s officer training school, the
       Honest Truth.
       The Honest Truth is a massive, multitoroid station that orbits Argo Navis once every three Cradle-standard years. A
       cohort of IPS-N’s officers are said to be “born” after one revolution – the time it takes for most candidates to
       complete their training. The Honest Truth began, like most IPS-N facilities, as a merchant-cosmonaut training school
       meant to better acquaint and equip the corpro’s pilots with the necessary skills for navigating the stars and moving
       three-dimensionally through space. With the advent of space piracy and IPS-N’s subsequent upscaling and
       consolidation of the interstellar freight and transportation sectors, the Honest Truth was expanded into one of the
       largest orbital stations in the galaxy in order to train and equip sufficient personnel.
       Now, with a permanent population in the millions and students hailing from around the galaxy, the Honest Truth
       is a buzzing hive of activity. Civilian students, naval cadets, and security trainees learn side by side the rigors of
       null-atmosphere maintenance, zero-gee movement, high-gee movement, and z-ax combat – every piece of
       knowledge necessary to crew, pilot, and command ships in space.
       With everything from lectures on Cosmopolitan culture and atemporal existence through to courses in naval
       history, a sling-grav racing league, and ensign postings with Northstar’s GALCOMM Corps, the Honest Truth
       produces some of the finest all-round cosmonauts in the galaxy, whether civilian or military. Graduates from the
       Honest Truth tend to be steadfast, dependable crewmembers and levelheaded officers, with little time for the
       pageantry of the Karrakin Naval Academy or the nationalistic fervor of the PIC. Many go on to serve as pilots in
       respected private security firms, in vital, long-haul freight companies, and aboard line ships in the Union Navy.
       Most, though, decide to keep close to home, joining up with IPS-N’s Trunk Security or Northstar GALCOMM.
                  Section 1 // Characters
[24]
                                                                                                                           CHARACTERS
                                                                                                                                        1
Purview Background Notes                                                                                       Roll 1d6
 1 The wealth of the Purview was never free. Whether taken from her colonies or squeezed from her citizens,
   the gold that built Ras Shamra has always, always been squeezed from blood. Yours, in this case. Born on
   Ras Shamra or one of the Armory’s other core Purview worlds, you and your family have always been
   behind. Behind either in the socials – the Armory’s social credit system – or in debt, life was never quite
   comfortable in the heart of the empire. For someone in your position, studying at the PIC simply made
   social and financial sense: socially, the prestige upgrades were appealing; financially… well, it’s hard to
   argue with a debt-wipe when you’re in so deep. How deep are you in? How long will you have to serve to wipe
   your debt? Who is threatened as collateral if you skip your service or fail to meet the Armory’s rigorous standards?
2 The Purview must be expanded, and it will take brave youths like yourself to expand it. Hailing from
  deep in the Purview, you and your comrades are descended from some of the first settlers on Ras
  Shamra – you bleed Armory aubergine and have never known life outside of the Purview. Trained in the
  PIC, you are now posted to a ship – are you eager for combat? What do you know of Union and the
  Baronies? How far have you traveled within the Purview? What do you hope to gain from naval service:
  Adventure? Titles? Land? Glory?
3 Your commission assigned and your docket assured, you headed off to the PIC with the rest of your
  friends. College was a grand time – the sport, the people, the air of the place – and your early years in the
  navy were much the same. Your first command now awaits, and there is talk of war in the Dawnline. Your
  chums make up the bulk of the officer corps in this fleet, and now you’re back together it feels like college
  all over again. You’re invincible, assured, and headed for glory. But do you really believe this to be true?
  Do you have bad blood with anyone from the old college gang? Is there someone among them for whom you care
  deeply? You’ve been in the navy for a while now, but have you seen combat, or will this be your first taste?
4 The Armory liberated your world decades ago, building your towns and villages into glittering modern cities.
  Your grandparents may have labored under a tyrant, and your parents in the fire of war, but you have grown
  up in what feels like a golden age. As part of the first generation to enjoy the fruits of the Armory’s efforts,
  your parents and grandparents pushed you to give back: serve in the navy, see the liberators’ homeworld,
  and send your pay home – such is the road to prosperity, and if it means wearing their flag and learning their
  language, then so be it. You will climb as high as you can, prove your peoples’ worth in the Purview, and
  never again knuckle under the crown of a tyrant. How far have you traveled from your homeworld to the PIC?
  What of the time-slip between your parents, friends, and family back home – how many years have you fallen behind?
  Are there others from your world in your class or on your ship? What was the development level of your world? Did
  you know of Union, or learn of it after enlisting? Do you plan to return home, or are you committed to the naval life?
5 After your home was attacked by the Barons and defended by the Armory, your world’s government
  formally recognized the Armory as an ally and integrated their armed forces with those of their
  defenders. Though you initially enlisted in your world’s ODF, you quickly found yourself seconded to
  the Armory’s naval forces. Now, you fight for the Armory – how do you feel about this? Did you
  volunteer to extend your service, or are you still compelled to finish your current tour before
  decommissioning? Do you consider the Armory an ally or just another distant power? Did you lose anyone to
  the Baronies, or has your family made it through unscathed?
6 Father made sure your accounts were squared and debts paid before you purchased your
  commission: lieutenant, junior grade, with an easy route to senior status if you proved a quick study at
  the PIC. With a suite rented in the famous Terminus House and your staff set up next door, your time at
  college was rather invigorating. Networking, sports, tactics, and strategy – you exceeded in them all,
  well aware that you would employ this practical knowledge in your eventual billet. Those who perform
  admirably at the PIC are sure to rise not just in the navy’s ranks, but those of society. Are you excited
  for combat? Did you remain aloof through college, or did you make any friends? Did Father really square your
  debts before school? Which is more important to you – the Armory, or your rank within it?
                                                                                  Section 1 // Characters
                                                                                                                           [25]
       Honest Truth Background Notes                                                                         Roll 1d6
        1 The Honest Truth is many things: A trade school. A talent pool for freighters and private security
          companies. A certificate program for crew from orbital and interstellar private escort outfits. For you,
          it was the way offworld. On your home, there was nothing but dead ends. You could toil in the
          factories or in the offices (or go build a factory or an office), but none of that was for you. You wanted
          the stars, and IPS-N offered them to you. The Honest Truth was the culmination of that promise and
          more. Your education there earned you a posting – do you ever want to go home? The Honest Truth
          collects all types – did you make friends or enemies with someone who you’ll face on the opposite side? Was
          your time in the Honest Truth above board, or did you mix it up with the spacers on the metro decks? Do you
          have debts left to repay, or debts to collect?
       2 You were born on the Honest Truth – a spacer through and through. The downwell life has never
         appealed to you, and from the time you learned to navigate null-gee you’ve dreamed about crossing
         the stars. Space – all of its depth and breadth – holds far more wonder and promise than any one
         world. A tour in the navy will get you the pay and certifications you need – do you plan to stay for long?
         Will you return to the Honest Truth? Did anyone from your block or deck wind up going to the Truth’s flight
         school? Before your enlistment, did you work private? When you finally muster out, where will you go?
       3 Your downwell life was a rough one. Raised in the Diaspora, you scrapped and worked for what was yours.
         At fifteen you enlisted in a private mercenary company that hired anyone and everyone who wanted a
         ticket offworld – all you needed to know how to do was sign your name and state that you were of age. You
         hit the stars soon after, slinging short-pattern guns as a marine in your PMC’s naval security ops. In time,
         you led your section and started to look for more: the Honest Truth was more. You earned yourself an
         officer commission, but what happened to your old PMC? In your “old” life, did you make any friends? Did you
         lose any? Did any come with you to the Honest Truth? Does anything from your old life haunt you?
       4 You were born on the Honest Truth – a spacer through and through, though your life was a
         comfortable one compared to most who call the metrodecks home. Raised in one of the nicer spin-
         grav sections, your parents were IPS-N officers, assigned to the Honest Truth from fair Carina herself.
         They always told you of the gentle world – her archipelagos and warm, still seas; the white sand
         beaches and the skiffs that pole between islands; their home back on that sapphire sphere – and since
         you could fly and bound you’ve always wanted to go. Only, life and your calling have got in the way.
         Have your parents passed on, or have they retired to Carina? Do you see a route to the world, or are you
         afraid it will always be a dream? As the child of well-positioned executive officers, did you engage at all with
         people from the metrodecks? Was your education private, or did your parents send you to one of the Honest
         Truth’s metrodeck public education centers? IPS-N’s executive dynasty programs, while largely bloodless, are
         deeply competitive – do you have any rivals?
       5 From Argo Navis straight to Trunk Security, you were born in the Company and will die for the Company
         – and you wouldn’t have it any other way. Union was built by IPS-N, and you mean to continue the
         tradition. Were you posted to the Honest Truth or born there? Has your loyalty or belief in the Company ever
         been tested? Do you have a grand design in mind, or are you happy to serve? As a Company Person through
         and through, what is your view of Union and its project? Do you see yourself as part of it, or apart from it?
       6 The Honest Truth taught you how to be more than just a cosmonaut on a long-haul freighter. In its
         curved gravity halls and metrodecks you learned to walk, talk, and bound like a spacer. In its vac-
         spheres and 1:1 simulation chambers, you learned to fly like you were born in the void. When your
         charter company asked you back, you refused – your lot was not hauling ice and chunks of rawmat, but
         to follow a new dream: flying under your own banner. Will your old company send people after you? What of
         your old crew – any entanglements there? What dream do you hold most dear – stability, or exploration?
                  Section 1 // Characters
[26]
                                                                                                                           CHARACTERS
                                                                                                                                        1
SENIOR PETREL                                                      COSMOPOLITAN SECURITY CLUSTER
You are a member of an aged, interstellar order with               Time. This is what you’ve learned of naval
roots dating back to Union’s First Committee. Lauded               service: it’s all time. Distance is useless unless
as selfless heroes or chastised as irresponsible glory-            you measure it in the hours, days, weeks,
hunters, deputized by Union or hunted as enemies of                months, years, decades – centuries , even –
the hegemony, the Albatross have played many roles in              you’ll spend ferrying between ports of call. This
the long and storied history of their organization. You            is terrifying to some. To you, it’s just life. You’re
step into your command during an age of mounting                   an officer in a Cosmopolitan security cluster, a
strife. The call for help will echo across the stars –             time-aligned security force in charge of
hunted or cheered, you and your cohort will answer.                defending other Cosmopolitans while in transit, a
                                                                   friendly face who knows the language, culture,
In contrast to the other officer corps depicted here,              and conventions of the era – the “cluster” - you
those of the Albatross operate under a far more informal           serve.
system of command. Their ranks are limited – Senior
Wing, Honored Wing, Loyal Wing, Wing, Senior Petrel,               Like those who come up through planetary
and Petrel – and particular distinctions in command and            defense forces and the Albatross’ makteba
seniority beyond those of rank are determined by close-            system, many Cosmopolitans undergo a
knit, contextual social obligations and community                  combination of formal and informal training in z-
agreement. Some Senior Wings may be younger than                   axis navigation and null-grav maneuvering.
the Wings or Petrels they command – a quirk made                   Indeed, most Cosmopolitan children are
possible through the complexities of time dilation and             schooled from a young age in all aspects of
the Albatross’s preference for skill over age. In a culture        interstellar life, from donning and doffing
and organization exposed to and familiar with the                  hardsuits, to starship maintenance, to nearlight
brutality of time, communal decision-making, shared                calculations, and orbital dynamics. Theirs is a life
histories, and record keeping take precedence. One                 removed from the “normal” time of the rest of
aspect of this shared history is that of the Petrel, the           the galaxy, lonely to some but rich in parallel
role in which all Albatross begin their service.                   histories, stories, and legends – Cosmopolitans
                                                                   know the void of space, the worlds that dot the
Each Albatross makteba trains its Petrels differently,             stars, and the families that trek across time.
following centuries of local doctrine coupled with shared
records from the Albatross’s long history of interstellar travel   Though they may seem mysterious or
and all-theater combat. Petrels – cadets – train in tight-knit     anachronistic to Diasporans and Metropolitans,
groups of no more than a dozen, organized under their              Cosmopolitans occasionally decide to apply
senior Loyal Wing and a retinue of advisers. The Petrel’s          their considerable skills and comfort with
course is set from the moment they don their cadet garb: a         interstellar travel and spatial navigation to the
shorn head, simple clothing, and unadorned hardsuits mark          navies and security forces of non-Cosmopolitan
one as a Petrel, a squire destined to be a Wing once their         states and entities. As humans who live in
training is complete. These Petrels learn together how to          “normal time” make a great sacrifice in stepping
crew Albatross assault carriers, light cruisers, light and         out of sync with their families, so too do
heavy strike-ships, and other vessels. The bravest – though        Cosmopolitan crew and officers – only in the
also the most likely to die in service – are schooled in the       opposite direction. As they age in “normal” time,
maintenance and support of their Loyal Wing’s mechanized           their families – should they ever encounter them
chassis, learning with the goal to one day pilot their own.        again – never seem to have aged beyond the
                                                                   time that they left them. This is a comfort to
Albatross Petrels tend to be young, ranging from early             some, and a great tragedy to others.
teens to early twenties, though older Petrels are not
uncommon, as anyone joining the order must begin at                Cosmopolitans often need to translate their
this rank. Petrel crew and officers do not have formal             “realtime” age to their subjective age, but few
ranks like conventional stellar navies – instead, they             who step from their families young have reasons
lean on deeply ingrained systems of cultural seniority             other than tragedy. Most desynced
and camaraderie, in which command roles not occupied               Cosmopolitans would place themselves in
by Loyal Wings are designated to the most qualified                middle age – often old for their ranks, but with
Petrel for the job. As a general rule, only Petrels near the       tremendously valuable experience and
end of their training – around their early twenties – ever         competency.
serve on the line. These Senior Petrels command
subline ships, act as executive officers for Loyal or
Honored Wings in command of capital ships, or fly
spearships of their own in support of mounted Wings.
                                                                                   Section 1 // Characters
                                                                                                                           [27]
       Petrel Background Notes                                                                              Roll 1d6
        1 You trained with your Loyal Wing until they were killed in combat. Nearly ready yourself, you took up
          their command and successfully completed a desperate objective. This was proof enough for your
          Honored Wings back home – they promoted you then, and you have served with distinction ever since.
          Who was your Wing, and what does their family (and your fellow Petrels) think of you? Do you serve in the
          shadow of your Wing, or on their shoulders? Who killed your Wing, and do you seek to avenge them?
       2 After a terrible injury and many years of recovery, your Loyal Wing lent their skills to the Albatross’s
         theater command. When offered the chance to learn under a more combat-focused Wing, you alone
         among your fellow Petrels declined. Your education has been cerebral, focused on the logistics and
         big-picture strategy of how an Albatross makteba actually works when deployed. When your Loyal
         Wing passed, they passed their responsibilities on to you. What happened to the other Petrels you once
         served with? What did you learn of the galaxy, watching it from a bird’s eye view? What secrets of the
         Albatross do you know? What do you feel about Union, the Baronies, and the Armory after watching them
         from afar? Have you negotiated with IPS-N, your nominal backers, and what do you think of them?
       3 You fought many years as a Petrel, earning your rank as Wing through courage, loyalty, and sacrifice.
         Now you have your own clutch of young Petrels to guide, and it is with pride and comradely love that
         you seek to teach them to be strong, swift, and brave. Who are your Petrels? What are their hopes,
         dreams, loves, and worries? How do you teach them, and how do your fellow Wings see you as a teacher?
         Have you lost any of your Petrels in combat?
       4 As a child you displayed a proclivity for three-dimensional navigation, besting children many years
         your senior in spheregames. You were fast-tracked for a command position, learning advanced
         techniques for space combat and Albatross naval doctrines alongside Petrels and Wings. Your
         brilliance was never in question – only the heights to which you would rise. Did you live up to this
         potential? Did you make any rivals along the way? You likely have a clutch of Petrels that you train – how does
         that responsibility sit with you?
       5 The Albatross rescued you from a stranded space ship left in a desperate state by pirates, privateers,
         or a hostile navy. With your family dead, you were raised in the makteba as one of the Albatross. You
         chose the route of the Petrel, serving under the tutelage and command of a Wing until it was your time
         to step into that same rank. What of your family’s killers – will you track them down and get your revenge, or
         has it been so long that you’ve forgotten (or otherwise moved on)? Is your Wing still alive, or have they
         perished? Who were the other Petrels in your clutch, and how did you get along with them? Who became
         your family among the Albatross? How did you heal, or have you never healed from that horrible day?
       6 Once, you served Union as a Liberator. In Union’s stiff, formal structures, you found yourself lost; the
         Department of Justice moved too slow for you, arrived too late. You still did your job, as it was in the
         service of the Three Pillars, but you saw too many worlds ruined by the echoes of the Second
         Committee and the tender approach of the Third. You quit. You wandered. You plummeted lower than
         you thought possible, but down there you found the Albatross. Now you’re a Wing, and you have a
         galaxy to save. How low did you go? Who do you know back at the DoJ, and are you on good terms or bad?
         Who was your Wing when you were a Petrel, and why did they advocate (or not!) for you to be allowed in?
         Does anyone push back on your desire to take the action to (who you define as) the bad guys?
                 Section 1 // Characters
[28]
                                                                                                                         CHARACTERS
                                                                                                                                      1
Cosmopolitan Security Cluster Background Notes                                                            Roll 1d6
 1 You were born at nearlight, aboard a goodship as it burned at the edge of realspace on its way to the
   next world that would host it. You grew up among your family’s decks, learning the proper way to fly in
   null-gee the way a child downwell would learn to walk. Your grace and lithe strength found you
   placement as one of your goodship’s security officers, escorting traders and decklords when they
   went downwell or docked up on a station. You’ve seen scraps and learned to pilot for yourself. What
   drew you away from this comfortable, normal life? Does your home still fly the stars, or has a terrible fate
   befallen it? Do you keep in contact with others from your goodship, or are you on your own? Your goodship
   dealt in trade and travel – did you ever escort someone to a unique or dangerous location? Did you ever
   encounter los Voladores, or other strange things in deep space?
2 You were taken by raiders, made Cosmopolitan by their abduction. Freed and returned home, you found your
  life – your work, friends, family, even your home and familiar surroundings – gone, paved over and
  transformed in the time you were gone. Relativity is cruel in this way: you expected to lose a year or so,
  nothing more, and instead you lost decades. For a while you scraped out an existence on your homeworld,
  but even with a small group of others who had been pulled from their time, it was lonely. You decided that
  your life was up there, out among the stars – the you that was loved on this world died in space, and a new
  “you” took their place. With so much lost, do you fight for others or for yourself? Do you search for the raiders or
  entity that took you? Do you have any physical reminders of your home and family, or have you thrown those away (or
  never had them to begin with)? Do you maintain the customs of the time that once was yours, or are you able to
  adapt to the new temporality?
3 You have become Cosmopolitan by action, though you still hold your homeworld dear. You joined a
  long-haul ship as crew, eager for a new start offworld, and found that time-slip was a small price to
  pay to see the full scope of humanity. How long have you been flying? Why did you leave the homeworld of
  which you have such fond memories? How did you come to work security, and how did you learn to fly? Did
  you ever have your own ship, or is this your first posting?
4 Out from the edge of known space, you have made your way into the core and back. There is a galaxy
  of wonders and terrors, and you want to see them all. Hailing from a long line of Cosmopolitans, you
  don’t feel the same tension and unease as those who merely dip a toe in the time-slip. You’re a true
  onanon, and your goodship time is your anchor; the onanon fellows and families you meet again and
  again are your community. You may be few on the galactic scale, but as a group you’re almost eternal.
  What drew you to the realtime struggle? Why fight when you had found a kind of timeless, wandering peace –
  who or what threatened that, and when will you feel safe enough to stop fighting?
5 How many years has it been? You stopped paying attention to time outside of your own conical
  reference some time ago. When people ask, you just tell them you’re onanon – a Cosmopolitan concept
  that means outside of “normal” time, but not outside of time. Some might think you’re free. Others might
  think you’re lost. You might agree with them, but either way you know this: you’re alive, and forward is
  the only way to move. Who were you before you became a Cosmopolitan? What happened to the life and
  world you left behind? Were you running from something? Was your time-slip an accident, or the consequence
  of a necessary journey? What drives you to keep flying? Do you even remember your old home? Do you have a
  desire to return there some day?
6 Death is out there, waiting for you. As long as you fly, you can run from it. Right? If you keep flying,
  maybe you’ll find a time in which you can divorce the mind from its container. The question is this: how
  far are you willing to go?
                                                                                 Section 1 // Characters
                                                                                                                         [29]
SECTION 2
ALL VESSELS
ENGAGED
STRUCTURE OF A BATTLE   33   POSTURE AND UPTIME ACTIONS   48
THE ENGAGEMENT          37   RESERVES                     52
COMBAT BASICS           38   DAMAGE AND DESTRUCTION       53
THE WINDING GYRE        44   KEYWORDS AND DEFINITIONS     55
       “Orientation. Orientation is going to kill you or save    Battlegroup is all about the engagement. Pre-battle
       your life, depending on how fast you understand it,”      positioning, acceleration and deceleration, chasing
       said Fleetmaster Lecuyer-Orion. He paced the              down enemy fleets, navigation from one’s
       lecture floor, addressing the assembled cadets.           deployment zone to the battle line – all of that is
       “Combat and navigation in a three-dimensional             assumed to have already happened by the time the
       environment is antithetical to our primate brain. We’re   first dice are rolled. Battlegroup is about the
       not fish; our natural impulse is to orient visually, to   moments just before the unpredictability gap closes –
       seek an immutable horizon and draw our orientation        and the climax when it does.
       from that. ‘Up’, ‘down’ – these are empirical things to
       us, a species that evolved with its feet on the ground.   There can be any number of reasons for two naval
       In space, this primate desire to see the horizon will     powers to engage in combat, a myriad of tactical and
       get you killed.”                                          strategic concerns or narrative events which have let to
                                                                 this moment, but ultimately all engagements will come
       Mayura Song took notes – she drew spheres,                down to a deadly clash between fleets as commanders
       shading them with cross-hatching. The Fleetmaster         order their ships into battle against the enemy.
       continued.
                                                                 The enemy is out there, somewhere. Your
       “As pilots and officers in command of ships,              instruments place them around a hundred thousand
       remember this – especially you born down a well. For      kilometers distant – give or take a few hundred, as
       you, there is no horizon. Do not attempt to orient by     their sensor bafflers fight your own. Not yet visible on
       static visual reference – ‘up’ and ‘down’ changes         optics, but certainly within range. Radiation and
       constantly. So, how do you orient? Which way is ‘up’,     comms interceptors light up, and long-range suites
       and which way is ‘down’?” Lecuyer-Orion crossed his       highlight their ships in wireframe, their hulls stark,
       arms and dropped his lecture voice. “Not a rhetorical     unnatural crimson boxes against the starless black.
       question, cadets, I’ll need an answer before we move
       along.”                                                   The chase is done. The enemy is sighted. Battle is
                                                                 engaged.
       Song finished shading. It was an easy question –
       Baronic decorum led the others to hesitation, which is
       why the silence remained. She didn’t bother to raise      KEY GAMEPLAY
       her hand. “Fleetmaster,” Song’s voice cut the silence.
       “You can orient by your gut. ‘Down’ is always paired to   ASSUMPTIONS
       thrust. ‘Down’ is always behind you.”                     Assume the following statements are true during
                                                                 each engagement:
       The Fleetmaster smiled. “Good. Correct, Cadet
       Song, and well said. The rest of you, remember this:      The field of battle is set and the enemy fleet will not
       ‘down’ is always behind. When you are in space, you       continue to flee or maneuver away (at least to begin
       only ever head one direction: up. Orient yourselves       with). If you are defending, you either cannot outrun
       accordingly.”                                             the enemy ships or abandon your objective. Your
                                                                 orders are clear: engage the enemy and defeat them.
       The Fleetmaster continued, and Song started
       sketching a new sphere.                                   Any movement is – on balance – going to be blueshift
                                                                 movement (or movement toward a target). As
                                                                 players, you of course have the opportunity to
                                                                 determine the best way to approach the enemy, but
                                                                 overall, these movements will take you closer to the
                                                                 enemy or the battle’s objective.
                                                                 Movement is player-directed and relative to the
                                                                 enemy: the gyre’s range bands (see p. 46) describe
                                                                 not objective placement, but your battlegroup’s
                                                                 relative position to the enemy.
                                                                 Positioning along the X, Y, and Z axes of space is
                                                                 important narratively, but the only movement that
                                                                 impacts gameplay is when battlegroups move
                                                                 between range bands.
                  Section 2 // All Vessels Engaged
[32]
                                                                                                                      STRUCTURE OF A BATTLE
STRUCTURE OF A BATTLE
“Good morning, commander,” the ship’s NHP greets
you. “I trust you slept well. Shipboard time is 0800
Cradle. I’ve taken the liberty of compiling a strategic
overview for your perusal, it’s waiting for you on your
                                                           STAGE ONE: BRIEFING
                                                           In the briefing, the GM tells the players anything and
                                                           everything that they need to know going into the
                                                                                                                                              2
personal terminal. Estimated time to terminal contact is   fight. This can include:
36 hours. Crew reactivation is at 43% and proceeding
on schedule, weapons systems are undergoing                •   enemy force strength, composition, and direction
precombat diagnostics, and I’ve had coffee sent to your    •   environments and obstacles
quarters. Do you need anything else?”                      •   the presence or absence of allied forces
                                                           •   any complications.
Before the actual fighting begins, one must plan.
Once they’re cycled up from stasis, commanders join        The length and detail of the briefing may vary, but as
their fellow officers in legionspace or on the flight      long as the parameters of the battle are clearly laid
deck to discuss their objectives in a battle that has      out (for the players, not necessarily their characters!)
already begun.                                             then it’s complete.
Going into combat, players will lead their own             The GM’s overall responsibility in the briefing is to
personal battlegroups into the fray. Constructing a        provide the players with some information they can
battlegroup, selecting the various ships, weapons,         use when planning their fleet construction and
and upgrades which comprise it, is detailed on page        strategies. The most important part of this is that you
62. This usually takes place prior to beginning a          should never lie to the players. You don’t necessarily
game and embarking on a mission.                           have to tell them every single detail of the enemy
                                                           forces’ composition or environmental complications –
A battle is made up of five stages – briefing, forecast,   holding some information close to your chest is fine
preparation, engagement, and aftermath. The first          and even expected. If a player finds themselves
three stages, which happen before the fighting             wanting more detailed information about upcoming
begins, are important for establishing the stakes and      engagements, there are ways they can obtain it such
grounding the battle in a broader narrative context,       as pre-battle uptime actions (p. 48). But the GM
as fleets rarely engage each other without a reason.       shouldn’t, for example, inform the players to expect a
They are also important opportunities for the GM to        heavy presence of carriers and strike craft, then
provide players with information and for players to        include no carriers or strike craft whatsoever. The
prepare. It is highly recommended that you do not          information provided to the players here, as detailed
skip any of these steps without consulting the rest of     or vague as it might be, should always be truthful.
your group first.
                                                           Things to consider in terms of information that might
In some special circumstances – say, a surprise attack     be useful include:
catches the players’ battlegroup off guard or some
esoteric weapon yanks them from cruising speed –           • the number of enemy battlegroups they will be
you might skip the first three stages, jumping directly      facing. Are their forces evenly matched, or are they
to Stage 4: Engagement. Even in a case like this, you’ll     outnumbered?
likely want to do a little out-of-character run through    • the presence or absence of a certain strategy or
the briefing, forecast, and preparation. This ensures        armament, such as certain weapons, payloads, or
that everyone is on board with the situation as players      wings
and can start to figure out how their characters will      • whether the enemy forces are predisposed toward
respond to such a sudden engagement.                         combat within certain ranges, or are well-equipped
                                                             to defend against certain forms of attack
                                                           • whether the enemy fleet has any particularly
                                                             unusual units that stand out among the rest. Will
                                                             they be facing notable recurring antagonists,
                                                             experimental superweapons, or anomalous hull
                                                             configurations that have baffled their intelligence?
                                                           As part of the briefing, the GM must also inform the
                                                           players – or perhaps even work with them to define –
                                                           the success condition for the impending battle. Is
                                                                      Section 2 // Structure of a Battle
                                                                                                                      [33]
       their objective to utterly eliminate the enemy fleet? Or
       is it to escort a VIP through a blockade? Is it to board   EXAMPLE OBJECTIVES                            ROLL 1D20
       and capture a certain number of ships or defend a          1-2 “[Enemy faction battlegroup] is inbound on a HIGH-
       station from attack? To defeat a network of planetary          CONFIDENCE intercept trajectory. Has not
       defenses or to repel an invasion fleet? Some                   responded with CLEAR/OK to our hails and is
       examples are presented below, and sitreps on page              HOSTILE. Looks to be a stand up fight, just waiting
       152-157 can be used in conjunction with these                  for your go.”
       objectives to create more complex and detailed
       engagements with various tactical objectives.              3-4 “[Allied faction ship] has issued a coalition-wide call
                                                                      for assistance, and reports [enemy faction
       At the end of the briefing, as long as the parameters          battlegroup] bearing and blue on their coordinates.
       of the mission have been clearly laid out and the win          Our task is to intervene and rescue the allied ship.”
       conditions of the engagement explained and agreed
       upon, then you’ve established the plan before the          5-6 “FLEETCOM has pushed an immediate NL-STOP
       action. Next, you’ll need to establish or agree upon           order to your battlegroup: [enemy faction] in local
       the stakes of the engagement in Stage 2: Forecast.             bubble have diverted assets to bomb [allied ground
                                                                      forces] from orbit. Reorient and proceed to break
                                                                      the orbital forces.”
                                                                  7-8 “Nearing SAFELAND; as predicted, [enemy faction]
        BRIEFING EXAMPLES                                             has dispatched a number of ships to attempt an
        There are several possible approaches to the                  intercept. This was a fight you expected: now it’s
        briefing. As the GM, you might simply tell the players        time to square up.”
        what modifiers and types of enemies you’re going to
        put in play. Some groups appreciate a forthright          9-10 “VIP ship reports multiple hostile actors aboard
        approach like this, but it’s also possible (and                their vessel and requests aid; complicating things,
        sometimes preferable) to convey this information in            [enemy faction] ships have just realigned and
        a more narrative fashion as well. The level of                 launched torpedoes, targeting your ships – It’s
        information and detail provided is something to                going to be a brawl over the VIP.”
        discuss with your group. Some players prefer more
        open information while others may enjoy a more            11- “You’ll be realigning to realspace within two light
        narrative presentation that prompts them to piece         12 seconds of [Dawnline Shore world]; [enemy faction] has
        together actionable intelligence from context clues.          ships in orbit preparing to bombard. Remove them.”
        RULES-FIRST                                               13- “BREAK BREAK BREAK CONTACTS <1ls
        “We’re going to play the upcoming engagement              14 DISPERSE AND REALIGN – TOO MANY ON
        using the Defensive Emplacements battle                       SCOPE – JUMP WHEN ABLE TO COBALT-ELM-
        modifier. The enemy fleet commander’s flagship                GREEN – ORIENT ON MY RADIAN AND PUNCH
        is a Breakwater, a type of NPC carrier, with the              THROUGH THIS LINE!”
        Den Mother template. I’ve been wanting to try
        this NPC for a while.”                                    15- “At 0900 hours our long-range monitoring stations
                                                                  16 detected HOSTILE INTENT ACTORS on a HIGH-
        NARRATIVE-FIRST                                               CONFIDENCE intercept trajectory toward [friendly
        “The Laguna shipyards represents a highly                     station]; multiple heavyweight contacts bearing
        fortified target objective, as well as a vital link in        dead on, multiple lightweight contact indicate low-
        the enemy’s logistical capabilities. Recon                    choke k-clouds inbound. Fire interdiction and
        pickets indicate that local-space anti-ship                   prepare to defend the station.”
        defense batteries have been established on a
        nearby moon, providing the shipyards with                 17- “Reports of a [known enemy ship or group] have
        effective support fire from all optimal approach          18 been confirmed by system-local monitoring
        vectors. Avoidance isn’t an option here. You’ll               stations. Proceed with caution and intent: [known
        just have to weather the storm. In addition, an               ship or group] is hostile, dangerous, and appears to
        enemy supercarrier we’ve identified as the                    be moving with a specific objective in mind.”
        Ardent Spirit has been tasked with providing
        additional security for Laguna at this time.              19- “This will be a stand up fight: [enemy faction]’s fleet is
        NAVCOMM anticipates heavy strike craft activity           20 traveling well within predicted trajectories along a known
        in the AO and recommends adjusting secondary                  radian – engage and eliminate. Win the day, captain.”
        armament loadouts accordingly.”
                  Section 2 // Structure of a Battle
[34]
                                                                                                                         STRUCTURE OF A BATTLE
                                                                                                                                                 2
                                                              If the framing of the engagement is such that the fleet
STAGE TWO: FORECAST                                           is already en route to the target location, the GM may
The forecast is when you ask what happens if the              decide that players can’t wholly change the hulls they
engagement goes well. What happens if it goes                 already have equipped. But the GM could just as
poorly? Before any action begins, be sure to take             easily allow them to do so – perhaps this group is a
time to establish, as a group, clear consequences for         division of a much larger fleet, with moving printers or
the positive, negative, or neutral outcomes of what is        a nearby shipyard, or they might be able to
about to happen. What are the consequences if the             rendezvous with elements from another fleet,
players fail to protect the VIP ship against the enemy        allowing them to reorganize their battlegroup as they
fleet? What about if the players fail to board and            see fit. Alternatively, you might opt to handle such
capture the target ship? If they can’t buy enough time        changes using flashbacks, declaring them to be
for civilian ships to evacuate a world ahead of an            actions taken at an earlier point and only now
enemy invasion fleet, what happens?                           revealed in the present.
In Battlegroup, the stakes of a single fight can be           This stage is also when the players choose whether
appreciably significant – greater, even, than in              to select a posture (see p. 48) or take uptime actions
Lancer. The players are up against the strength of            (see p. 49-51). Postures let them determine the
states and corpros. They aren’t just a single squad of        starting position of their fleet, while uptime actions
powerful mechs, but a battlegroup of ships that               are unique actions that allow them to better prepare
could, if their weapons were turned toward terrible           for the coming battle. The results of these actions
ends, destroy worlds. The consequences of failure             can further influence the construction of their
may mount, or they may be isolated to the sector of           battlegroups as well. Commanders might gather
space that they occupy, but in most cases they                additional information about enemy forces or gain
should be known and agreed upon out of character              bonuses for their ships.
before heading forward.
Once the players are informed on the engagement to            STAGE FOUR: ENGAGEMENT
come, know what their objective is, and know what             Once everyone has had a chance to prepare and is
could happen as a consequence of the battle (i.e.,            ready to begin the battle, it’s time for the
they know the strategic big picture), they can begin          engagement. This is when the players will have their
to plan their tactical approach.                              battlegroups and strategies put to the test as they
                                                              make contact with enemy forces.
STAGE THREE: PREPARATION                                      Engagement starts with the GM setting the scene
Captains confer and plan in legionspace, matching their       and describing the situation as the commanders
ship’s tunings to those of their compatriots, sharing         arrive at the initial staging area. Perhaps the enemy
information on hardcopy munitions, printing schedules         fleet has been engaged in battle with other forces
and specifics data from their group comps. Pilots on flight   prior to their arrival and the wreckage of destroyed
decks bid farewell to friends with promises of drinks and     ships is slowly drifting across local space, endlessly
downtime after the fight – if they make it back – and         broadcasting automatic emergency beacons on
hurry to their ships for preflight checks.                    repeat. The battle may take place in a unique region,
                                                              perhaps blanketed by nebulas or in the heart of an
During the preparation stage, players may, if they like,      asteroid belt. Comms officers may begin picking up
make modifications to the battlegroup they’ve                 panicked distress calls from refugee vessels fleeing
constructed – swapping weapons, systems, and                  ahead of approaching forces. Whatever the situation,
ordnance – and making any relevant decisions about            now is the time to man action stations and prepare
“narrative” considerations (e.g., ordering onboard            for combat.
marines to certain modules of their ship, describing
the general orientation or formation of their fleet,
                                                               The details and step-by-step processes of
describing where their commander is and what
                                                               engagement are outlined in their own section
they’re doing, and so on). Players can continue
                                                               on p. 37.
adjusting their battlegroup composition throughout
this stage, up until everyone has finished preparing
and the engagement is ready to begin.
                                                                        Section 2 // Structure of a Battle
                                                                                                                         [35]
                                            STAGE FIVE: AFTERMATH
                                            When the final ships have fled, surrendered, or been
                                            destroyed, the battle is over. Now comes the
                                            unenviable task all commanders must face:
                                            assessing losses and tallying the fallen. Naval
                                            combat is a destructive and deadly affair, and even
                                            the winning side often emerges bloodied.
                                            After each combat engagement, commanders have
                                            earned a chance to rest, repair, and refit their ships
                                            as needed. Even a single battle between fleets is a
                                            monumental affair, and players should not be
                                            expected to enter battle more than once without a
                                            chance for repairs; pitting a heavily damaged fleet
                                            against a fully stocked enemy force is likely to result
                                            in the complete annihilation of the players’ ships.
                                            Narratively, the time spent between engagements
                                            can range from weeks to even months spent
                                            undergoing repairs at a shipyard, restocking
                                            munitions, and taking on replacement crew. Printers
                                            – advanced matter processor/fabricator systems –
                                            make the task of repairing and refitting even massive
                                            capital ship hulls much easier than it might otherwise
                                            be, but these systems can only expedite the process
                                            so much. The logistics of ship repair is, thankfully,
                                            something which the players can leave to others to
                                            handle while their own characters reflect on recent
                                            events, enjoy much needed R&R, pursue personal
                                            goals, and prepare for their next assignment.
                                            Although not essential, it can be helpful for players
                                            (and their characters) to discuss the recent
                                            engagement and think about what worked and what
                                            didn’t. If there were any notable moments that were
                                            fun, interesting, or exciting, this is a good time to
                                            bring them up. Not only is this feedback useful for the
                                            GM but its also a great way to encourage your fellow
                                            players. If you’re going to take this step, remember to
                                            be respectful – every session has the potential to be
                                            someone’s first, or their first experience with a
                                            situation, encounter, or decision. Battlegroup is a
                                            collaborative game, not a competitive one.
       Section 0 // Structure of a Battle
[36]
                                                                                                                   STRUCTURE OF A BATTLE
THE ENGAGEMENT
The engagement itself begins after all briefings and
preparations have been completed. Engagements
take place over several rounds of play, each of which
is split into a Logistics Phase, an Impact Phase, an
                                                           ORDER OF EVENTS
                                                           Players decide the order in which they act, with a
                                                           player acting first during every phase. After this
                                                                                                                                           2
Action Phase, and a Boarding Phase.                        player has acted, the GM chooses a hostile NPC
                                                           battlegroup to act, after which players and hostile
Combat in Battlegroup gives a bird’s-eye view of           battlegroups continue to alternate until everyone has
battles between fleets of powerful warships. Where         acted. At this point, the next phase begins.
Lancer captures the immediacy and chaos of fast-
paced combat between elite mech pilots, Battlegroup         PHASE 0: PRE-ENGAGEMENT
seeks to capture the sense of planning and                  Before the engagement begins, players must
inevitability that defines engagements between              determine their battlegroup’s starting positions.
capital ships. Decisions are often made well in             They can do this by either choosing a posture or
advance. Some weapons take multiple rounds to               using uptime actions.
reach full charge or to hit their targets, building to a
destructive climax in which both sides may ultimately       If the players aren’t performing uptime actions
wind up battered and bloodied. Long-spool lances            for this engagement, they simply choose a
and torpedoes crash into the flanks of opposed              position and posture for their battlegroup as the
frigates, kill-clouds blow through wings of fighters,       fleet heads toward combat (see p. 48).
boarding actions slowly crawl up the spinal corridors
of carriers and battleships, and so on.                     If the players are performing uptime actions, they
                                                            can either use the Set a Posture uptime action
                                                            to choose a position or they can use Plot a
PHASES                                                      Course to perform another action and then roll
1
      LOGISTICS PHASE: During this phase, players and       to find out where their battlegroup drops out of
      the GM count down the timers on powerful,             nearlight (see p. 51).
      ponderous CHARGE weapons and PAYLOAD
attacks; restock and resupply depleted systems; and
activate some special abilities.
 CHARGE weapons and PAYLOADS are some of the                ROUND SUMMARY
 most devastating weapons used in naval                     1: LOGISTICS PHASE
 combat, and their use frequently decides battles
 all by themselves.                                         2: IMPACT PHASE
2
      IMPACT PHASE: During this phase, any Charge
                                                            3: ACTION PHASE
      weapons and Payload attacks that have
      finished counting down can finally be fired.
                                                            4: BOARDING PHASE
3
      ACTION PHASE: This is where individual
      battlegroups maneuver, trade blows, launch
      fighters and order subline ships to perform
attack runs, and so on.
4
      BOARDING PHASE: Boarding actions are resolved
      in this final phase. Marines, combat subalterns,
      and mechs fight their way through cramped
corridors, disrupting and disabling enemy ships in the
hopes of turning the tide of battle in their favor.
After the Boarding Phase, the round ends, and the
next round begins with the LOGISTICS PHASE.
                                                                     Section 2 // Structure of a Battle
                                                                                                                   [37]
       COMBAT BASICS
                                                                     battlegroups on one side have acted, the remaining
       SHIPS                                                         battlegroups take their turns in an order decided by
       Naval combat isn’t about characters so much as it’s           either the GM or the players, as relevant.
       about ships, of which there are several types:
                                                                     When everyone has taken a turn, the Action Phase
       • CAPITAL SHIPS: Large, powerful vessels that typically       ends and the next phase begins.
         comprise the central core of a battlegroup.
       • ESCORTS: Smaller ships performing specific support          Some systems, weapons, and abilities can be used
         duties.                                                     once per round, turn, or battle. In their rules, this is
       • WINGS: Strike craft, including fighters, bombers,           written as “1/round”, “1/turn”, and so on.
         and mounted chassis.
                                                                     If there’s any uncertainty about when certain actions or
       Some attacks, abilities, and effects can only be used         effects take place or resolve, effects caused by other
       against certain ship types, as noted in their descriptions.   characters always the first thing to resolve during a
                                                                     character’s turn. For example, a character starts their
       Ships can be either hostile or allied depending on            turn in a zone created by another character that
       their attitude toward you (rather than your attitude to       causes them to take damage – this resolves before
       them). Your battlegroup and your own ships never              any other effects take place. Otherwise, characters
       count as allied to themselves.                                can always choose the resolution order of actions or
                                                                     effects that they take on their turn (for example if they
                                                                     have two effects that trigger at the start of their turn,
       TURNS                                                         they can choose which resolve first). If there’s any
       During the Action Phase, battlegroups take turns              additional clarity needed, the GM adjudicates.
       performing maneuvers, attacks, and so on. Each
                                                                      Some effects, abilities, and systems trigger in
       battlegroup takes one turn unless otherwise
                                                                      phases other than the Action Phase. For
       specified. The phase ends when every battlegroup
                                                                      example, CHARGE and PAYLOAD attacks are resolved
       capable of taking a turn has taken a turn.
                                                                      in the Impact Phase. Likewise, some special
        In the rules, “turn” always refers to turns taken by          systems allow players and NPCs to trigger effects
        battlegroups in the Action Phase and “next turn”              or attack enemies in the Logistics, Impact, and
        always refers to the relevant battlegroup’s turn in           Boarding Phases. In these instances, the order in
        the next Action Phase. For example, an effect                 which actions and effects take place is decided in
        that lasts until the beginning of a battlegroup’s             the same fashion as in the Action Phase: a player
        next turn will last until that battlegroup takes a            acts first, followed by an NPC, then another
        turn in the next Action Phase.                                player, another NPC, and so on. As always, the
                                                                      players choose the order in which they act and the
                                                                      GM resolves any disagreements.
       Turns represent activity, not the passing of a specific
       amount of time. Action at the naval scale can vary
       greatly in terms of how much time passes. The                 DETAIL OF A ROUND
       precise maneuvers performed at the outer edge of a            The following section provides a detailed, step-by-step
       battle might take days, while action within the deadly        look at each phase of play during a round of combat.
       confines of point-blank rage might be resolved within
       hours or minutes.
                                                                     LOGISTICS PHASE
       Players always get to act first. When the Action              During the Logistics Phase:
       Phase begins, the players agree on a player (or an
       allied NPC battlegroup) to take the first turn. If the        • all CHARGE weapons remove 1 Charge Counter
       players can’t agree on someone, the GM chooses.               • all active PAYLOAD attacks remove 1 Flight Counter
                                                                     • all RELOADING weapons and systems that have
       Next, the GM chooses a hostile battlegroup to act,              previously been used remove 1 Refresh Counter
       followed by a player (or allied NPC) nominated by the         • all exhausted ESCORTS and WINGS are readied for use
       player who acted previously. This is followed by              • once all of these other steps have been performed,
       another hostile battlegroup of the GM’s choice, then            any other systems, maneuvers, or other abilities
       another player, and so on, alternating between hostile          that are used or triggered during the Logistics
       and allied battlegroup until everyone has acted. If all         Phase may now be done.
                   Section 2 // Combat Basics
[38]
                                                                                                                          COMBAT BASICS
                                                                                                                                          2
Some effects and abilities may specify that they must       SURRENDER
be used at a particular time during the Logistics           Similarly, commanders can choose to surrender at
Phase. For example, some abilities are used at the          any time. As with the decision to retreat, this decision
start of the Logistics Phase, and are therefore done        must take place before the Logistics Phase begins.
before anything else such as removing counters.             When a commander surrenders, their ship is
                                                            boarded, their crew captured, and the remainder of
This phase is a great opportunity to make sure everyone     the ships in their battlegroup either scuttled or
is on the same page – it offers plenty of narrative “free   salvaged at the end of the combat (assuming their
time” for players to communicate in character, describe     side loses, disengages, or some combination
their commanders’ movements inside their ships, and         therein). Surrender effectively removes that
zoom in on other nontactical character moments. Players     battlegroup for the remainder of the fight,
can also ask questions of the GM and other players here.    immediately powering down any and all weapons
If you want, these questions and their answers can be       and systems, including any active PAYLOAD attacks
explained in the narrative as commanders consulting         under their control, and any effects their ships or
with their NHPs and other officers in the fleet legion.     upgrades were providing immediately cease.
Note that the three major types of counters handled         More information on how the battle progresses over
during this step – Charge, Flight, and Refresh – all        time can be found in on p. 45-47.
count down to 0. This is to make it easier for
everyone to see at a glance which of these significant
weapons and systems are close to being ready to             IMPACT PHASE
use. If a CHARGE weapon has 2 Charge Counters               During the Impact Phase:
remaining, then that tells you exactly how many
rounds remain before it can fire.                           • Charge weapons that have reached 0 Charging
                                                              Counters may fire now, resetting their counters, or
If there's ever a question of what order various effects      hold their attack for later. Attackers roll to hit but do
and abilities happen in during this phase, such as            not yet roll damage. Decide the order of this similar
multiple effects which occur at the start of it, resolve      to how you would decide turn order (i.e., a player
them like you would during any other phase by letting         with a readied weapon may elect to fire or hold, then
a player resolve their effects first, followed by an NPC,     an NPC with a readied weapon, and so on).
and alternating until all effects are resolved.             • Payload attacks that have reached 0 Flight
                                                              Counters automatically hit
RETREAT                                                     • damage is rolled for any successful CHARGE or
At the beginning of the fifth round of play (before the       PAYLOAD attacks and the incoming damage from
Logistics Phase), every player needs to decide whether        the two types of attacks are separately assigned to
their battlegroup will continue the engagement. By this       the relevant ships and/or battlegroups
point, their ships’ nearlight drives have cooled down and
charged back up, their crews are well prepared and          if it is possible to interdict any incoming Payload or
ready to take the necessary actions, and the likely         Area damage, Interdiction is rolled for the relevant
tactical outcomes of the engagement should be clear.        battlegroups and the results subtracted from that
Each commander must choose whether to jump away             damage. During this phase, Interdiction is only rolled
from the fight or to stay engaged.                          once against all incoming attacks, which means that
                                                            coordinating the timing of multiple salvos so they
If a commander makes the call to jump, their                arrive simultaneously is a powerful strategy for
battlegroup retreats from the combat, punching out          ensuring damage gets through.
via nearlight ejection. If they do so:
• any PAYLOAD attacks still heading toward them are
  left behind by the speed of their acceleration, self-
  destructing harmlessly
• any PAYLOAD attacks launched by the retreating
  battlegroup also self-destruct in the absence of
  coordinating telemetry – commanders can’t simply
  order a mass torpedo salvo and then flee from
  battle while their weapons do all the work
• all of their accompanying vessels, such as ESCORTS
  and WINGS, are also removed from play, retreating
  alongside them, surrendering, or being destroyed.
                                                                            Section 2 // Combat Basics
                                                                                                                          [39]
       ACTION PHASE
       During the Action Phase:                                 All player battlegroups have access to the same set
                                                                of basic maneuvers:
       • active battlegroups take turns to perform maneuvers
         and tactics, alternating between allied and hostile    ALL AHEAD FULL
         battlegroups. On their turn, players can perform       Maneuver
         either one maneuver and one tactic or two tactics.     Your battlegroup may advance forward by one
       • any attacks are resolved immediately                   range band, and you may fire one PRIMARY weapon
       • effects or conditions that occur or are cleared at     before or after moving.
         the end of the turn happen when a player or NPC
         concludes all actions they wish to perform
       • boarded ships may now attempt to repel boarding        OPEN FIRE
         units by rolling against their Tenacity.               Maneuver
                                                                Your battlegroup remains in its current range band,
       All players have access to a standard set of             devoting all extra power to its weapons: you may
       maneuvers and tactics, and can gain new ones from        attack with one SUPERHEAVY weapon or up to two
       various upgrades, abilities, and effects.                different PRIMARY weapons.
       MANEUVERS
       Attacks performed as a part of a maneuver occur          RAMMING SPEED
       immediately. The following rules apply:                  Maneuver
                                                                You may only use this maneuver at Close Range or
       • Single-target attacks are made against the target      Point-Blank, and only if your battlegroup is able to
         ship’s DEFENSE, and deal their listed damage on hit.   move. Advance your battlegroup to Point-Blank,
       • AREA-TARGEt attacks require no roll to hit.            then choose one of your CAPITAL SHIPS and a hostile
       • PAYLOAD attacks, whether single- or area-target,       CAPITAL SHIP: both ships take 2d6 damage that
         begin their flight toward their designated targets,    cannot be prevented in any way.
         with their progress tracked during the IMPACT PHASE.
       • Some abilities simply deal damage to a target          Ramming is not considered a standard combat
         directly and do not count as attacks.                  doctrine by any major naval power and capital ships
                                                                are never designed with such actions in mind, but
                                                                desperate times may call for desperate measures.
                                                                RETROGRADE BURN
                                                                Maneuver
                                                                Choose one:
                                                                • Your battlegroup falls back one range band.
                                                                • Until the end of your next turn, you may ignore the
                                                                  next hostile effect that would force it to move.
                                                                Either way, your battlegroup becomes BOLSTERED
                                                                until the end your next turn, gaining +1d6
                                                                Interdiction and granting +2 DEFENSE to each ship
                                                                in the battlegroup.
                  Section 2 // Combat Basics
[40]
                                                                                                                     COMBAT BASICS
                                                                                                                                     2
TACTICS
All player battlegroups have access to the same
basic tactics:
CAREFUL SHOT                                              EMERGENCY MANEUVERS
Tactic                                                    Tactic, Limited 1
By adjusting weapon power outputs or ordering             Advance or fall back one range band.
your gunnery crews to carefully place their fire you
can launch an attack intended to disable an enemy         This tactic is Limited 1, which means each player
ship without annihilating it outright. Until the end of   can only use it once per engagement. It represents
your next turn, your battlegroup’s attacks, including     the battlegroup undertaking taxing or daring
damage dealt by AUXILIARY weapons, cannot reduce          maneuvers to reposition itself at a crucial moment,
hostile ships below 0 HP and cannot critically hit.       and so it should only be used when it is of the
SUPERHEAVY, CHARGE, and PAYLOAD weapons ignore            utmost importance to do so.
this effect, as they are too powerful; even a glancing
blow from a long-spool weapon is enough to cause
catastrophic damage.                                      DEFENSIVE SCREEN
                                                          Tactic
When you reduce a ship to 0 HP using this tactic,         Smaller ships are often tasked with providing a
you may choose to disable it instead of destroying        defensive screen for larger vessels, supporting and
it; it is dead in the water, unable to flee or attack.    protecting them while they coordinate fighter-tier
                                                          activities or bring devastating weapons to bear. This
The main purpose of the Careful Shot tactic is to         tactic can only be used by a battlegroup that contains
avoid the more destructive results on the Kill Table      at least one active FRIGATE; CARRIERS and BATTLESHIPS
(p. 53), should a commander wish to capture an            are too ponderous to provide effective screening.
enemy ship more or less intact for in-character
reasons. Be aware, however, that even “careful”           Choose a FRIGATE under your command and assign it
shots with naval weapons are still massively              to screen for another CAPITAL SHIP in your battlegroup
destructive. Although ships targeted by this tactic       or for an allied CAPITAL SHIP within the same range
may not be destroyed, there may still be narrative        band. Until the start of your next turn, all attacks and
effects: the attack may have struck critical              abilities targeting the screened ship have a 50
components, caused a breach in the starboard fusion       percent chance of being intercepted. Roll a die or flip
chamber, or exposed compartments to hard vacuum.          a coin to determine this. Abilities or attacks that are
                                                          intercepted must either be aborted (wasting the
                                                          action) or target the screening FRIGATE instead. If the
LOCK FIRING SOLUTION                                      attacker cannot target the screening FRIGATE for some
Tactic                                                    reason, it may then choose another valid target, not
You focus legion processing power on lining up a          including the screened ship. Once assigned to
perfect shot or tracking an especially wily target,       protect a ship, a FRIGATE cannot be ordered to screen
sharing the revised telemetry data with the rest of       for another vessel until the start of your next turn.
the fleet. Nominate a hostile CAPITAL SHIP or ESCORT;
that ship gains a special status called LOCK ON. Any      FRIGATES cannot be assigned to a defensive screen if
battlegroup making a single-target attack against a       they’ve also attacked on the same turn, and
ship with LOCK ON may choose to gain +1 ACCURACY          FRIGATES on protective duty cannot use weapons
on its attack roll and then clear the LOCK ON status      except for AUXILIARY weapons as they must
after the attack resolves (hit or miss). This is called   concentrate on intercepting incoming threats. If the
“consuming LOCK ON”.                                      screening FRIGATE is destroyed, all effects it was
                                                          providing to screened ships immediately end. Only
LOCK ON lasts until it is consumed or until the end of    a single FRIGATE can screen for another ship at a
the next Impact Phase, at which point ships are           time, and FRIGATES cannot screen for other Frigates
assumed to have maneuvered enough to render the           that are also screening.
targeting data obsolete. LOCK ON does not stack; a
ship either has LOCK ON or it doesn’t.
                                                                         Section 2 // Combat Basics
                                                                                                                     [41]
       BOARDING PHASE                                              ISSUING COMMANDS
       Once every battlegroup has taken a turn in the Action       During the Boarding Phase, players that have
       Phase, the round ends with the Boarding Phase.              initiated boarding actions issue commands to those
       Boarding actions are grim, bloody affairs. Section by       units. If multiple boarding rolls occur during this step,
       section, corridor by corridor, through every redlight-      resolve their order as you would for anything else: a
       dim compartment, marines, chassis, and subalterns           player rolls first, then an NPC, and so on.
       fight to wrestle control of a ship from its crew.
       Casualties are assured, and combatants receive no           Choose a command and roll 1d20 against the
       quarter. To commit to a boarding action is to commit        boarded ship’s internal defenses of 8:
       to an all-or-nothing engagement in some of the most
       brutal, claustrophobic conditions possible, where           • On 7 or less, the boarders fail to make progress.
       stray fire can tear a ship in half, oxygen is scarce, and   • On 8+, the boarders successfully carry out your
       inertia itself can become a weapon.                           command.
       Battlegroups that include an ESCORT or WING (or some        COMMANDS
       other upgrade or ability) with BOARDING gain the            Unless otherwise specified, all player-controlled
       following additional tactic:                                boarding units can attempt the following commands:
                                                                   • Sabotage Fire Control: The boarded ship’s
       DEPLOY BOARDERS                                               battlegroup makes all single-target attack rolls with
       Tactic                                                        +2 DIFFICULTY until the end of their next turn.
       Assign an ESCORT or WING with BOARDING to board a           • Sever Comms: The boarded ship’s battlegroup
       hostile CAPITAL SHIP within range. Once assigned to           cannot use Tactics until the end of their next turn.
       board a ship, a boarding unit can no longer be used         • Assault CIC: The boarded ship’s battlegroup
       for any other purposes until that boarding action             cannot move player battlegroups with actions or
       ends. It cannot be damaged, targeted by attacks or            abilities until the end of their next turn.
       effects, or repair HP unless specifically noted.
                                                                   The ship’s defenders will fight back every step of the
       Certain weapons or systems also grant the ability to        way, but a successful roll here gives your units a
       initiate boarding actions separate from this tactic.        foothold for a few precious moments. As long as a
                                                                   boarding unit remains on the enemy ship, they can
       During the Boarding Phase:                                  automatically attempt a new command each
                                                                   Boarding Phase, rolling as normal.
       • all BOARDING units or systems that were launched
         in the Action Phase arrive at their targets               REPELLING AND RECALLING
       • boarders are given commands and roll to see if            A ship that has been boarded has two options for
         they successfully carry them out                          attempting to repel active boarders:
       • commanders may recall boarders, disengaging
         them from the ship they’re on and freeing them up         Internal Defenses: At the end of its battlegroup’s
         for use during later rounds.                              turn, the player of a boarded ship automatically rolls
                                                                   1d20 to represent its internal defenses (e.g.,
       Unless otherwise specified, all boarders arrive at their    automated systems, subalterns, crew, marines, etc.)
       destination and become active during the Boarding           fighting back. It rolls against against the boarding
       Phase. The boarders automatically reach the enemy           unit’s Tenacity, listed in its description. If the boarded
       ship and make contact, without the need for a roll.         ship succeeds, then it ejects the boarders, inflicts
       While it’s true that such actions are extremely             casualties sufficient to force them to fall back, or
       dangerous from the moment they launch, the most             otherwise drives them off back to their own ship. This
       interesting and exciting part isn’t the approach, it’s      does not destroy the boarding unit (unless specified),
       the boarding action itself. With this in mind, while you    but it does free it up to be used again in later turns.
       may wish to describe the losses taken as breaching
       pods and landers hurtle across an airless no-man’s-         Purges: If a battlegroup wants to be thorough, it can
       land to reach their objective, it’s assumed that            institute a deck-by-deck purge and repel all boarders
       sufficient boarders survive to make contact with the        from its ships as a maneuver during the Action
       enemy and contest the ship.                                 Phase. As before, this doesn’t automatically destroy
                                                                   the boarding units, but it does buy the besieged
                                                                   ships some breathing room.
                  Section 2 // Combat Basics
[42]
                                                                                                                 COMBAT BASICS
                                                           TURN ORDER
                                                                                                                                 2
Commanders can also choose to manually recall
boarders during the Boarding Phase, disengaging
them from the ship they’re on without a roll and freeing
them up for later use during the following rounds.         QUICK REFERENCE
                                                           Battlegroups that wish to surrender or retreat (if
If a boarding unit’s own ship is destroyed, the unit       able) must do so at the start of the round, before
remains aboard the target vessel and continues to be       the Logistics Phase.
active, but is destroyed when successfully repelled. If
the ship they are boarding is destroyed, they are          1. LOGISTICS PHASE
automatically ejected and recalled.                          Remove counters from CHARGE weapons,
                                                             PAYLOAD weapons, and expended RELOADING
MULTIPLE BOARDERS                                            weapons and upgrades.
A ship can be boarded by multiple units, though the
effects of any given command do not stack unless             Exhausted ESCORTS and WINGS are readied for use.
specified otherwise. For example, you can’t attempt
Sabotage Fire Control multiple times on one ship to          Resolve any upgrades, abilities, or effects that
give additional Difficulty penalties.                        take place during the Logistics Phase.
When attempting to repel boarders at the end of its          Make sure everyone is on the same page and
turn, the player of a boarded ship rolls once per unit       ready to move on.
boarding it, but using a maneuver to purge all decks
repels all boarders at once.                               2. IMPACT PHASE
                                                             CHARGE weapons that have reached 0 Charge
NPC BOARDERS                                                 Counters may either fire, rolling to hit, or hold
NPCs can also attempt boarding actions against               their attacks.
player Capital Ships. Those boarding actions have
unique effects, but otherwise work identically to            PAYLOAD weapons that have reached 0 Flight
player boarding actions. Likewise, players repel NPC         Counters automatically hit.
boarders the same way – either by each boarded
vessel succeeding on a roll against the boarding             Roll damage for any CHARGE and PAYLOAD
party’s Tenacity at the end of its turn or by its            weapons that have hit.
battlegroup committing to a maneuver to clear all
boarders from all Capital Ships in the battlegroup.          Battlegroups may roll Interdiction and reduce
                                                             the result from relevant attacks.
Boarding actions also represent an ideal place to
take a break from Battlegroup and play out a mission       3. ACTION PHASE
in Lancer if your group wants to get into the action         Battlegroups take turns using Maneuvers and
with their own mechs and pilots. If that is the case,        Tactics, alternating between player and NPC
you may, of course, disregard the rules for boarding         battlegroups.
actions and simply play them out using Lancer’s
rules. The rest of the naval battle may be placed on         Non-CHARGE, non-PAYLOAD attacks made
hold, or continue in the background, be played out in        during this step resolve immediately.
alternating turns or at natural breaks in the boarding
action, or similar.                                          Commanders roll to repel boarders from each
                                                             boarded ship at the end of their turn.
After the Boarding Phase has been resolved, the
round concludes and play moves on to the next              4. BOARDING PHASE
round with the start of the Logistics Phase.                 Boarding actions launched during previous
                                                             phases arrive at their destinations.
                                                             Boarders are given commands, rolling to
                                                             determine if they succeed or not.
                                                                        Section 2 // Combat Basics
                                                                                                                 [43]
        THE WINDING GYRE
       Battery Three on the FKS Sanspeur was locked down          Space combat is both chaotic and tightly controlled.
       for combat. As of ship-morning, the battlegroup was        At the outset, battlegroups begin spooling up long-
       engaged; now, the enemy was in scope range, and            cycle weapons and launching low-confidence volleys
       Battery Three’s shift was about to begin.                  of missiles and torpedoes meant to probe enemy
                                                                  defensive capabilities. fleet legions similarly jab at
       Dim red safelights illuminated the soft corners and        one another across the vastness of space, using
       padded walls of the battery, blunting the grain and grit   blinkspace channels, ontologic weapons, and
       of every surface. Under thrust, Battery Three had          esoteric defenses in battles far removed from human
       gravity; combat speed pushed the weight of Lance           perception. However great the distances involved at
       Gunner Fisher’s hardsuit onto himself. Even with the       first, the engaged fleets will gradually begin to wind
       structural and internal aids, Fisher had to force air in   their way toward each other as they seek out more
       and out of his lungs in order to stay conscious, tensing   advantageous positions and look to bring more
       his legs and gut to keep the blood in his head.            weapons to bear.
       “How long till we engage?” Gunner Parson’s voice           Shorter distances open up new avenues of attack as
       hissed in Fisher’s ear, deformed by the intense gees.      carriers launch squadrons of fighters, bombers, and
                                                                  mounted chassis on combat sorties and main
       Fisher could only move his eyes – enough to see the        batteries open fire with greater confidence and
       subtext chatter flying across the Sanspeur’s open          accuracy. Wolfpacks of subline ships prowl the flanks
       channels. “Thirty minutes. You ready?”                     looking for targets of opportunity, and boarding
                                                                  landers are sent on perilous journeys across a deadly
       Parson hissed an affirmative around the gees.              no man’s land to strike at the enemy from the inside.
       “Good, load Starkill belts – CO wants us on fly-           Inevitably, like a wire drawn tighter and tighter,
       swatting duty,” Fisher said.                               something has to give.
       “A-firm.” There was a muffled clunking through the
       bulkhead as Parson called up his ammunition racks.         THE GYRE
                                                                  Unlike many tactical combat games, Battlegroup
       Fisher did the same. “How many belts you got before        doesn’t use a grid map to note the position of units.
       we hit printer feed?”                                      The nature of naval combat in three dimensions is too
                                                                  complex to track in such a manner without requiring a
       “Twelve.”                                                  significant amount of work, and so combat is tracked
                                                                  along an abstract representation of space called the
       Fisher grimaced. “Let’s hope it’s a short fight.” He       gyre. The gyre visualizes the battle space in two
       settled into his control seat, and counted down the        dimensions, as a series of six concentric range bands.
       clock. Thirty minutes before engage, and the helm still
       had this boat burning hard for the assumed horizon.        Of course, combat doesn’t actually take place on a 2D
                                                                  plane. Commanders are constantly exploiting every
       Parson hissed again. “Hey, Fish–”                          axis of movement as they plan their engagement
                                                                  angles, plot counterfactual evasive maneuvers, and
       “Yeah?”                                                    line up salvos on enemy ships, but at Battlegroup’s
                                                                  scale, these movements are too “minor” to worry
       “I hit more Purv flies than you, you’re buying my          about tracking in detail. They can simply be assumed
       coffee for the rest of the week. Deal?”                    to be occurring throughout the course of a battle.
       Fisher would’ve laughed, but for the gees. Instead,        All player battlegroups, unless otherwise noted, start
       he chirped a-firm, and keyed his cannons into              play in a range bands determined by their pre-
       precycle warmup.                                           engagement posture or uptime actions, typically
                                                                  somewhere between Extreme Range and Scope
       Thirty minutes to go.                                      Range. More details on selecting a starting range
                                                                  can be found on page 51.
                   Section 2 // The Winding Gyre
[44]
                                                                                                                       THE WINDING GYRE
                                                                               Extreme Range
                                                                                       Long Range
                                                                                                                                          2
                                                                                         Scope Range
                                                                                     Collapsing Range
                                                                                   Close Range
                                                                        Point Blank Range
Range bands are only used to note the position of
player battlegroups. NPC positions are not tracked         THE TIPPING POINT
on the gyre; their spatial relationship to the players’    The tipping point occurs at the beginning of the fifth
battlegroups is measured entirely by the position of the   round of play. Before the Logistics Phase begins,
players and the range of their weapons. Each               battlegroups must decide whether to retreat or stay
battlegroup moves as a single cohesive unit, but           engaged. By this time, they have sufficient nearlight
individual battlegroups can move independently of one      power available to make ejection a possibility. From then
another. One commander may prefer to operate from          on, at the start of every successive round they’ll make
long range while another will want to close the distance   the same determination – retreat or remain engaged.
and engage enemies in closer quarters. Every range
band save for Scope Range – the effective “midpoint”       Over the course of these subsequent rounds, the
of the gyre – confers bonuses and conditions that          gyre begins to collapse with the following effects:
reflect the changing proximities of the engaged forces.
                                                           Round 6: All ships at Extreme Range move to Long
Unless a commander calls for their battlegroup to          Range. It is no longer possible to fall back to
disengage and flee, all movement is done in service        Extreme Range.
of engaging the enemy in combat. Players may get to
decide the tactics they will use in the battle to come,    Round 7: All ships further than Collapsing Range
but there will be a fight – movement in Battlegroup        move to Collapsing Range. It is no longer possible
takes this as a core assumption.                           to fall back further than this range.
As the engagement continues, engaged ships slowly          Round 8+: All ships move to Point-Blank Range.
begin to draw nearer to each other, circling around        From here on, battlegroups can no longer retreat:
the gyre and working to close the unpredictability         they can only survive, surrender, win, or die.
gap in a way that gives them the most advantageous
position from which to fire their most devastating
weapons. As a result, engaged fleets push up against
a point of no return as the battle draws on. Seasoned
veterans and experienced commanders refer to this
as the tipping point.
                                                                       Section 2 // The Winding Gyre
                                                                                                                       [45]
       Battlegroups at Point-Blank range beginning on             RANGE BANDS
       Round 6 and beyond cannot choose to retreat; they          The gyre’s range bands and their effects are outlined
       are far too close to the enemy, and the preparations       below. Movement between range bands is
       for a nearlight ejection would conflict with the main      accomplished via the use of certain maneuvers,
       objective of staying alive. If a battlegroup at Point-     tactics, abilities, weapons, and systems.
       Blank range wishes to retreat from combat at this
       point, they first need to fall back to a more distant
       range band while they still have time to do so before      BAND 5: EXTREME RANGE
       the gyre collapses completely.                             At Extreme Range, the primary engagement between
                                                                  fleets takes the form of long-flight payloads and
       Remember also that commanders can decide to                optimistic shots from main cannons. At this range,
       surrender at the start of any round. Surrender is a        ships and their commanders must work in
       difficult decision, but should a battle be going poorly    conjunction with the fleet legion to track and predict
       it can be a necessary one to prevent the loss of more      target locations, flinging shots and directing missiles
       lives. Surrendering is most likely to occur prior to the   toward trajectory-derived locations one or more
       tipping point, before a battlegroup is ready to eject,     Cradle-standard days away.
       but even after that point a commander may opt to
       surrender rather than risk further casualties from a       At Extreme Range:
       nearlight ejection.                                        • all weapons can be used, but:
                                                                  • attacks with CHARGE weapons gain +1 ACCURACY
                                                                  • all other single-target attacks receive +1 DIFFICULTY
                                                                  • PAYLOAD attacks are fired with 5 Flight Counters
                                                                  • AREA-TARGET attacks from and against battlegroups in
                                                                    this range band deal half damage before interdiction.
                  Section 2 // The Winding Gyre
[46]
                                                                                                                           2
BAND 4: LONG RANGE                                             BAND 1: CLOSE RANGE
At Long Range, ships continue to engage with large-            At Close Range, the distance between fleets is
caliber, high-wattage weapons, tracking targets with           reduced to no more than an hour of travel time for
marginally more confidence than they did at Extreme            payloads. Light-based weapons hit their targets near-
Range. Here, commanders can use long-range sensor              instantly and there is little room for captains to avoid
and modeling suites to see their enemies for the first         impacts from kinetic or particle-based energy
time, allowing them to identify with high confidence           weapons. Flight decks are roiling, busy platforms, with
the capabilities and equipment they may face as the            strike craft landing, loading, and deploying constantly.
gyre tightens and the unpredictability gap closes. With        The enemy can be seen without the aid of scopes –
anywhere from hours to a Cradle-standard day                   star-bright drive signatures and PDC screens visible
between fleets, subline crews and fighter pilots begin         to the naked eye – as can subline vessels and wings.
their preflight checks, briefings, and assembly.
                                                               At Close Range:
At Long Range:                                                 • single-target attacks (excluding CHARGE weapons)
• all weapons can be used, but:                                  gain +1 Accuracy
• attacks with CHARGE weapons gain +1 ACCURACY                 • PAYLOAD attacks are fired with 1 Flight Counter
• all other single-target attacks receive +1 DIFFICULTY        • AREA-TARGET attacks made from and against
• PAYLOAD attacks are fired with 4 Flight Counters.              battlegroups in this range band deals +2 damage.
BAND 3: SCOPE RANGE                                            BAND 0: POINT-BLANK
The middle-confidence range for engagements                    At Point-Blank, capital ships find themselves in a rare
between fleets, Scope Range is where the effectiveness         and deadly engagement. Few commanders push
of long-spool weapons begins to fall off compared to           their captains and vessels to this point, as casualties
faster cycling, quicker tracking weapons batteries. Not        – even among the victors – are sure to be terrible. At
only are many weapons systems and legionspace                  this range, capital ships are in danger of colliding
defenses are calibrated for scope distance, but enemy          with each other, subline vessels and squadrons slip
forces are also identifiable and their trajectories are well   under PDC screens to attack without fear of reprisal,
within nominal predictive cones. Travel time between           and boarders engage in bloody corridor-to-corridor
fleets is half a Cradle-standard day at most; subline          brawls. Here, there is little chance to miss, as one
vessels and longer-range strike craft wings launch for         could nearly fire without targeting assistance and still
their first sorties; and marines hurry to their posts,         score a devastating hit.
making preparations for the grim deployments to come.
                                                               At Point-Blank:
At Scope Range:                                                • single-target attacks (excluding CHARGE weapons)
• PAYLOAD attacks are fired with 3 Flight Counters.              gain +1 ACCURACY
• There are no additional modifiers. Attack rolls for          • AREA-TARGET attacks made from and against
  CHARGE weapons are performed without advantage;                battlegroups in this range band deal +4 damage
  the benefits of closer range are counterbalanced             • PAYLOAD attacks hit instantly, but also deal half
  by the increased difficulty in tracking targets.               damage to the attacker (or to their battlegroup in
                                                                 the case of area-target attacks) that cannot be
                                                                 reduced in any way
BAND 2: COLLAPSING RANGE                                       • attacks made from and against this range cannot
As battlegroups drive toward the heart of the enemy              be interdicted.
fleet, Collapsing Range is when the pressure of an
engagement begins to turn up. The time between
firing and impact reduces to mere hours. Friendly and
enemy subline vessels and fighter or bomber wings
begin their attack runs on their counterparts or, if they
have broken through, on enemy capital ships. Area
denial weapons – typically kinetic-kill-clouds –
become more difficult to avoid, and primary weapons
batteries have their pick of targets. Flak and point-
defense cannon screens are visible using optical
scopes, as are the enemy vessels they shroud.
At Collapsing Range:
• PAYLOAD attacks are fired with 2 Flight Counters.
                                                                           Section 2 // The Winding Gyre
                                                                                                                          [47]
       POSTURE AND UPTIME ACTIONS
       Prior to an engagement, commanders have an                    AGGRESSIVE POSTURE
       opportunity to navigate within the strategic bounds of the    Posture
       battle and make decisions that will influence their fleet’s   “Engineering, narrow our shielding and dump all
       starting position and capabilities before the first shots     excess power to our drives! Gunnery, skip-cycle
       have even been fired. During the preparation stage (see       your batteries! Legion, find a way through
       p. 35), the players can choose to either set a posture or     that flak screen – we’re ending this now!”
       perform uptime actions. This should be a group decision,
       as it is binding on all players. Either everyone sets a       You command your ships to adopt an aggressive
       posture, or everyone performs uptime actions.                 posture. With wings and escorts screaming ahead
                                                                     at maximum speed and your batteries hammering
       Setting a posture is a quicker and simpler form of pre-       away, your battlegroup punches straight for the core
       engagement preparation that requires no additional            of the enemy fleet, seeking to strike a death blow in
       rolling and allows the players to jump straight into          defiance of accepted doctrine and old strategies.
       combat. In some cases, GMs might also restrict                Your ships deploy at Scope Range. During the first
       preparation to setting a posture in order to represent        round of combat you may only use one maneuver or
       the constraints of a more time-critical mission. Uptime       one tactic.
       actions are more complex, allowing players to choose
       which aspect of their battlegroup’s preparations they
       wish to focus on. They also provide additional narrative      UPTIME ACTIONS
       opportunities for exploration of activity aboard one or       Before any planned battle, most fleet doctrines
       more ships as commanders take on supplies, consult            recommend that personnel be decanted from stasis
       with officers and crew, and draw up battle plans.             to begin training, maintenance, and pre-theater
                                                                     operations (navigation, weapons checks, screening
       POSTURE                                                       maneuvers, NHP interaction, and so on). This post-
       When opting to set postures instead of performing             stasis time is generally called “uptime” and is what
       uptime actions, each player chooses a posture for             most cosmonauts refer to when they talk about time
       their battlegroup during preparation. This determines         debts, “subjective time”, and so on.
       the starting deployment of the ships under their
       command. There are three postures available:                  When using this pre-engagement preparation option,
                                                                     players select specific uptime actions prior to a battle.
       CONSERVATIVE POSTURE                                          These actions allow them to acquire specific strategic
       Posture                                                       and tactical benefits before combat begins. For example,
       “CIC to helm: drop our burn by 20% and push                   they may want to drill their gunnery crews and calibrate
       corresponding velocities to all escorts.                      their weapons to ensure optimal performance, or they
       Reroute power to forward shielding, and keep                  might use their time gathering additional intelligence
       our wings spread – we’re going in slow.”                      on enemy forces to better plan their next moves.
       Your ships spread out and adopt a more defensive,             When using uptime actions, all player battlegroups
       cautious posture for this battle, tempering their             begin play at Extreme Range with no specific bonuses
       speed and directing the saved power to forward                or effects. If a commander wants to begin play at a
       shielding, additional systemic redundancies, and              different range band or with additional bonuses, they
       boosted processing power for your legion. Your                need select an appropriate uptime action.
       ships deploy at Extreme Range. You may use one
       additional tactic during the first round of combat.           Uptime provides an opportunity to focus on the
                                                                     personal and interpersonal – zoomed-in scenes that
       NOMINAL POSTURE                                               show what your character and their close circle are
       Posture                                                       doing. The framing of uptime actions should be
       “Helm, steady on. By the books and as the admiral             informed by narrative context: if the players’
       orders for this one – we engage as planned.”                  commanders are docked at a station or shipyard then
                                                                     they may have different opportunities to pursue their
       The tactical situation matches the strategic                  goals than if they begin preparations already in transit
       parameters as outlined in your briefing; you order            to a staging area aboard their flagship. Whatever the
       your ships to their nominal trajectories and prepare          framing, however, the overall outcome of the actions
       to engage. Your ships deploy at Long Range.                   they take will ultimately remain the same.
                   Section 2 // Posture and Uptime Actions
[48]
                                                                                                                        POSTURE AND UPTIME ACTIONS
                                                                                                                                                     2
Each commander can attempt one uptime action of               CONSULT GUNNERY AND ENGINEERING
their choice prior to an engagement. To take an               Ships of the line are useless if they can’t hit their
uptime action, a player chooses the action from the           targets. Officers, ship NHPs, and crewmembers
list below and rolls 1d20, the result of which may be         cycled up pre-engagement often stress-test their
modified by a character’s traits and other sources of         systems, perform routine maintenance, and so on, to
ACCURACY and DIFFICULTY. The final result determines          ensure they are ready for the fight to come.
the action’s effect, although any given result
represents countless options for narrative outcomes:          When consulting gunnery and engineering, you might
                                                              practice at your station or in a virtual environment,
• A result of 9 or less has a limited effect, though          negotiate with your battlegroup’s head fabrication
  most uptime actions still give commanders                   officer for ordnance priority in print orders, check in
  something when they roll poorly.                            on engineering to see the progress they’ve made on
• A result of 10–19 provides a greater benefit or             in-flight upgrades and maintenance, consult with
  selection of outcomes.                                      your ship’s NHP on their latest enemy counterfactual
• A result of 20+ is an exceptional success that              predictions, brief gunnery crews with the most up-to-
  provides powerful benefits.                                 date NAVINT, and so on.
Importantly, these rolls aren’t like regular uptime checks;   Describe your actions, and roll:
they can’t be Risky or Heroic, you can’t use teamwork
on them, and you can’t push them to try again.                On a 9 or less, your current capacity remains largely
                                                              unchanged despite your best efforts. This might
There are diminishing returns to repeatedly choosing the      mean that your gun teams or engineers, while
same action over multiple engagements; there’s only so        competent, don’t improve their skills; that you fail to
hard you can push your crew in a given direction before       secure additional or specialized ordnance; or that you
they fail to return exceptional improvements, and part of     make no special breakthrough in the analysis of your
effective command is understanding these limits.              enemy’s defensive patterning. You begin the
Whenever a commander attempts the same uptime                 upcoming battle with a banked ACCURACY die. You
action two or more battles in a row, they treat results       may spend this banked die to add +1 ACCURACY to
of 10–19 as if they were 9 or less instead.                   one of your single-target attack rolls during play.
Note that some uptime actions grant players                   On 10–19, your gunnery or engineering teams show
powerful benefits such as the ability to equip                measurable improvement in their performance. Once
upgrades at a reduced cost. That being the case,              during the upcoming battle, you may reroll one of your
players should always have the opportunity to adjust          attack or damage rolls but must keep the second result.
and finalize their battlegroup construction after
uptime actions have resolved to take advantage of             On 20+, efforts meet with significant success. This
this. Battlegroup construction is detailed on page 62.        might mean your gunnery teams show dramatic
                                                              improvement, engineering makes a significant
                                                              breakthrough, you make a key discovery about the
ACTIONS                                                       enemy fleet’s defenses, you are able to route long-
SET A POSTURE                                                 flight torpedoes via an unconventional flight path, or
Textbook naval engagement doctrine involves                   similar. During the upcoming battle, you may choose
approaching battle from a conservative position, granting     one of the following benefits:
ample time to optimize counterfactuals, analyze enemy
forces, and respond to unforeseen developments. Some          • Reroll any one attack or damage roll you make
commanders, however, prefer a more aggressive                   during play but must keep the second result.
approach, seeking to overwhelm the enemy before               • During the first Logistics Phase, remove an
they can coordinate their forces in response.                   additional 1 Charge Counter from a CHARGE
                                                                weapon in your battlegroup.
Unlike other uptime actions, setting a posture does           • Add or remove 1 Flight Counter from any one
not require a roll – you may simply choose the effect           PAYLOAD attack you make.
you want. This uptime action allows you to set a
posture (see previous page). Since this action does
not require a roll, you can choose it in subsequent
battles without penalty.
More ambitious commanders may wish to choose their
starting position while also benefiting from other uptime
actions. This requires them to Plot a Course instead.
                                                                Section 2 // Posture and Uptime Actions
                                                                                                                        [49]
       CONSULT NAVIGATION AND INTELLIGENCE                        CONSULT SENIOR OFFICERS
       Gunnery is only the business end of navigation and         Maintenance of a ship is about more than mechanics.
       intelligence: if you don’t know where your target is, or   A commander must engage with their direct
       what it is, your chances of scoring a mission-critical     subordinates – their officers – to provide counsel,
       kill are, essentially, zero.                               command, and direction.
       When consulting navigation and intelligence, you           When consulting senior officers, you might catch up
       might maintain relative speed and distance from the        on the status of the ship and crew with the officers
       other ships in your battlegroup, assign patrol orbits to   who were on watch while you were under, gossip
       defend against known-unknown attack vectors,               about or discuss officers who have not yet been
       review NHP updates on thrust control and ETAs              cycled out of stasis, get the latest reports from the
       relative to local stations and worlds, initiate long-      various departments and modules of your ship, get
       range surveillance on known and predicted enemy            the latest rumors about other captains and officers in
       movements, run specific deep scans on sighted              the battlegroup (who to look out for, who to trust,
       enemy vessels, and so on.                                  etc.), brag or compare ship compositions and flight
                                                                  tactics, bet on kill numbers, or similar.
       Describe your actions, and roll:
                                                                  Describe your actions, and roll:
       On 9 or less, NAVINT is a mess and it takes far
       longer than normal to sort signal from noise. You fail     On 9 or less, your consultations with senior staff are
       to glean much more useful intel, though your efforts       less productive than you’d hoped. While nothing
       may still identify some tactical advantages that you       seems particularly out of order, no one has any
       can exploit. You gain both of the following benefits:      special insights to share regarding the upcoming
                                                                  engagement. You begin the upcoming battle with
       You begin the upcoming battle with a banked                your choice of a banked ACCURACY or a banked
       DIFFICULTY die. You may spend this banked die to add       DIFFICULTY die. You may spend this banked die to add
       +1 DIFFICULTY to any single-target attack roll made        +1 ACCURACY to one of your single-target attack rolls
       against you during play.                                   or +1 DIFFICULTY to a single-target attack roll made
                                                                  against you, as relevant.
       You may ask the GM one question about the
       upcoming battle. This question may be about the            On 10–19, astute tactical analysis or canny leveraging
       enemy’s fleet’s composition or the combat area (e.g.,      of available resources helps you and your officers to
       whether the enemy forces include a specific type of        formulate an effective plan of attack. You may choose
       FLAGSHIP, the number of CHARGE weapons they have,          one option from the RESERVES table (p. 52) to bring
       whether there are any notable environmental hazards        with you into the upcoming engagement.
       that weren’t noted during the briefing, etc.), or it may
       have a more narrative focus (e.g., morale among the        On 20+, a flash of insight or a sudden windfall gives
       enemy forces, the stakes for the enemy forces or           you just what you need to exploit a critical weakness
       their interests in the outcome of the battle, the          in the enemy’s defenses or capitalize on an
       personality and tactical deportment of a notable           unexpected advantage. You may both choose an
       enemy commander, etc). The GM must answer                  option from the RESERVES table to bring with you into
       truthfully to the best of their abilities.                 the upcoming engagement and grant one of your allies
                                                                  a banked ACCURACY die or a banked DIFFICULTY die.
       On a 10–19, all systems are nominal and the report
       you requested arrives on your desk promptly. You
       gain both a banked DIFFICULTY die and you may ask
       the GM three questions about the upcoming battle,
       which they must answer truthfully as outlined above.
       On a 20+, you make key, critical discoveries
       regarding the enemy fleet’s composition, heading,
       and posture. In addition to asking three questions
       about the upcoming battle, you may also choose one
       option from the RESERVES table (p. 52) to bring with
       you into the upcoming engagement.
                  Section 2 // Posture and Uptime Actions
[50]
                                                                                                                                POSTURE AND UPTIME ACTIONS
                                                                                                                                                             2
PLOT A COURSE                                                           POWER AT A COST
Some commanders feel daring enough – though some might                  Some aspects of your commission’s portfolio are
say reckless enough – to try and engage the enemy from a                best left unsaid. Anything to win an advantage,
completely unexpected vantage, tasking the helm with plotting           right? This uptime action covers activities that are
a course to drop out of nearlight in the perfect position to strike     off-book or otherwise outside of regulations, both
while they themselves make preparations elsewhere.                      mundane and esoteric. Anything not covered by
                                                                        the previous uptime actions can fall into this
This uptime action is for players that wish to both set their           category. Context permitting, your GM might also
position at the start of an engagement and attempt other                allow you to use this in addition to another uptime
actions as well. Selecting it allows you to use one other               action, though this decision will doubtlessly
uptime action of your choice at the same time. This carries             influence the cost you have to pay as well.
some risks, though – it divides the crew’s attention and
may result in dangerous navigational errors. Additionally,              When seeking power at a cost, you might have a
this action cannot be repeated in consecutive                           private audience with your ship’s NHP to ask
engagements; too many daredevil maneuvers in a row may                  questions about the strange dreams you had while
leave your superiors questioning your tactical judgment.                you were under; spacewalk alone on the hull of
                                                                        your ship, free of disturbances as you plan your
When your battlegroup make its entrance, roll:                          next move; triple-check the provisions and
                                                                        functionality of the CIC’s lifeboat, as you’ve got a
On 9 or less, disaster! You realign directly into the enemy             bad feeling about this one; slip into the gestalt and
line, your battlegroup colliding with an enemy element. As              spend time in legionspace, enjoying an
warning klaxons howl and automated systems struggle to                  approximation of “home”; participate in a high-
balance damage control protocols with life support                      stakes game of chance with other commanders,
mandates, you take stock of the situation. This fight is going          putting everything on the line; or similar.
to be a mess. Your battlegroup and an enemy battlegroup of
your choice collide, both suffering an immediate, unavoidable           Name what you want or what you’re attempting
2d6 damage. You may distribute this damage among your                   to do. You’ll get it before the engagement
Capital Ships as you wish; the GM, likewise, distributes the            begins, but depending on the nature of the ask,
damage taken by the NPC battlegroup as they see fit among               the GM may choose one or two consequences:
its CAPITAL SHIPS and ESCORTS. Next, roll 1d3 to determine
exactly where you begin play:                                           • It’s going to have repercussions for future
                                                                          engagements.
• On 1, you begin at Long Range.                                        • It’s going to affect your chances at promotion.
• On 2, you begin at Scope Range.                                       • You’ll have to give something up or leave
• On 3, you begin at Collapsing Range.                                    something behind.
                                                                        • You’re going to piss off someone or
Whatever the result, during the first round of combat,                    something important and powerful.
choose one: you act after everyone else has acted, or you               • Obtaining it will disrupt other plans.
act first during the round but the only action you can take             • Enemy forces won’t remain idle during this time.
on your turn is Retrograde Burn.                                        • Whatever you receive will be of lesser quality,
                                                                          falling apart, or malfunctioning.
On 10–19, the bolt was well-plotted, but failed to account
for some critical variable. Roll 1d3 to determine exactly
where you begin play:
• On 1, you begin at Extreme Range.
• On 2, you begin at Long Range.
• On 3, you begin at Scope Range.
Use the same starting position modifiers as Set a Posture
for the first round of combat.
On 20+, navigation just won themselves a round in the
ship’s mess – your battlegroup realigns exactly where it
was meant to: you may choose to begin at Extreme
Range, Long Range, or Scope Range, using the same
starting position modifiers as Set a Posture for the first
round of combat.
                                                                      Section 2 // Posture and Uptime Actions
                                                                                                                                [51]
       RESERVES
       Seasoned commanders take every advantage they can            Uptime actions are one way for commanders to
       get going into battle, and one form these advantages         secure reserves for themselves. GMs may also
       can take are reserves. These bonuses take the form of        decide to award them directly as part of an ongoing
       additional supplies, gear, support, advanced intel, and      campaign. Reserves can be used for the duration of
       old-fashioned grit and luck – anything that might make       the next engagement only, after which they are lost
       a difference in the fight ahead.                             whether expended or not.
       RESERVES                                                                                              ROLL 1D10
        1    WHITEWASH        Expanded stores of specialized whitewash utility nanites are held as a countermeasure
             DECON            against nanotech warfare, helping to mitigate casualties without the need to employ
                              more destructive methods of decontamination. 1/engagement, during the Logistics
                              Phase, you may automatically clear all Greywash from one of your ships.
        2    CRACK PILOTS     They’re some of the best in the service – all they need now are orders. You may either add a
                              WING slot to one of your ships or reduce the cost of any equipped WING upgrade by 2.
        3    SECONDED         On loan from another fleet, or perhaps the last surviving ship of an otherwise wiped-out
             VESSEL           battlegroup, the crew of this vessel is nonetheless eager to return to the fight.
                              You may either add an ESCORT slot to one of your ships or reduce the cost of any
                              equipped ESCORT upgrade by 2.
        4    VETERAN          The best thing to do with a ship full of marines is point them toward the enemy. You may
             MARINES          equip a Marine Lander (p. 111) to one of your ships without using an upgrade slot. 1/
                              engagement, when this unit fails a boarding roll, you may instead declare that roll a
                              success, then destroy this unit.
        5    TERRAIN          Knowing where and when to fight is just as important as knowing how to fight. You may
             ADVANTAGE        either choose an appropriate effect from those listed under The Field of Battle (p.
                              149–151) to be present in the upcoming battle or replace a previously established effect
                              with a new one of your choice. Your choice should be appropriate to the engagement as
                              outlined during the briefing. For example, if the engagement is taking place in deep
                              space, it might not be appropriate to choose an effect that represents proximity to a
                              populated world. Discuss your choice with the GM to reach a satisfactory agreement.
        6    UNCOMMON         Sometimes the difference between a good commander and an exceptional commander
             FORTUNE          is a bit of the right luck at the right time. You begin the upcoming battle with a banked
                              ACCURACY die and a banked DIFFICULTY die. You may spend these banked dice to add +1
                              ACCURACY to one of your single-target attack rolls or +1 DIFFICULTY to a single-target
                              attack roll made against you, as relevant.
        7    FIRE SHIP        A decommissioned hull can still find new life, if only for a brief, brilliant moment. You may
                              equip a THROUGHLINE SKIP DRONE (p. 102) to your battlegroup at no cost.
        8    CHAPERONE        Launched far in advance of initial contact, these munitions provide additional fire support
             PAYLOAD          during major engagements. At the start of the battle, just before the first Logistics
                              Phase, you may launch a DARKSTAR MULTIPLE-WARHEAD TORPEDO (p. 102) at a hostile
                              battlegroup of your choice. It starts with 5 Flight Counters regardless of where your
                              battlegroup begins play, and it counts as belonging to your battlegroup for the purpose
                              of effects and abilities.
        9    LEGIONSPACE      The fleet legion has taken a particular interest in your ships for reasons known only to
             PRIORITY HOST    themselves and/or high command. You may choose a single hostile battlegroup at the
                              start of the engagement: during the first round, you may act first during each phase and
                              that battlegroup must act last. If multiple hostile battlegroups suffer from this disruption
                              effect at once, or if some other effect or ability sets a battlegroup at a specific turn, they
                              choose a viable turn order as needed among themselves. Player battlegroups have
                              priority over NPC battlegroups in turn order.
        10   ENHANCED         A little extra power to defense systems can spell the difference between victory or defeat.
             SHIELDING        1/engagement, you may reroll any number of Interdiction dice, choosing the best result.
                  Section 2 // Reserves
[52]
                                                                                                                         DAMAGE AND DESTRUCTION
DAMAGE AND DESTRUCTION
No matter how much damage a ship takes, it remains
operational as long as stays above 0 HP – with even
just 1 HP remaining, the officers, crew, and automated
systems can keep the ship in the fight. At 0 HP,
                                                               A note about player safety: while Battlegroup
                                                               assumes that peoples’ lives are fragile in the context
                                                               of space combat, we never want players to be placed
                                                               in situations that they find unsafe. To that extent,
                                                                                                                                                  2
however, a ship is considered destroyed; any lower,            clear it with your players whether or not they are
and you begin to see more and more catastrophic                comfortable with the (very high) chance that their
levels of destruction. A destroyed ship is no longer a         character could die in a session. If they are, play on
valid target for attacks and abilities. Use the Kill Table     as written. If not, make sure to leave some wiggle
below to determine the degree to which a ship has              room for characters to live.
been removed from the fight, and how many – if any –
members of the crew manage to escape.
KILL TABLE
 REMAINING HP OUTCOME               DETAILS
 0 to -4      MISSION KILL          The ship is “mission-killed”: its drive section is holed, life support systems
                                    and reservoirs ruptured, navcomm and weapons systems rendered
                                    ineffective, or it drifts uncontrolled through space. Whatever the specifics, a
                                    ship in this condition is unable to continue the fight in an effective manner.
                                        Fortunately for those aboard, the crew and passengers of a mission-killed
                                    ship have time to escape via conventional systems (e.g., escape pods and
                                    lifeboats) if they so choose, although they can grab only those personal
                                    effects, supplies, critical hardcopy intelligence, and so on, that they can carry.
 -5 to -9          SUNDERING HIT The ship suffers a sudden and catastrophic blow, shattering its hull and causing
                                 irreconcilable damage to its superstructure. The damage at the point of impact
                                 likely causes a section of the ship to shear off, boiling all proximal modules to
                                 slag in a catastrophic rupture. Crew are killed outright or, worse, spaced. Some
                                 of the lucky ones manage to escape on lifeboats, but they are few.
 -10 to -14        TOTAL            The ship is immediately destroyed by the attack. The brief, catastrophic
                   DESTRUCTION      explosion (or series of explosions) as critical systems rupture immediately kills
                                    nearly everyone on board. Survivors of the blast are limited to the single digits
                                    – of these, few live longer than a handful of moments after the initial
                                    explosion. The ship is not salvageable, having been reduced both by the
                                    weapon impact and drive rupture to a glittering plume of slag and debris.
 -15 or less       ANNIHILATION     The ship is immediately destroyed as its nearlight drive, magazines, or long-
                                    spool capacitors suffer a direct, penetrating hit. The resultant explosion is so
                                    massive that it blanks nearby ships’ sensors for a moment, and little remains
                                    save for an expanding cloud of plasma. All hands are lost; no one can survive
                                    an explosion like that.
                                                                    Section 2 // Damage and Destruction
                                                                                                                         [53]
       NEARLIGHT EJECTION
       Ships can also suffer catastrophic effects as a result of    When a player performs a nearlight ejection, you may
       sudden emergency nearlight maneuvers away from an            roll on the following table to determine the
       unfavorable battle, a process referred to as nearlight       consequences, if any. These consequences are
       ejection. Much like ejection from the cockpit of a mech      entirely optional and largely narrative in effect; they
       or fighter, nearlight ejection from combat isn’t without     have no additional bearing on the state of an
       its risks. Without the luxury of ample time to prepare       engagement or a player’s battlegroup, as ejection is
       for such brutal acceleration, both damage to the ship        already an undesirable outcome. You might roll on
       and danger to the crew are to be expected. That said,        this table once for each Capital Ship remaining in
       much like when ejecting from a cockpit, such dangers         your battlegroup, or simply roll once and apply the
       are often still preferable to the alternative.               results broadly to all ships.
       NEARLIGHT EJECTION TABLE                                                                               ROLL 1D6
        1     CREW              During ejection, the ship’s kinetic compensators fail to properly engage across all
              CASUALTIES        decks, resulting in numerous casualties. Roll 1d20: the result is the percentage of the
                                ship’s crew that are killed as a result of the ejection, crushed to death by unprotected
                                exposure to sudden, massive acceleration.
        2     INTERNAL          Whether due to existing battle damage or critical overloads caused by sudden nearlight
              EXPLOSION         acceleration, an internal explosion occurs aboard the ship immediately after it realigns
                                to realspace. The ship suffers 1d6 damage immediately and without mitigation. This
                                damage cannot reduce a ship below 0 HP, but may still prompt the remaining crew to
                                evacuate in order to avoid further danger.
        3     MISALIGNED        Due to a navigational error or hardware malfunction, when your ship finally retranslates
              JUMP              back to nominal velocity you discover that your ejection has placed you far off course.
                                This could also place you dangerously close to stellar bodies, a gravity well, or other
                                hazardous conditions.
        4     DEAD IN THE       The jump was successful – on target, with no injuries – but massive power surges have
              WATER             pushed the ship’s reactors into an automatic shutdown sequence. The ship is now
                                operating on emergency power to essential systems only. It will take several days or
                                more for the reactors to fully cycle down and then be brought back online – the larger
                                the vessel, the longer it takes. Until then, you’re adrift in space.
        5-6   JUMP              Despite the desperate circumstances, your ejection from battle is handled without error.
              SUCCESSFUL,       You retranslate on course, and while the ship and her crew may suffer minor systems
              ALL CLEAR         damage and treatable injuries in the aftermath, this is nonetheless a textbook example
                                of a successful jump.
                  Section 2 // Damage and Destruction
[54]
                                                                                                                       KEYWORDS AND DEFINITIONS
KEYWORDS AND DEFINITIONS
GAME TERMS
ALLY/ALLIED: Some effects and abilities refer to allied
  battlegroups and ships. Your own battlegroup’s
                                                           CRITICAL HIT: A result of 20+ on an attack roll using
                                                             weapons with the CRITICAL tag causes a critical hit,
                                                                                                                                                  2
  ships do not count as allied for these purposes; if        doubling all damage from that attack.
  something can affect your own ships, it will say so.
                                                           FLEET: A fleet is an organized force of trade or military
ATTACK: An attack in Battlegroup can take several            spaceships, composed of a mix of ships of the line,
  different forms: it refers to any action or effect –       subline vessels, fighters, bombers, and mounted
  most often a maneuver like Open Fire – that calls          mechanized chassis. In Battlegroup, it refers to the
  for an attack roll with a weapon against a target's        collective forces of the player group and the
  DEFENSE value, or that launches a PAYLOAD attack of        assembled NPC forces. Fleets typically give a single
  some sort. If something prohibits you from making          capital ship the honor of being the fleet’s flagship,
  attacks, then you cannot perform these actions.            usually the one led by the most senior officer
  Weapons, upgrades, and abilities that do damage            present, though other structures are acceptable and
  automatically, such as strike craft and certain            found across various naval powers.
  AUXILIARY weapons do not count as attacks.
                                                           FLAGSHIP: Each player has one FLAGSHIP that
BATTLEGROUP(S): A battlegroup is the group of ships          represents the center of their battlegroup’s
  commanded by a player or an NPC.                           command structure. This is generally the ship
                                                             carrying their commander. Each NPC battlegroup
BOLSTERED: Battlegroups that are BOLSTERED have              is also formed around a FLAGSHIP.
  taken additional measures to avoid or mitigate
  incoming damage, such as shunting additional             HIT POINTS (HP): HP represents the health, cohesion,
  power toward their defensive systems or rerouting           and morale of a battlegroup and the structural
  power to thrusters, shields, electronic                     integrity of individual ships and their pilots. When a
  countermeasures, and point defenses. When a                 ship’s HP is reduced to 0 by damage or other
  battlegroup is BOLSTERED, it gains +1d6 interdiction        effects, that ship is destroyed (see p. 53).
  and all ships in the battlegroup gain +2 DEFENSE
  until the end of its next turn. A battlegroup can only     Some systems or abilities cause ships to take
  benefit from one instance of BOLSTERED at a time; it       damage as a cost or allow them to take it in place
  doesn’t gain additional benefits.                          of another target. Unless otherwise specified, when
                                                             such an effect reduces a ship to 0 HP, it is
CAPITAL SHIP: CAPITAL SHIPS are some of the largest          destroyed after carrying out its command or effect.
  vessels in modern naval fleets, and are the central        If a particular upgrade doesn’t have a HP value then
  ships of any battlegroup. Players have access to           it can’t take damage and can’t be used for effects
  three types of CAPITAL SHIPS: FRIGATES, CARRIERS,          such as these. Likewise, an upgrade that doesn't
  and BATTLESHIPS. NPC FLAGSHIPS are also CAPITAL            have HP can't benefit from effects that restore it.
  SHIPS and form the core of NPC battlegroups.
  Some weapons, upgrades, and abilities can only           HOSTILE: Some effects and abilities refer to hostile
  target or affect CAPITAL SHIPS.                            battlegroups and ships. Hostile targets are always
                                                             designated as such from the perspective of the
COUNTERS: The status of various gameplay elements            user; for players, NPC battlegroups and ships are
  are tracked with counters, including the readiness         hostile, and for NPCs player battlegroups and
  of powerful weapons and the time until a self-             ships are hostile.
  propelled strike reaches the enemy. You can use
  actual tokens or a d6 for this purpose, or just mark
  them on a piece of paper. Among other types of
  counters, CHARGE weapons use Charge Counters,
  PAYLOAD weapons use Flight Counters, and
  RELOADING abilities use Refresh Counters. Some
  weapons and effects also apply Greywash
  Counters, which deal persistent damage over time.
                                                               Section 2 // Keywords and Definitions
                                                                                                                       [55]
       INTERDICTION: A battlegroup’s INTERDICTION score            MANEUVER: Maneuvers are a type of action that
          represents its ability to shoot down or neutralize         players and NPCs can perform during the Action
          incoming attacks using a range of electronic, kinetic-     Phase. They are typically actions that involve a full
          projectile, or directed-energy countermeasures.            battlegroup, such as attacks or movements, or
          INTERDICTION is an abstract value that comprises           require a significant investment of time and
          numerous defensive systems all working in concert.         attention. Each player can make one maneuver
          It can just as easily represent point-defense guns as      during their turn.
          it can a fleet legion’s anti-incursion protocols. A
          battlegroup’s INTERDICTION is the sum of all dice and    MOVEMENT: A movement is when a battlegroup
          bonuses within it, including those from individual         changes its position on the gyre, either advancing
          ships, weapons, upgrades, and abilities. Ships don’t       forward (toward Point-Blank) or moving back
          have INTERDICTION – battlegroups do.                       (toward Extreme Range). Some upgrades and
                                                                     abilities enable or force battlegroups to move or
         A battlegroup’s INTERDICTION reduces damage from            prevent them from moving.
         incoming PAYLOAD attacks and damage from area-
         target attacks. This is primarily useful during the       TACTIC: Alongside maneuvers, tactics are the other type
         Impact Phase, during which it is rolled once each           of action can be taken by players and NPCs in the
         round to defend against all relevant incoming               Action Phase. Tactics tend to be less demanding of
         damage; however, INTERDICTION can also be rolled            time and resources, involving more specialized
         during the Action Phase when battlegroups are hit           systems and abilities intended to enhance a fleet’s
         by certain attacks and abilities (e.g., those that deal     performance. Each player can use one tactic and
         area-target damage or that specifically state the           one maneuver during their turn, or they can forego
         damage can be interdicted). When defending against          their maneuver and use two tactics instead.
         such an attack, you roll your battlegroup’s
         INTERDICTION and reduce the damage of incoming            TURN: A battlegroup’s turn takes place during the
         attacks by an amount equal to the result. If the            Action Phase, during which it performs
         damage from an attack or effect is reduced to 0, it is      maneuvers and uses tactics to move through the
         completely neutralized and has no effect on the             gyre, launch attacks and boarding actions, or
         target, including any secondary effects it might            activate various upgrades. Once a battlegroup has
         otherwise have.                                             performs all actions that it can or that it wishes to,
                                                                     its turn is over and any effects that trigger or clear
          For example, a torpedo salvo (an area-target               at the end of its turn do so then.
          attack) might strike a battlegroup, dealing 8
          damage. The targeted battlegroup has 1d6                 UPTIME: In naval parlance, uptime refers to the
          Interdiction. The player rolls a 1d6, getting a 3,         minutes, days, hours, weeks, or – rarely – months
          which they subtract from the incoming damage,              when a ship’s crew are awake and active but not
          meaning every Capital Ship and every Escort in the         necessarily engaged in combat. This time is
          battlegroup takes 5 damage (Wings ignore area              usually filled with drills and training, maintenance,
          damage). If the defender had 8 Interdiction instead,       intelligence-gathering, resupply and
          they would have neutralized the attack entirely and        replenishment, sensitive navigation, and so on.
          none of their ships would take any damage.                 “Downtime”, by contrast, refers to the time the
                                                                     crew spends in stasis. What other branches would
       LOCK ON: During naval engagements, ships are                  call downtime – recreational activities, non-stasis
         constantly vying for a clean firing solution.               rest, and any generalized blowing off steam – is
         Powerful sensor suites and networked NHPs work              instead referred to as “R&R” or “shore leave”
         in concert to analyze, predict, and acquire positive        (often shortened to just “leave”, and in many cases
         locks on their targets when they can, setting up            not on a literal shore) in the navy.
         devastating attacks before their maneuvers and
         countermeasures are inevitably disrupted. LOCK
         ON is a status that ships can be given by certain
         maneuvers or tactics. When attacking a target with
         LOCK ON, the attacker can consume the status to
         gain +1 ACCURACY. Certain weapons, systems, and
         abilities also have additional effects that require
         inflicting or consuming LOCK ON to activate. LOCK
         ON does not stack with itself, and disappears at
         the end of the Impact Phase if not used.
                  Section 2 // Keywords and Definitions
[56]
                                                                                                                         KEYWORDS AND DEFINITIONS
WEAPON TYPES
There are three main classes of weapons that can be
mounted on CAPITAL SHIPS. Only weapons of the proper
class can be equipped to a ship’s weapon slots.
SUPERHEAVY WEAPONS
                                                             WEAPON & UPGRADE TAGS
                                                             The weapons and upgrades available to commanders
                                                             include powerful weapons, electronic warfare systems,
                                                             enhanced command-and-control capabilities, and also
                                                             things like accompanying subline vessels or wings of
                                                             fighters and bombers housed aboard carriers.
                                                                                                                                                    2
The most powerful and devastating weapons
mounted on capital ships, SUPERHEAVY weapons draw            Tags are specific terms that describe how a weapon,
down enormous power or launch volleys of powerful            upgrade, or ability functions and what sort of rules
munitions. Unless otherwise noted, SUPERHEAVY                are attached to it. Remember that specific rules
weapons without the CHARGE tag can only be used as           override general rules. That means that if an upgrade
part of the Open Fire maneuver.                              has different rules to the ones outlined here, you
                                                             should use the specific rules given for that upgrade.
Superheavy weapons receive +1 DIFFICULTY on all
attack rolls against NPC ESCORTS, as they aren’t             TAGS
optimized for use against such small, nimble targets.        ACCURATE: Attacks with this weapon gain +1 ACCURACY.
PRIMARY WEAPONS                                              BOARDING: This weapon or upgrade can take part in
PRIMARY weapons are the large, main battery weapon             boarding actions. Many ESCORTS and WINGS can
systems that form the backbone of a fleet’s armament.          perform boarding actions alongside other actions.
                                                               While boarding a ship, units are removed from play
AUXILIARY WEAPONS                                              and can’t regain HP, take damage, or be targeted
AUXILIARY weapons are smaller, secondary weapon                by attacks or effects unless specifically noted.
systems that can be fired alongside other weapons.
They often enhance or augment other weapons or               CHARGE X: This weapon begins play with X Charge
provide additional firepower against subline- or fighter-      Counters, which indicates how close they are to being
tier targets. When you attack with a PRIMARY weapon,           fully charged. During each Logistics Phase, all CHARGE
you may also fire an AUXILIARY weapon. These weapons           weapons automatically remove 1 Charge Counter.
do not have to be equipped on the same ship.                   CHARGE weapons that have reached 0 Charge
                                                               Counters can be fired during the Impact Phase,
Each AUXILIARY weapon can only be used once per                which resets their counters to X. Firing a CHARGE
PRIMARY-weapon attack. For example, if you’re                  weapon does not require a maneuver or tactic.
performing a maneuver that allows you to attack with
two PRIMARY weapons, you couldn’t use fire the same
                                                             RUNNING WITH SCISSORS
                                                             Students often ask naval academy instructors why
AUXILIARY weapon twice, but you could use two                fleets don’t simply maintain long-spool weapons at
different ones.                                              firing charge before entering a battle’s outer
                                                             perimeter. Wouldn’t it make sense to approach a
SINGLE-TARGET                                                fight as ready as possible?
Attacks from single-target weapons must be against
individual targets. If they hit, then they deal damage; if   There are countless answers to this question. Some
they miss, they don’t. Single-target attacks cannot be       focus on wear and misalignment of critical weapon
interdicted unless they are from PAYLOAD weapons.            components, others highlight the unacceptable levels
                                                             of electromagnetic interference, but the most
AREA-TARGET                                                  immediate concern is simple: fully charged long-spool
AREA-TARGET attacks do not require an attack roll.           weapons are incredibly volatile. The outputs of these
Instead, they automatically hit the target battlegroup and   weapons can carve holes through moons, shatter
roll damage, which can then be reduced by INTERDICTION.      space colonies, and upend continental ecosystems.
                                                             On top of that, nearlight travel and battlespace
When making an AREA-TARGET attack, the attack’s              realignment is also a volatile endeavor, with dozens of
damage is rolled, then the total Interdiction of the         ships moving close to lightspeed before attempting to
target battlegroup is rolled and the result subtracted       safely decelerate to combat velocity while remaining
from the damage. Whatever damage remains is then             on target for optimum positioning.
applied to all ships in the battlegroup except for
WINGS, which are small and nimble enough to evade            Mixing the two, therefore, is highly inadvisable. To
them automatically.                                          satisfy their curiosity, cadets are often invited to view
                                                             after-action recordings of engagements where
                                                             reckless commanders have attempted such
                                                             maneuvers with spectacularly catastrophic results.
                                                                  Section 2 // Keywords and Definitions
                                                                                                                         [57]
       CRITICAL: This weapon is especially devastating or          OVERKILL: When rolling for damage with this weapon,
         capable of penetrating a target’s defenses to strike        any damage dice that land on a 1 are immediately
         vulnerable components with careful aim and a bit            rerolled. Additional 1s continue to trigger this effect.
         of luck. Its attacks can critically hit, dealing double
         damage when 20+ is rolled on an attack roll.              OVERSHIELD: This weapon, system, or effect grants a
                                                                     ship X temporary HP on top of its base HP, the
       ESCORT: This upgrade represents a group of subline            amount of which is noted in the ability itself (for
         vessels that occupy the middle ground between               example, 5 OVERSHIELD). This OVERSHIELD cannot be
         massive capital ships and smaller fighter-tier craft.       regained by things that restore HP, but otherwise
         Corvettes, destroyers, cruisers, and other                  works like normal HP for purposes of damage,
         specialized ships fall under this category. Certain         damage reduction, and so on. OVERSHIELD can put
         ships are outfitted with the necessary command-             a ship above its normal HP total. Damage is dealt
         and-control infrastructure and supply reserves to           to a ship’s OVERSHIELD first, then its HP. Ships
         utilize subline groups, allowing them to take               retain only the highest value of OVERSHIELD applied;
         ESCORT upgrades, which give them access to                  it does not stack.
         special tactics and abilities. Player ESCORTS may
         have HP, but cannot be targeted by regular                PAYLOAD/PAYLOAD X: This weapon does not require an
         attacks and can only be affected by weapons and             attack roll to hit its targets. Instead, there is a delay
         abilities that specifically affect ESCORTS.                 between when they’re fired and when they hit their
                                                                     target; the longer the distance, the longer the flight
         By contrast, NPC ESCORTS can be attacked and                time. When fired, PAYLOAD attacks start with a
         interacted with both as normal and also by                  number of Flight Counters based on the
         weapons or abilities that specifically affect               attacker’s range band (see p. 46–47 for flight
         ESCORTS. SUPERHEAVY weapons receive +1                      times). Flight Counters are removed during the
         DIFFICULTY to attacks against these ESCORTS as they         Logistics Phase of each round. Once the final
         are not optimized for such small targets.                   Flight Counter is removed, impact is imminent
                                                                     and the attack hits its target in the Impact Phase.
       GREYWASH: This insidious weapon or munition infests           Most PAYLOAD attacks can be interdicted.
         targets and gradually breaks them down.
         GREYWASH weapons often make use of destructive              PAYLOAD X weapons are slower or faster than usual,
         nanotech swarms, but they can take a range of               adding or subtracting X Flight Counters. A weapon
         similar forms as well, such as drones or lingering          with PAYLOAD –1, for example, starts with 1 less
         munitions. GREYWASH upgrades inflict their targets          Flight Counter than usual. Some abilities and
         with Greywash Counters. At the end of the                   effects can also increase or decrease the flight time
         Impact Phase, ships take damage equal to the                of PAYLOAD attacks, down to a minimum of 1 Flight
         number of Greywash Counters they currently                  Counter – a PAYLOAD’S Flight Counters cannot be
         have (ignoring OVERSHIELD) and then remove 1                reduced to 0 before the Logistics Phase.
         Greywash Counter. These counters can stack.
         Battlegroups can automatically clear all Greywash          Once fired, PAYLOAD weapons can’t be fired again
         Counters from their ships as a maneuver.                   until the previous attack has impacted; however, if
                                                                    a PAYLOAD’S target is destroyed or flees from battle
       INACCURATE: Attacks with this weapon take +1 DIFFICULTY.     before it reaches them then automatic failsafes
                                                                    detonate it early, allowing you to attack again
       LEGIONSPACE: This weapon or upgrade is connected to          without having to wait. You may also choose to
         the fleet legion in some way. It can be used to            manually detonate any of your PAYLOAD attacks
         disrupt enemy vessels or to unleash systemic,              during your turn, allowing you to fire a new salvo.
         paracausal attacks upon opposed fleet legions,
         which, in turn, affects targets in realspace.              By contrast, PAYLOAD attacks do not
         LEGIONSPACE weapons, systems, and upgrades                 automatically detonate or shut down when the
         function as normal, but can be uniquely bolstered          ship that fired them is destroyed – they can
         or hindered by some effects.                               continue to present a threat over the course of an
                                                                    engagement. But if the battlegroup responsible
       LIMITED X: This weapon or system can only be used X          for them surrenders or ejects from battle, or if
          times before it is fully expended. To use the             they and their entire fleet are defeated and the
          system, the user expends a use. LIMITED weapons           engagement ends, then the absence of
          expend uses when used to attack.                          coordinating telemetry renders them useless and
                                                                    they are effectively destroyed without harm.
                  Section 2 // Keywords and Definitions
[58]
                                                                                                    KEYWORDS AND DEFINITIONS
                                                                                                                               2
RELIABLE X: This weapon always deals some amount of
  unavoidable damage, whether due to sheer volume of
  fire, collateral thermal bleed, or exceptional course-
  correction capabilities. It always deals X damage,
  even if you roll lower, the attack is interdicted or
  avoided, or it otherwise misses its target.
RELOADING X: Although this weapon or upgrade
  doesn’t necessarily require literal reloading, it does
  have to refresh, recharge, or cool down between
  uses. After use, gains X Refresh Counters, with
  one counter removed in each subsequent
  Logistics Phase. When the last Refresh Counter is
  removed, it is ready to be used again.
SYSTEM: This specialized upgrade can only be
  installed on ships with free system slots. This
  represents the command structure, electronics
  architecture, power surplus, or extra cargo space
  needed to effectively utilize it.
TENACITY: All units capable of boarding an enemy
  vessel have a Tenacity rating that represents how
  difficult it is to dislodge them once they are
  aboard. Boarded ships roll against a boarding
  unit’s Tenacity to repel them if they do not perform
  a maneuver on their turn to do so automatically.
UNIQUE: This weapon or system is especially rare or
  unconventional and cannot be assigned casually –
  each battlegroup may only equip a single instance
  of it at a time.
WING: This upgrade represents a flight of fighters,
  bombers, drones, or mounted chassis that grant a
  ship access to special tactics and abilities.
  Individually, these craft may pose little threat to a
  capital ship, but in numbers their tactical flexibility
  and anti-capital ordnance allows them to punch
  well above their weight. Certain ships – particularly
  Carriers – are outfitted with the landing bays
  required to house and launch these strike craft, as
  denoted by the Wing slots listed in their
  descriptions. Wings are too nimble to be attacked
  directly by most naval weapons; they can only be
  affected by weapons and abilities that specifically
  state they can do so, and they are unaffected by
  area-target attacks.
                                                            Section 2 // Keywords and Definitions
                                                                                                    [59]
   BUILDING A BATTLEGROUP
       Each battlegroup is comprised of one or more CAPITAL            enough that they can find a home in any commander’s
       SHIPS supported by subline ESCORT squadrons and WINGS.          fleet. Your ship’s physical appearance is also up to
       As a player, you’ll build your battlegroup by selecting         you as well. While illustrations provide an example of
       ships and upgrades before leading them into battle.             what each ship might look like, a ship’s overall look,
                                                                       structure, and layout have no bearing on gameplay.
       Battlegroups often follow an organizational structure
       derived from contemporary naval doctrines: a flagship           There are also no restrictions on taking multiple copies
       carrying the battlegroup’s commander, several other             of the same ship, but each battlegroup may only have
       capital ships, and a greater number of subline ships,           a certain number of hulls of any particular type. A
       corvettes, gunboats, and fighter or bomber wings,               battlegroup may only have up to 3 FRIGATES, up to 2
       though what constitutes a battlegroup or its equivalent         CARRIERS, and/or only 1 BATTLESHIP.
       can vary widely from navy to navy. As long as you
       follow the requirements given below, though, you can            Once you’ve selected the hulls in your battlegroup,
       structure your battlegroup however you’d like.                  your remaining points buy weapons and upgrades to
                                                                       equip them with. All ships, unless otherwise specified,
       The following section contains all the rules players need to    are considered to have sufficient life support systems,
       build their own battlegroups, from selecting capital ship       food and water supplies, crew and quarters, nearlight
       hulls to outfitting and equipping their ships with a variety    and sublight drives, necessary basic systems
       of weapons, systems, subline vessels, and strike craft. It      (targeting control, a CIC, navigation, etc.), and so on.
       also contains rules for advancements that players might
       earn through play, such as accolates for outstanding            LEFTOVER POINTS
       service, ship legacies, and narrative reputations.              Based on the loadouts you choose, you might wind up
                                                                       with some leftover points you can’t spend because
       When building a battlegroup, you have 20 points to              you run out of space. Unspent points can be used to:
       spend. These points can be spent to buy hulls for CAPITAL
       SHIPS, weapons, and other upgrades. CAPITAL SHIPS are           • Set a Posture: If you’re setting a posture prior to an
       the heart of the battlegroup, so keep track of each one           engagement, you may convert up to 2 unspent
       that you build – their hulls (including slots, HP, DEFENSE,       points into banked ACCURACY dice. You may spend
       and unique abilities) and the upgrades with which you load        a banked die to add +1 ACCURACY to one of your
       it out. Different hulls have different point costs, with some     single-target attack rolls during play.
       being more costly and others more efficient. Balancing          • Boost Uptime Actions: If your group is using
       these costs while retaining enough points to outfit them          uptime actions, then you may convert up to 2
       is an important part of constructing your battlegroup.            unspent points into ACCURACY dice that can be used
                                                                         for your uptime action rolls. This can help you
       Player battlegroups must have at least two CAPITAL SHIPS          secure advantages such as reserves or other
       of any type. Designate one of these as the battlegroup’s          benefits going into a battle.
       FLAGSHIP. This is the vessel from which your character
       will command their battlegroup and the one that will –          MAKING ADJUSTMENTS
       should it be destroyed – result in the death of your            Until an engagement has begun, a battlegroup’s
       character (unless they make it to an escape pod). Your          loadout is never set in stone. Between engagements,
       FLAGSHIP gains +3 HP, +1d6 INTERDICTION, and +1 SYSTEM          it’s assumed that players will have access to the
       slot. These bonuses represent the customizations that           necessary repair and refit facilities to make alterations
       have gone into making this your command vessel. Any             and experiment with different combinations of hulls,
       type of CAPITAL SHIP can serve as a FLAGSHIP; while             weapons, and upgrades. You may have a particular
       battleships are the most popular choice, many                   battlegroup loadout that you favor and that you only
       commanders prefer to oversee matters from the bridge            tweak slightly based on the demands of upcoming
       of a frigate or carrier. Note that losing your FLAGSHIP         engagements, but the option is always available to you
       during an engagement does not prevent you from                  should you decide you wish to try something different.
       continuing to fight on with the remainder of your forces.
                                                                       Adjustments can also be made during pre-
       While hulls are manufactured by a variety of shipwrights        engagement preparation, influenced by briefings,
       and each one has its own history within the setting of          additional intelligence, and the results of certain
       Battlegroup, there are no restrictions on building a            uptime actions that grant various upgrades and
       battlegroup based on hull manufacturer. These ship              bonuses. Once battle begins, however, all choices are
       designs are sold, traded, captured, and copied widely           set until the engagement concludes.
                   Section 3 // Building a Battlegroup
[62]
                                                                                                                        BUILDING A BATTLEGROUP
                                                                                                                                                 3
                                                            STRATEGIES FOR BUILDING A
HULL STATISTICS                                             BATTLEGROUP
CAPITAL SHIP hulls have several important statistics to     With so many options available for constructing
note when selecting and outfitting them.                    a battlegroup, you might feel a little
                                                            overwhelmed at first until you become more
POINTS                                                      accustomed to the system. For newer and less
This indicates how much a given hull costs as part of       experienced players, here are some guidelines to
a battlegroup. This cost represents only the hull itself,   help you get started:
not any weapons or other upgrades.
                                                            Take note of the strengths and weaknesses of
HIT POINTS (HP)                                             your chosen ships. Some ships are better in
A hull’s HP represents its physical durability. When it     close-up fights, while others are better at hanging
reaches 0 HP, it is destroyed along with all of its         back and acting from a distance. Choosing ships
upgrades, including weapons, systems, and any               that complement one another (and complement
ESCORTS or WINGS it was carrying; however, some             the other players) is a good start.
ongoing effects provided by these upgrades persist.
For example, a destroyed ship’s Payload attacks will        Many NPCs have ways to move player
continue their last flight, and any boarders they’ve        battlegroups along the gyre, representing their
deployed will continue fighting until the bitter end.       ability to shift the lines of battle in their favor. It’s
                                                            unlikely that you will be able to remain in a single
DEFENSE                                                     range band uncontested for an entire engagement.
This is an abstract representation of a ship’s              With this in mind, it’s a good idea to try to avoid
structural integrity, defensive countermeasures, and        creating a battlegroup that can only act effectively
maneuverability. When someone makes a single-               at one specific range band. Note, however, that
target attack against a ship, they roll against that        some systems and upgrades allow you to mitigate
ship’s DEFENSE to see if they hit or not. An attack roll    these movement effects to some extent.
that equals or exceeds a target's DEFENSE is a hit.
Some effects may modify a ship’s DEFENSE, but it can        Make sure you always have something to do
never go below 6 or above 20.                               during your turns. While it’s possible to create a
                                                            battlegroup without any PRIMARY weapons, for
WEAPONS                                                     example, doing so would mean that during your
This shows how many weapons of each size                    turn you wouldn’t be able to make attacks using
(SUPERHEAVY, PRIMARY, and AUXILIARY) can be equipped        maneuvers like All Ahead Full and Open Fire. Of
onto a ship. Some highly specialized ships don’t have       course, this doesn’t mean you need to have any
any weapon mountings.                                       one type of weapon or system in your battlegroup
                                                            – there are plenty of options available, including
SYSTEMS                                                     weapons, support systems, fighters and subline
This shows how many upgrades with the SYSTEM tag            vessels, and boarding actions.
a ship can equip.
                                                            There are 0-point options available for all
ESCORTS/WINGS                                               weapon and upgrade types, so spending all of
This shows how many upgrades with the ESCORT or             your points before you’ve fully outfitted your
WING tags a ship can equip.                                 ships doesn’t mean you won’t be able to finish
                                                            the job. There’s no need for you to let any
TRAITS, MANEUVERS, AND TACTICS                              weapon or upgrade slot go unused, so don’t be
In addition to its unique profile, each ship also offers    afraid to indulge in some more expensive
one or more traits, maneuvers, or tactics. Traits are       choices that you’d like to try out.
passive modifiers with their triggers listed in the
ship’s profile. They don’t need to be activated unless      Taking a look at other battlegroups can help you
stated. Maneuvers and Tactics work like normal and          find opportunities for coordination and teamwork.
can be used during the Action Phase.                        If someone’s battlegroup benefits from consuming
                                                            LOCK ON, you might take something that can help
                                                            them by locking onto targets. If another
                                                            battlegroup is focused on PAYLOAD attacks then
                                                            you might instead choose options that work well
                                                            alongside that such as upgrades that help
                                                            coordinate their salvos for greater effect.
                                                                   Section 3 // Building a Battlegroup
                                                                                                                        [63]
   EXAMPLE: UDOJ/HR LIBERATOR BATTLEGROUP
   Let’s build a battlegroup!
   To start with, you know you want to play a pack of bruisers – big ships that can take         BATTLEGROUP PULLMAN      [20]
   hits and dish them out. Some of the other players in your group are going with lighter
   builds – a range of quick carriers with plenty of wings and subline squadrons – and           Thoreau Battleship       [7]
   planning to chip away at enemies, but you want to hit them with the knockout punch.            Flagship                [0]
   You have 20 points to spend on ships and upgrades.                                             3x3 Block Short-Spool
                                                                                                  Cannon                  [2]
   So, off the bat, you’re going to buy three CAPITAL SHIP hulls: two GMS Caspian Sea–            Heavy Kinetic Battery   [1]
   Class FRIGATES (3 points apiece) and one GMS Thoreau-Class BATTLESHIP (7 points), for          Heavy Kinetic Battery   [1]
   a total of 13 points. You decide to designate the Thoreau as your FLAGSHIP, granting it        Secondary Turrets       [0]
   +3 HP, +1D6 INTERDICTION, and an additional system slot.                                       Secondary Turrets       [0]
                                                                                                  Fire For Effect         [0]
   The Thoreau has several abilities that complement a heavy-hitting play style,
   including a powerful maneuver called Unleash Hell that allows you to fire a                   Caspian Sea Frigate      [3]
   SUPERHEAVY weapon alongside two PRIMARY weapons or up to four PRIMARY weapons all              Heavy Kinetic Battery   [1]
   at once. It also has plenty of weapon slots so you can cover both possibilities.               Flyswatter Missiles     [0]
   Meanwhile, the Caspian Sea–class frigates are effective at screening since they can
   LOCK ON to enemies when assigned to a defensive screen and also give your allies              Caspian Sea Frigate      [3]
   rerolls, making them very versatile and flexible ships.                                        Heavy Kinetic Battery   [1]
                                                                                                  Flyswatter Missiles     [0]
   With your remaining 7 points, you’ll outfit your hulls with weapons and upgrades; any slots
   you don’t have points to spend on, you can simply fill with 0-point weapons or systems.       Banked Accuracy          [1]
   Your flagship is going to be the big damage-dealer of your battlegroup, so you want
   to make sure it really slings fire. Although you have plenty of weapon slots between
   the battleship and your two frigates many of the SUPERHEAVY weapon options don’t fire
   like normal. Instead, they build up charges or launch payloads that have to travel to
   their targets. There is, however, an option that’s perfect for this sort of playstyle: the
   3x3 Block Short-Spool Cannon. Equipping that costs you 2 points.
   In addition to its new cannon, the Thoreau has two PRIMARY weapon slots, two
   AUXILIARY weapon slots, and (because it’s your FLAGSHIP) it also has a SYSTEM upgrade
   slot. For its PRIMARY and AUXILIARY weapons, you choose a pair of Heavy Kinetic
   Batteries and Secondary Turrets. The Heavy Kinetic Batteries cost 1 point each, and
   the Secondary Turrets cost 0 points, leaving you with 3 points remaining. For the
   system slot, you decide you want to make sure your big guns hit when you unleash
   hell, so you install the 0-point Fire For Effect upgrade on your battleship.
   Now we come to outfitting the FRIGATES, which have one PRIMARY and one AUXILIARY
   weapon mount each. For another 2 points, you purchase another pair of Heavy Kinetic
   Batteries to give your battlegroup even more firepower. You could simply take another set
   of Secondary Turrets, but the mission briefing suggested that enemy forces may have
   carriers in the area of operations, so instead you give each frigate a set of Flyswatter
   Missiles for 0 points apiece.
   One point remains. Unfortunately, you don’t have any free weapon or upgrade slots
   left, but that just means it gets converted into a banked ACCURACY die for you to spend
   during the upcoming battle.
   With everything set, you make note of the weapons and systems equipped to each ship,
   their traits and any special abilities they have, and each ship’s HP and DEFENSE, and then
   you go about naming them accordingly. This particular battlegroup is being portrayed as
   a strike force under the command of Union’s Department of Justice and Human Rights,
   and is designated Battlegroup Pullman. This battlegroup will be accompanied by those
   of the other players, and together, all of the battlegroups you command make up a fleet.
                Section 0 // Building a Battlegroup
[64]
                                                                                                                   BUILDING A BATTLEGROUP
CAPITAL SHIP
CLASSIFICATIONS
FRIGATE
Frigates are the backbone of any navy
worth its salt. A broad-tonnage class,
frigates are the jack-of-all-trades ship that
                                                MANUFACTURERS
                                                GENERAL MASSIVE SYSTEMS
                                                One of the oldest and most ubiquitous of the galactic
                                                manufacturers, GMS has designed ships for Union’s navy for
                                                centuries, through the fall of the anthrochauvinist Second
                                                Committee and into the rise of the modern-day Third
                                                                                                                                            3
no admiral would want to go without.            Committee. With standardized designs that are as easy to
Encompassing everything from sturdy ships       maintain as they are to operate, countless spacers have cut
of the line to cutting-edge, highly focused     their teeth aboard a GMS ship.
specialists, frigates are the most common
and diverse ships of capital designation.       GMS hulls tend to be well balanced and focused on
                                                combined-arms tactics, supporting and supplementing other
A battlegroup can have up to 3 FRIGATES.        ships and battlegroups during combat.
CARRIER                                         HARRISON ARMORY
Carriers sacrifice weaponry and specialized     A corpro-state founded following the dissolution of the Second
systems to increase command ability and         Committee, Harrison Armory is the galaxy’s premier
the portfolio of potential scenarios to which   manufacturer of weapons and weapons platforms. An
a battlegroup can respond. Entertainment        expansionist polity, the Armory maintains its own navy, which
media often depicts the “classic” flagship      benefits from its advancements in next-generation technologies.
carrier: a large vessel crewed by thousands     Armory ships are often equipped with directed-energy weapons,
of enlisted and officers, its hangars home to   advanced shielding, and paracausal weaponry.
wings of fighters, bombers, and – in some
cases – light subline ships. The carriers       Armory hulls tend to be dedicated specialists outfitted with
fielded throughout the Orion Arm, though,       experimental systems that require careful battlegroup
tend toward low and middle tonnage,             composition for maximum efficacy.
adopting frontline and gyre-proximal
positions where they can better manage          FEDERAL KARRAKIN SHIPYARDS
their wings in aggressive midrange combat.      The Karrakin Trade Baronies is a federation of the largest and
                                                most powerful monarchies in known space. Its barons claim to
A battlegroup can have up to 2 CARRIERS.        represent the oldest unbroken civilization in human history, one
                                                seeded prior to the Fall and the foundation of Union. The
BATTLESHIP                                      byzantine politics and power struggles of the Baronies are
A common wartime flagship, battleships are      reflected in the naval forces of the Baronic Unified Command,
the pure realization of raw destructive         which are subject to the competing design interests of various
power. Most ships that fit the “battleship”     factions. The KTB is also extremely wealthy, and is known to
role are built around massive spinal            regularly establish contracts for ships, chassis, and weapons
cannons – kinetic accelerators or linear-       from designers like Smith-Shimano Corpro.
beam projectors (“lances”) – meant to deal
a killing blow to enemy capital ships in a      While FKS ships tend to be powerful on an individual basis,
single shot. Charging these titanic weapons     they pay for this with higher costs and other drawbacks
takes time, however, and during that time       commanders must contend with.
these great ships must be protected by
their escorts. Some battleships sacrifice       IPS-NORTHSTAR
raw ordnance to carry wings of fighters with    One of the oldest major corpro-states is Interplanetary
them, or robust defensive systems meant to      Shipping-Northstar, a shipping and transport conglomerate
ensure they remain unmolested as they           that has existed since the invention of nearlight drives first
prepare to fire.                                made interstellar commerce possible. While not a state military
                                                power in the conventional sense, IPS-N Trunk Security
A battlegroup may only have 1 BATTLESHIP.       operates in defense of civilian and commercial shipping against
                                                piracy and raiders, and the company is happy to sell mil-spec
                                                vessels and weapons to anyone who can afford them.
                                                IPS-N ships are durable and robust, with an emphasis on
                                                commanding ESCORTS and WINGS as well as boarding actions.
                                                                 Section 3 // Building a Battlegroup
                                                                                                                   [65]
       HULLS
       POINTS         HP        DEFENSE         OPTIONS
          3           16           10     1 Primary, 1 Auxiliary
                Section 3 // Hulls
[66]
                                                                 FRIGATES
                                                                 FRIGATES
                                                                       3
                                                                       0
POINTS   HP   DEFENSE         OPTIONS
   3     16      10     1 Primary, 1 Auxiliary
                                         Section 0 // Frigates
                                                                 [67]
       POINTS   HP   DEFENSE         OPTIONS
          3     16      10     1 Primary, 1 Auxiliary
[68]
                                                                    FRIGATES
                                                                          3
                        GMS
         SUPERIOR-CLASS FRIGATE
POINTS   HP   DEFENSE              OPTIONS
   3     16      10           1 Primary, 1 System
                                            Section 4 // Frigates
                                                                    [69]
       POINTS   HP   DEFENSE     OPTIONS
          3     12      10     1 Superheavy
[70]
                                    FRIGATES
                                          3
POINTS   HP   DEFENSE   OPTIONS
   4     14      12     2 Systems
                                    [71]
       POINTS   HP   DEFENSE        OPTIONS
          4     14      12     2 Auxiliary, 1 System
[72]
                                              FRIGATES
                                                    3
POINTS   HP   DEFENSE        OPTIONS
   3     14      10     1 Primary, 1 Escort
                                              [73]
       POINTS   HP   DEFENSE   OPTIONS
          2     14      10     1 Primary
[74]
                                    FRIGATES
                                          3
POINTS   HP   DEFENSE   OPTIONS
   5     16      10     2 Primary
                                    [75]
       POINTS   HP   DEFENSE       OPTIONS
          4     18      8      1 Primary, 1 Wing
[76]
                                              FRIGATES
                                                    3
POINTS   HP   DEFENSE        OPTIONS
   4     18      8      1 Primary, 1 System
                                              [77]
                                         IPS-N
                 MINOKAWA-CLASS FRIGATE
       POINTS         HP       DEFENSE           OPTIONS
          4           18          8              1 Primary
                Section 4 // Frigates
[78]
                        FRIGATES
                              4
Section 4 // Frigates
                        [79]
       POINTS         HP       DEFENSE         OPTIONS
          3           16          10     1 Primary, 1 Auxiliary
                Section 4 // Carriers
[80]
                                                               CARRIERS
                                                               CARRIERS
                                                                     0
                                                                     3
Section 0:
POINTS       HP   DEFENSE   OPTIONS
   4         14      14      4 Wings
                                       Section 0 // Carriers
                                                               [81]
       POINTS   HP   DEFENSE        OPTIONS
          4     14      14     2 Auxiliary, 2 Escorts
[82]
                                             CARRIERS
                                                   3
POINTS   HP   DEFENSE        OPTIONS
   5     16      13     1 Primary, 2 Wings
                                             [83]
       POINTS   HP   DEFENSE       OPTIONS
          6     14      15     3 Wings, 1 System
[84]
                                   CARRIERS
                                         3
POINTS   HP   DEFENSE   OPTIONS
   6     14      15      4 Wings
                                   [85]
       POINTS   HP   DEFENSE            OPTIONS
          4     16      12     2 Wings, 1 Escort, 1 System
[86]
                                             CARRIERS
                                                   3
POINTS   HP   DEFENSE       OPTIONS
   6     16      12     2 Wings, 2 Escorts
                                             [87]
       POINTS         HP       DEFENSE         OPTIONS
          3           16          10     1 Primary, 1 Auxiliary
                Section 4 // Carriers
[88]
                                                                            CARRIERS
                                                                            CARRIERS
                                                                                  3
                                                                                  0
POINTS   HP   DEFENSE                    OPTIONS
   6     25      12     1 Superheavy, 1 Primary, 2 Auxiliary, 1 System
                                                    Section 0 // Carriers
                                                                            [89]
                                         GMS
            THOREAU-CLASS BATTLESHIP
       POINTS         HP       DEFENSE               OPTIONS
          7           25          12      1 Superheavy, 2 Primary, 2 Auxiliary
                Section 4 // Carriers
[90]
                                                                       CARRIERS
                                                                             3
                        HA
 LOUIS XIV–CLASS DREADNOUGHT
POINTS   HP   DEFENSE               OPTIONS
   7     15      13      1 Superheavy, 1 Primary, 2 Systems
                                               Section 4 // Carriers
                                                                       [91]
                                         HA
       MICHEL NEY–CLASS DREADNOUGHT
       POINTS         HP       DEFENSE               OPTIONS
          7           25          12      1 Superheavy, 2 Primary, 1 System
                Section 4 // Carriers
[92]
                                                                       CARRIERS
                                                                             3
                        FKS
CALENDULA-CLASS BATTLECRUISER
POINTS   HP   DEFENSE               OPTIONS
   7     23      13      2 Superheavy, 1 Primary, 1 System
                                               Section 4 // Carriers
                                                                       [93]
       POINTS   HP   DEFENSE             OPTIONS
          7     23      13     1 Superheavy, 2 Primary, 1 Escort
[94]
                                                                       CARRIERS
                                                                             3
                        IPS-N
GREENLAND-CLASS BATTLECARRIER
POINTS   HP   DEFENSE               OPTIONS
   6     30      10       1 Superheavy, 1 Primary, 3 Wings
                                               Section 4 // Carriers
                                                                       [95]
                                         IPS-N
       EILAND-CLASS COMMAND CARRIER
       POINTS         HP       DEFENSE                OPTIONS
          6           30          10       1 Superheavy, 3 Escorts, 1 System
                Section 4 // Carriers
[96]
                                                                                                     CARRIERS
CAPITAL SHIP SUMMARY
FRIGATES
HULL
GMS CASPIAN SEA
                  POINTS
                    3
                           HP
                           16
                                DEF
                                10
                                      WEAPONS
                                      SUPERHEAVY   PRIMARY
                                                     1
                                                             AUXILIARY
                                                                1
                                                                          UPGRADES
                                                                          WINGS   ESCORTS SYSTEMS
                                                                                                           3
GMS HURON           3      16   10                   1          1
GMS SUPERIOR        3      16   10                   1                                           1
HA CREIGHTON        3      12   10        1
HA HOUSTON          4      14   12                                                               2
HA TURENNE          4      14   12                              2                                1
FKS CIRSIUM         3      14   10                   1                                1
FKS ONOPORDUM       2      14   10                   1
FKS TOLUMNIA        5      16   10                   2
IPS-N BAKUNAWA      4      18   8                    1                      1
IPS-N LAHO          4      18   8                    1                                           1
IPS-N MINOKAWA      4      18   8                    1
CARRIERS                              WEAPONS                             UPGRADES
HULL              POINTS   HP   DEF   SUPERHEAVY   PRIMARY   AUXILIARY    WINGS   ESCORTS SYSTEMS
GMS AMAZON          4      14   14                                          4
GMS TONGASS         4      14   14                              2                     2
HA FARRAGUT         5      16   13                   1                      2
FKS TAGETES         6      14   15                                          3                    1
SSC APEIRON         6      14   15                                          4
IPS-N TAWA          4      16   12                                          2         1          1
IPS-N MASAUWU       6      16   12                                          2         2
BATTLESHIPS                           WEAPONS                             UPGRADES
HULL              POINTS   HP   DEF   SUPERHEAVY   PRIMARY   AUXILIARY    WINGS   ESCORTS SYSTEMS
GMS MURIE           6      25   12        1           1         2                                1
GMS THOREAU         7      25   12        1           2         2
HA LOUIS XIV        7      15   13        1           1                                          2
HA MICHEL NEY       7      25   12        1           2                                          1
FKS CALENDULA       7      23   13        2           1                                          1
FKS HESPERIS        7      23   13        1           2                               1
IPS-N GREENLAND     6      30   10        1           1                     3
IPS-N EILAND        6      30   10        1                                           3          1
                                                                         Section 4 // Carriers
                                                                                                     [97]
   WEAPONS AND UPGRADES
                                                     SUPERHEAVY WEAPONS
       WEAPONS
       Each weapon lists all relevant information    LONG-CYCLE PRIMARY LANCE
       in its profile, including:                    Superheavy, Single-Target, Charge 3, Critical,
                                                     Reliable 3
       • point costs                                 [Range 4–0][12 damage][0 points]
       • required slots
       • any tags it has (e.g., CHARGE, PAYLOAD,     The galactic standard armament for any heavyweight
         and RELOADING)                              ship of the line, the LCPL encompasses a wide range
       • whether it makes single-target or area-     of directed-energy cannons and particle beams, all
         target attacks                              of which share an outcome: the immediate and total
       • its range and damage                        destruction of the enemy on a square hit. With
       • other any additional effects or unique      balanced spool times and high output, an LCPL is a
         features.                                   reliable main gun for any ship that can field it.
       When constructing their battlegroup,          3X3 BLOCK SHORT-SPOOL CANNONS
       players have access to all weapons. The       Superheavy, Single-Target, Reliable 2
       weapons listed here are assumed to be         [Range 4–1][6 damage][2 points]
       ubiquitous enough that they (or
       equivalent versions) can be found             When you attack with this weapon, you may also fire an
       anywhere and everywhere in the galaxy.        AUXILIARY weapon.
       A weapon’s range rating indicates the         Additionally, 1/round when you use a maneuver that allows you
       maximum and minimum ranges at which           to attack with a PRIMARY or SUPERHEAVY weapon, this weapon
       it can be used, determined by counting        gains a special Volley Counter, up to a maximum of 2 Volley
       the range bands it can be fired in starting   Counters. Attacking with this weapon automatically expends all
       from the outermost band of the gyre and       Volley Counters, dealing +6 damage on hit and gaining +2
       working inward. For example, a weapon         RELIABLE for each counter. When it has 2 Volley Counters this
       with a range of 4–1 can be used               weapon also gains the CRITICAL tag. This weapon cannot gain
       anywhere from Long Range (4) to Close         counters and attack as part of the same action.
       Range (1) but cannot be used at all from
       Extreme Range (5) or Point-Blank (0).         A fearsome battery composed of three racks of three
                                                     vertically aligned short-spool spinal guns. Firing in
                                                     sequence, in oppositional tempo, or all at once, block
                                                     cannons represent a movement away from massive single-shot
                                                     spinal guns in favor of lighter kinetics. Thanks to a
                                                     faster firing cycle, an equivalent effect can be achieved
                                                     via accumulated damage, rather than single-tap kill shots.
                                                     SPEARTIP ANTI-CAPITAL TORPEDOES
                                                     Superheavy, Single-Target, Payload –1
                                                     [Range 5–4][25 damage][2 points]
                                                     Designed around an upscaled version of Union’s
                                                     standard two-stage ACT system, Speartip torpedoes are
                                                     long-range anti-capital payload delivery systems
                                                     typically carried by the heaviest missile ships in
                                                     any navy. These large, powerful torpedoes are
                                                     launched in tight-spread salvos to maximize effective
                                                     damage against single capital-tier targets.
                    Section 3 // Weapons and Upgrades
[98]
                                                                                                                        WEAPONS AND UPGRADES
SPINAL LINAC COHERENT BEAM CANNON
Superheavy, Single-Target, Charge 2, Critical
                                                          CO-CONSCIOUSNESS LANCE
                                                          Superheavy, Area-Target, Legionspace,
                                                                                                                                               3
[Range 4-1][8 damage][2 points]                           Reloading 3
                                                          [Range 4-2][2d6+2 damage][3 points]
An old workhorse, the linear accelerator
coherent beam cannon once marked the                      This devastating systemic attack shatters an enemy
pinnacle of energy weapon development.                    fleet legion’s cohesion and deals +2 damage for
Reliable at middle-confidence ranges and,                 each non-TEMPLATE ESCORT in the target battlegroup.
with modern power systems, capable of rapid-              After taking damage from this weapon, that
cycling main battery fire, a LinAc CBC is a               battlegroup chooses one:
formidable weapon favored by captains who
prefer more traditional strategies.                       • They must take the first NPC turn in the next Action
                                                            Phase, but all rolls they make receive +1 DIFFICULTY.
SPINAL PETAJOULE KINETIC                                  • They must act last in the next Action Phase, after
Superheavy, Single-Target, Accurate,                        everyone else.
Charge 3, Critical
[Range 5-2][15 damage][2 points]                          If multiple battlegroups suffer from this disruption effect
                                                          at once, they choose a viable turn order as needed.
Hit or miss, while assigning damage after firing this
weapon during the Impact Phase, it deals 5 damage         Your fleet legion shapes a shared thought
to a different CAPITAL SHIP or ESCORT in its target’s     into a powerful anticausal weapon and hurls
battlegroup. If there are no other targets in the         it at the enemy’s gestalt. On a clean hit,
battlegroup to choose from, this ability has no effect.   the target legion is briefly torn asunder –
                                                          time enough to trigger potentially
The PJK spinal cannon is a tremendous                     catastrophic systemic crises in realspace.
kinetic main gun typically carried by                     Any networked system is vulnerable to
heavy, long-range fire-support platforms.                 sabotage until the affected legion can
PJKs hurl a single, shaped solid-state                    recompose itself: smart payloads detonate
projectile at their targets, a clean hit                  in their launch bays, drive systems fire
from which will knock any vessel out of                   unpredictably, atmosphere is vented,
commission. It is not uncommon for hits on                reactors overload – chaos, for fleeting
underarmored or low-gross vessels to                      moments, reigns supreme.
overpenetrate; under ordinary
circumstances, it would be nearly                         NEARLIGHT KILL-PACK
impossible to strike successive targets                   Superheavy, Single-Target, Overkill,
with one shot, but the phenomenal                         Reloading 2
processing power of fleet legions makes                   [Range 4-3][4d6 damage][3 points]
such impossible feats achievable.
                                                          This weapon cannot be used during the first round
SPINAL TACHYON LANCE                                      of combat as it requires preparatory calibration.
Superheavy, Single-Target, Charge 4,                      Additionally, attacks made with this weapon closer
Critical, Reliable 10                                     than Range 4 gain INACCURATE.
[Range 5-3][20 damage][3 points]
                                                          An NKP is essentially just a bundle of
First developed by Harrison Armory, STL                   nearlight drives packed behind a dome-shaped
main guns were introduced to the Union Navy               micrometeorite shield. While some frigates can
and Baronic Unified Command by GMS’s                      equip single-use skip drones, only battleships
Department of Systems Normalization.                      can fit NKPs into existing torpedo tubes or
Adapted from a now stagnant branch of                     accelerator bays without substantial
theoretical research into faster-than-light               modification. NKPs are devastating – if crude
travel, the tachyon lance is a devastating                and temperamental – weapons favored by states
weapon best used at extreme to long ranges.               and navies with limited access to more
                                                          advanced navspec ordnance.
                                                               Section 3 // Weapons and Upgrades
                                                                                                                        [99]
        PRIMARY WEAPONS
        CONICAL KINETIC PROJECTORS                              PRIMARY KINETIC BATTERIES
        Primary, Single-Target, Critical                        Primary, Single-Target, Reliable 1
        [Range 2–0][1d3+5 damage][0 points]                     [Range 3–0][1d6+1 damage][0 points]
        Attacks with this weapon from further than Range 1      Ships of virtually every classification
        receive +1 DIFFICULTY.                                  carry primary kinetic batteries – clusters
                                                                of kinetic cannons that fire shaped
        Old, reliable, and perfected systems,                   projectiles accelerated chemically,
        conical kinetic projectors are simple close-            electrically, or otherwise. Reliable in any
        quarters weapons. The naval equivalent to a             engagement, kinetic weapons grouped into
        shotgun, CKPs fire adjustable-spread clouds             batteries have been a mainstay of stellar
        of microprojectiles intended to blanket                 combat since the first guns were strapped
        areas, rather than target specific points.              to a ship. Most rely on saturation fire to
        At speed, the “kill-clouds” fired by CKPs               score hits on their targets, though some
        can ruin incautious ships. While                        especially finely tuned systems adopt a
        devastating, these weapons rapidly lose                 more economical approach.
        effectiveness at range, requiring commanders
        to risk closing to unsafe distances in order            PRIMARY SINGLE-STAGE TORPEDOES
        to make the most of them.                               Primary, Single-Target, Payload -1
                                                                [Range 4–2][8 damage][0 points]
        DORSAL RAZORBACK MISSILES
        Primary, Single-Target, Payload                         A mainstay in stellar and wet-navy combat
        [Range 4–0][1d6+6 damage][0 points]                     for millennia, single-stage torpedoes are
                                                                simple, reliable ordnance delivery systems
        You may consume LOCK ON as part of firing this          composed of an explosive payload stacked
        weapon to add or remove 1 Flight Counter from it.       atop a single-stage rocket body. Though
                                                                powerful by any measure, an individual
        Typically dorsally mounted in 4x10 racks,               torpedo is rarely enough to seriously
        HA’s Razorback-pattern missiles are                     threaten a capital ship owing to the
        designed to be used by line vessels as                  prevalence of defensive countermeasures;
        broad-trajectory denial weapons, avoiding               standard naval doctrine recommends
        enemy point-defense weapons via target-                 launching torpedoes in salvos in order to
        neutral tracking, positioning, and                      guarantee an effective kill.
        overwhelming numbers.
                                                                SHORT-CYCLE LANCE BATTERIES
        PINAKA SHIP-TO-SHIP MISSILES                            Primary, Single-Target, Accurate, Critical
        Primary, Area-Target, Payload                           [Range 3–0][3 damage][0 points]
        [Range 3–0][1d6+1 damage][0 points]
                                                                Quick to hit, slow to kill, and demanding
        You may consume a hostile CAPITAL SHIP’s LOCK ON        on power reserves, early energy weapons
        when firing this weapon at its battlegroup to gain +3   were once found only on specialized vessels
        damage, but it also gains +1 Flight Counter.            until the creation of the GMS Grand-1
                                                                cyclical catalyst reactor. Miniaturization,
        SSC’s Pinaka missile system was adapted and             standardization, and effective logarithmic
        upscaled from an older ship-to-ship design              power scaling transformed ship-scale energy
        for use in terrestrial theaters by the                  weapons from temperamental “paint to kill”
        corpro’s Monarch ordnance platforms. Its                weapons into single-punch weapons reliable
        performance in that regard has proven so                enough to earn the trust of even the most
        successful that SSC revived the Pinaka                  skeptical commander. Tuned and perfected
        system for its LIMITD line of naval weaponry.           over subsequent centuries, the cyclical
                                                                catalyst reactor, or “cycle” power plant,
                                                                can be sized and tuned for either “long” or
                                                                “short” spool weapons.
                  Section 3 // Weapons and Upgrades
[100]
                                                                                                                       WEAPONS AND UPGRADES
TANDEM-SPREAD TORPEDOES
Primary, Single-Target, Payload -1
[Range 4-2][6 damage][0 points]
This weapon can attack two targets at a time, firing
                                                          LAMPREY BOARDING TORPEDOES
                                                          Primary Weapon, Single-Target, Boarding,
                                                          Payload –1
                                                          [Range 4-1][8 damage][Tenacity 11][1 points]
                                                                                                                                              3
separate PAYLOAD attacks that are tracked individually.   When you damage a CAPITAL SHIP with this weapon,
                                                          that ship is immediately boarded by subalterns and
Tandem-spread torpedoes are larger than                   suffers the effects of a successful Sabotage Fire
classic “primary” torpedoes, bundling                     Control, Sever Comms, or Assault CIC boarding
multiple warheads into payloads that split                action of your choice (p. 42); however, if this torpedo’s
and track multiple targets, overwhelming                  damage is reduced to 0 or otherwise negated then this
defensive systems through sheer volume.                   effect is negated as well. You may make multiple
                                                          boarding actions with this weapon at a time.
GEMINI LASER ARRAY
Primary, Single-Target                                    IPS-N’s Lamprey torpedoes are a combination
[Range 3-0][4 damage][1 points]                           of munition and single-use boarding lander.
                                                          These torpedoes are simple vessels, more
You may spend a Tactic during your turn to set this       akin to ancient local-orbit rockets than
weapon to track incoming threats. Your battlegroup        weapons: a crew compartment sits atop a
and an allied battlegroup in the same range band          drive, capped by a solid-state impact shield
both gain +2 Interdiction until the end of your next      that protects the assault payload from the
turn. You may not attack with this weapon in the          deleterious effects of its shaped breaching
same turn as you use this ability.                        warhead. This warhead detonates milliseconds
                                                          before impact, tearing open the bulkhead of
Harrison Armory’s Gemini Array utilizes a                 its target ship to create an opening through
series of networked beam emitters capable of              which the Lamprey’s payload – crash-secured
either synchronous fire for single-point                  subaltern boarding parties – can infiltrate.
amplification or independent tracking. These
dual capabilities allow commanders to flexibly            LONG-FLIGHT ACTIVE CONTROL MISSILES
assign the Gemini to proximal interdiction or             Primary, Single-Target, Payload
single-target prioritization as necessary.                [Range 5–1][1d6+8 damage][1 points]
HEAVY KINETIC BATTERIES                                   You may consume a hostile ship’s LOCK ON at any
Primary, Single-Target, Reliable 2                        point during your turn to change the target of any
[Range 4–1][5 damage][1 points]                           active LONG-FLIGHT ACTIVE CONTROL MISSILE PAYLOAD
                                                          attacks under your control to that ship. Additionally,
A simple upscaling of traditional battery-                if this weapon’s current target is ever destroyed or
mounted kinetic weaponry, heavy kinetics                  flees the engagement before its payload impacts,
achieve increased effect on target through a              you may choose to have that payload remain active
combination of greater projectile size,                   and continue to remove Flight Counters instead of
mass, payload, and material composition.                  self-destructing. If it reaches 0 Flight Counters
Representing the upper bounds of                          without a target it automatically self-destructs
conventional naval weapons, in sufficient                 without any effect.
numbers, these batteries can approximate the
destructive power of even a long-spool                    While most guided naval munitions employ
weapon. As with their smaller cousins, heavy              standard 1+n copy drive or comp/con system
kinetics are produced in numerous calibers                architecture, LFAC missiles maintain an ongoing
and makes according to a wide range of                    fleet legion link from launch to impact,
doctrines and by most major manufacturers.                enabling direct control for agile target
                                                          reprioritization as circumstances dictate.
                                                               Section 3 // Weapons and Upgrades
                                                                                                                      [101]
        DARKSTAR MULTIPLE-WARHEAD TORPEDOES                       MASS ACCELERATOR TURRETS
        Primary, Area-Target, Payload –1                          Primary, Single-Target, Overkill, Reliable 3
        [Range 4–2][6 damage][2 points]                           [Range 2–0][1d6+1 damage][2 points]
        After firing this weapon, onboard systems begin           When you attack with this weapon, you may also deal
        calibrating its multiple warheads for dispersal which     3 damage to a hostile ESCORT (which cannot be the
        takes until the start of your next turn. After            same target as the attack) or up to two hostile WINGS.
        calibration is complete, if this weapon’s damage is
        not completely interdicted, it deals +1d6 damage          Mass accelerators are kinetic weapons that
        after Interdiction.                                       operate on simple magnetic principles,
                                                                  using atmosphere-ignorant catalyzation to
        Powerful, modern torpedoes, Darkstar MWTs                 accelerate projectiles in furious “storms”
        pack delayed-firing payloads into long                    of metal. Faster-tracking than conventional
        warheads that trigger at randomized                       kinetic weapons, mass accelerator turrets
        intervals to avoid enemy interdiction and                 are capable of engaging multiple
        point-defense screens. Warhead detonation                 simultaneous targets including fighter-tier
        patterns can be assigned to onboard guidance              threats with no effective loss of accuracy.
        and targeting systems or delegated to fleet
        legion control for optimal saturation.                    THROUGHLINE SKIP DRONE
                                                                  Primary, Single-Target, Charge 2, Limited 1,
        LEGIONSPACE SCHISM                                        Overkill, Unique
        Primary, Single-Target, Accurate, Legionspace             [Range 4–3][2 points]
        [Range 4-2][3 damage][2 points]
                                                                  This weapon does not automatically begin removing
        On hit, choose one:                                       Charge Counters. It begins charging when you
                                                                  choose a hostile CAPITAL SHIP at the start of the
        • An allied battlegroup may advance one range band        Logistics Phase. Unlike other CHARGE weapons, this
          or ignore all hostile effects that would force it to    weapon must fire as soon as it is fully charged – it
          move until the end of its next turn. Each battlegroup   cannot be held. Instead of attacking normally, roll 1d20:
          can only benefit from this effect 1/round.
        • If the target’s battlegroup has any active PAYLOAD        On 10+, this weapon hits, dealing 3d6 damage to
          attacks in transit, it must choose one: take an           the target and dealing 1d6+1 damage to all
          additional 5 damage or add 1 Flight Counter to            ESCORTS in its battlegroup.
          an active PAYLOAD attack of your choice.
                                                                    On 9 or less, or if your battlegroup is outside this
        Conventional electronic warfare occurs at                   weapon’s effective range when it finishes charging,
        the sublegion level throughout every stage                  this weapon misses its optimal delivery window
        of naval combat, but some vessels also equip                and only deals 1d6+1 damage to the target.
        powerful narrowband omnitransmitter arrays
        designed to enhance their fleet legion’s                  This weapon’s attack roll, damage, and range
        ability to take direct, aggressive action                 cannot be modified in any way, and Charge
        against enemy ships, disrupting coordination              Counters cannot be added to or removed from it by
        and creating advantageous openings for                    other effects.
        allied battlegroups to exploit.
                                                                  The skip drone hangs, still, drifting
                                                                  alongside the great bulk of the frigate.
                                                                  With a flash, it is gone; moments later,
                                                                  three hundred thousand kilometers away, a
                                                                  new star erupts. A clean hit.
                   Section 3 // Weapons and Upgrades
[102]
                                                                                                                      WEAPONS AND UPGRADES
                                                                                                                                             3
AUXILIARY WEAPONS
FLYSWATTER MISSILES                                   SECONDARY TURRETS
Auxiliary                                             Auxiliary
[Range 3–0][0 points]                                 [Range 3–0][0 points]
When fired alongside any PRIMARY weapon, this         When fired alongside any PRIMARY single-target
weapon deals 2 damage to up to two WINGS in the       weapon targeting a hostile CAPITAL SHIP or ESCORT,
target’s battlegroup.                                 this weapon deals 1 damage to that same target.
Under the big guns of any ship of the line            All great compositions are the work of
are auxiliary weapons, tasked with managing           first and second strings.
threats a captain would be wise not to
ignore: enemy strike craft.                           NEARSPACE DIRECTED-ENERGY PERFORATORS
                                                      Auxiliary
MESSENGER LEAD LASER                                  [Range 2–0][1 points]
Auxiliary
[Range 4–2][0 points]                                 When fired alongside any PRIMARY single-target
                                                      weapon targeting a hostile CAPITAL SHIP or ESCORT, this
This weapon cannot be fired alongside other           weapon deals 1 damage to that same target and 2
weapons. Instead, whenever your battlegroup is        damage to a hostile WING. In addition, while your
within this weapon’s range during the Logistics       battlegroup is within this weapon’s effective range, it
Phase you may choose one of your PAYLOAD attacks      gains +1 Interdiction for each instance of this weapon
that has reached 0 Flight Counters. That attack       in the battlegroup, to a maximum of +4 Interdiction.
deals +1 damage for each instance of this weapon
in your battlegroup, to a maximum of +4 damage.       NDEPs are auxiliary laser weapon systems,
                                                      typically automated or delegated to a
Lead and confidence lasers are “hot”                  legion partition, tasked with ensuring
targeting lasers, bundled comms and data              nearspace defense against projectiles,
arrays tuned to weapons-tier wattages.                missiles, inbound kinetic weapons, and
Messenger lead lasers ensure on-target                fighter-tier vessels.
accumulation damage via thermal energy
pumped in from a ship’s main drive.                   CLOUDKILL KINETICS
                                                      Auxiliary, Limited 2                          [2 points]
HARBINGER CONFIDENCE LASERS
Auxiliary                                             When fired alongside any PRIMARY weapon, you launch
[Range 5–3][1 point]                                  a kill-cloud of kinetic projectiles that threatens enemies
                                                      attempting to approach you along predicted routes.
This weapon cannot be fired alongside other           Choose your own battlegroup or an allied battlegroup
weapons. Instead, 1/round when your battlegroup is    in the same range band: until the end of your next turn,
within this weapon’s range and you remove a Charge    each time a hostile ESCORT or WING makes an attack roll
Counter from a weapon, you may automatically deal 2   against or deals damage to the selected battlegroup
damage to a hostile CAPITAL SHIP or ESCORT of your    during the Action Phase, it automatically takes 1d6+1
choice for each instance of this weapon in your       damage. If this damage is enough to destroy the
battlegroup, to a maximum of 4 damage.                attacker, it is destroyed before it can carry out its attack
                                                      or action and its effects are negated. Each battlegroup
Harbinger confidence lasers, like Messenger           can only benefit from one kill-cloud at a time.
lead lasers, are “hot” targeting lasers.
The difference lies in the mechanism by               Cloudkill kinetics use auxiliary-tier
which they generate spare thermal energy:             conical projectors to defend against
while the Messenger draws exclusively from            subline vessels and strike craft by filling
a ship’s main reactor, the Harbinger may              high-confidence enemy trajectories with
also pump its wattage up by siphoning                 deadly flights of microprojectiles,
bleed-heat produced by cycle generators as            adjusting for density and coverage radius
a ship’s main gun charges.                            as necessary with each firing.
                                                           Section 3 // Weapons and Upgrades
                                                                                                                     [103]
        SYSTEMS
        Systems represent a wide variety of upgrades that         Like weapons, each system lists all relevant
        commanders might take with them into battle, including    information in its profile, including its points cost, any
        advanced equipment modules, tactical doctrines, and       tags it has, and how its unique features work. Some
        specialized training. They can only be equipped to        systems feature passive benefits, while others need
        ships with one or more system slots. When a player        to be activated or grant your battlegroup additional
        creates a battlegroup, their FLAGSHIP has +1 system       tactics and maneuvers.
        slot, allowing them some degree of customization no
        matter what ships they chose for their force.
        AGGRESSIVE COMMANDERS                                     BULWARK REDUNDANCIES
        System, Unique                            [0 points]      System                                      [0 points]
        All single-target attacks made by and against you at      This ship gains +3 HP. This system can only be
        Range 2-0 gain +1 ACCURACY. Additionally, 1/              taken once per ship.
        engagement, you may choose one:
                                                                  Extensive superstructural modifications and
        • When a hostile effect or ability forces your            endo/exo uparmoring can help a ship survive
          battlegroup to move forward any number of range         hits that would otherwise kill a stock
          bands, one of your CAPITAL SHIPS gains 5 OVERSHIELD.    version of the same vessel.
        • When a hostile effect or ability forces an allied
          battlegroup to move forward any number of range
          bands, your battlegroup moves instead. If this          CLEARED TO LAND
          prevents a hostile ship from targeting the allied       System, Unique                              [0 points]
          battlegroup with an attack or ability as part of that
          same action, it may target you instead.                 Gain the Cleared to Land tactic.
        Your battlegroup’s combat doctrine emphasizes             A deckie has one job: keep the deck clear,
        aggressive movement, closing gaps and plotting            planes loaded, bombers crewed, marines in
        courses that more timid commanders would                  their pens, subalterns packed, wounded
        eschew. This impetus is not without sacrifice,            cleared, fires suppressed, munitions clean…
        often requiring defensive positioning and
        predictability to be traded for a chance to                 CLEARED TO LAND
        take the fight directly to your enemies.                    Tactic, Limited 1
                                                                    All of your ESCORTS and WINGS or all ESCORTS and
                                                                    WINGS belonging to an allied battlegroup in the
        BRACE FOR IMPACT                                            same range band as you repair 2 HP. One ESCORT
        System, Limited 1, Unique                 [0 points]        or WING of your choice in that battlegroup may
                                                                    repair 4 HP instead.
        Choose one when you use this system:
        • You may activate this system during the Impact          FIGHTER LAUNCH CATAPULTS
          Phase after attacks have been rolled and damage         Unique, System                              [0 points]
          has been assigned: all damage taken by ships in
          your battlegroup is reduced by half until the end       This ship gains +1 WING slot.
          of your next turn. You may not use any tactics or
          perform any maneuvers during your next turn             While dedicated carriers have an uncontested
          except for All Ahead Full or Retrograde Burn.           place in conventional naval doctrine, many
        • You may use the Brace for Impact tactic below           commanders value the versatility of carrier
          during your turn.                                       tactics enough to modify other ships
                                                                  modified so they can maintain and launch a
        The order that every commander dreads to give.            modest complement of fighter-tier strike
                                                                  craft or mounted chassis. This can involve
          BRACE FOR IMPACT                                        either internal retrofitting or the addition
          Tactic, Limited 1                                       of externally mounted hangar bays affixed to
          Your battlegroup becomes BOLSTERED until the            a ship’s hull.
          end of your next turn.
                   Section 3 // Weapons and Upgrades
[104]
                                                                                                                     WEAPONS AND UPGRADES
FIRE FOR EFFECT
System, Unique
Gain the Fire for Effect tactic:
                                           [0 points]
                                                            PREDICT/OVERLAY SHIELD PROJECTOR
                                                            System, Limited 1, Unique                [0 points]
                                                            During the Impact Phase, you may reduce incoming
                                                            damage assigned to a CAPITAL SHIP in your battlegroup
                                                                                                                                            3
Bracketing is satisfactory and trajectories                 from a SUPERHEAVY weapon by 6. At Range 5, this
are true: all guns, fire for effect.                        damage reduction is increased to 10 instead.
  FIRE FOR EFFECT                                           P/OS projectors flash-layer alternating fields
  Tactic, Limited 1                                         of magnetics, kinetics, coherent particles,
  Nominate a hostile battlegroup as a priority target.      and shimmering waveform shields over friendly
  Until the start of the next Logistics Phase, all          ships under threat. These layered systems,
  single-target attacks made against that                   flashed for a moment, can precisely dismantle,
  battlegroup gain +1 ACCURACY.                             deflect, and defray incoming fire against
                                                            critical targets, turning what might
                                                            otherwise have been a kill shot into
INSIGHTFUL COMMANDERS                                       something more survivable, if only just.
System, Unique                             [0 points]
1/round, when a hostile effect or ability forces you        SINGLE-PLANE SHIELD
to move back or forward any number of range                 System, Limited 1                        [0 points]
bands, your next single-target attack gains +1
ACCURACY, or +2 ACCURACY if you are attacking from          During the Impact Phase, you may reroll your
Range 5-4. This effect lasts until the end of your          Interdiction roll and take the best result.
next turn and does not stack.
                                                            Many ships of the line use strong-energy
Additionally, 1/engagement when moved by a                  systems to supplement fleetwide point
hostile effect or ability, you may instead attack with      defenses. More effective against slower
a single PRIMARY weapon of your choice before or            forms of ordnance than against high-
after the hostile movement.                                 velocity and directed-energy munitions,
                                                            these shields nonetheless serve as
Through hard-won experience, advanced                       excellent additional protection against
predictive modeling, or simply a keen sense                 massed salvos of missiles or torpedoes.
of tactical intuition, your battlegroup’s
commanders are adept at reading the shifting
tides of battle and responding accordingly.                 STEADY… NOW!
                                                            System, Unique                           [0 points]
PIPER DRONES                                                Gain the Steady… Now! tactic:
System, Limited 1, Unique                  [0 points]
                                                            The key is balance: never fire too early,
During the Logistics Phase, you may choose one:             and always before it is too late.
• Add 1 Flight Counter to an active hostile PAYLOAD           STEADY… NOW!
  attack targeting one of your ships or your battlegroup.     Tactic, Limited 1
• Redirect an active hostile PAYLOAD attack toward            Choose a weapon in your battlegroup with the
  one of your ships or your battlegroup.                      CHARGE tag. Your next attack with that weapon
                                                              gains +1 ACCURACY and +X RELIABLE, where X is
Piper drones are defensive, single-use                        based on your range band (i.e., Extreme Range
drones fired from ships under threat from                     grants +5, Long Range grants +4, etc).
guided missiles. Once launched, piper
drones emit like-signatures cloned from
their parent ship, diverting incoming
missiles via signal spoofing.
                                                                 Section 3 // Weapons and Upgrades
                                                                                                                    [105]
        VETERAN CREWS                                              SUBLINE BERTH
        System, Limited 1                          [0 points]      Unique, System                           [0 points]
        You may reroll one of your attack rolls but must           This ship gains +1 ESCORT slot.
        keep the second result. On a reroll result of 20+, you
        do not expend this system’s Limited use.                   The primary limiting factor in deploying
                                                                   subline vessels is one of logistics. These
        Veteran crews have been through the tense                  ships frequently sacrifice all but the bare
        dance of interstellar combat before and are                essentials in order to maximize their
        well prepared to handle the stress and                     effective firepower, restricting their
        chaos each new engagement brings.                          maximum deployment range and limiting the
                                                                   time they can remain combat effective
                                                                   without resupply. These restrictions can be
        ECHOPRAXIC IMAGO                                           overcome through the incorporation of
        System, Boarding, Legionspace, Unique                      additional supply holds, hull upgrades, and
        [Tenacity 10]                    [1 points]                logistical infrastructure, allowing any
                                                                   ship of the line to manage and maintain
        This electronic warfare system can only be used to         their own escorts for extended durations.
        perform the Echopraxic Imago tactic:
        Conventional systemic attacks are largely                  IMPOSSIBLE DODGE
        ineffective at the scale of most fleet                     System, Legionspace, Reloading 3, Unique
        legions. To engage enemy legionspace gestalts              [1 points]
        requires more powerful – and more esoteric –
        methods of electronic/ontologic warfare.                   During the Logistics Phase, you may choose one
                                                                   of your ships. The use of sudden counterfactual
          ECHOPRAXIC IMAGO                                         positioning “removes that ship from play” until the
          Tactic                                                   end of your next turn. While removed from play it:
          [Range 5–3]
          You introduce a viral logic bomb into the systems        • can’t be targeted by attacks and effects or take
          of a hostile CAPITAL SHIP, which is treated as a           damage
          boarding action. This bomb takes hold during the         • can’t use any weapons, upgrades, or traits
          Boarding Phase, attempting one of the following          • doesn’t provide any other benefits to your
          commands (your choice):                                    battlegroup, including INTERDICTION bonuses
                                                                   • automatically evades all active PAYLOAD attacks
          • Induce Nostalgic Loop: Until the end of its next         that reach 0 Flight Counters during the same
            turn, the boarded ship’s battlegroup rolls twice         Logistics Phase as this system was used.
            for Interdiction and takes the worse result.
            While this effect is active, if any of the affected    AREA-TARGET PAYLOAD attacks deal damage to the
            battlegroup’s final Interdiction rolls result in a 1   other ships in the battlegroup as normal.
            on any die, the affected ship takes 3 damage.
                                                                   No ship can move like that!
          • Inflict Ontological Parasite: Choose a range
            band. Until the end of its next turn, the boarded
            battlegroup’s attack rolls against targets in that
            range band have a 50 percent chance to miss
            outright before the attack is made. Roll a die or
            flip a coin to determine if the attack misses.
            This does not stack with Defensive Screen;
            the defender chooses which effect to apply.
            Additionally, the boarded battlegroup cannot
            choose that range band for abilities that affect
            or target specific ranges.
                  Section 3 // Weapons and Upgrades
[106]
                                                                                                                  WEAPONS AND UPGRADES
                                                                                                                                         3
POWER DISTRIBUTION SYSTEMS                                ANTICOGNITION HYPERFRACTAL
System, Unique                            [1 points]      System, Legionspace, Reloading 3, Unique
                                                          [2 points]
Gain the Divert Power to Defenses and Divert
Power to Weapons tactics:                                 During the Logistics Phase, you may add 1 Flight
                                                          Counter to up to two active hostile PAYLOAD attacks.
Advanced PD systems are managed by officers               A hostile battlegroup with PAYLOAD attacks affected
working in concert with a legion partition                by this may ignore it by taking 3 AREA-TARGET
to distribute power across an active ship                 damage per Flight Counter negated. This damage
far more efficiently than purely automated                cannot be interdicted. If the effect on one or both
systems. The benefits allow for greater                   PAYLOAD attacks is ignored, immediately remove 1
moment-to-moment prioritization of ship                   Refresh Counter from this system.
power as needed, whether for offensive or
defensive purposes.                                       Your fleet legion pierces the enemy
                                                          legion’s manifold ego barriers, implanting
  DIVERT POWER TO DEFENSES                                a germ of anticognitive thought. It blooms
  Tactic, Reloading 2                                     and grows endlessly, disrupting simul-
  Add 1 Charge Counter to a CHARGE weapon in your         neural pathways and creating excited
  battlegroup. The ship equipped with that weapon         hyperfractal redundancy loops. With the
  gains +2 Defense and your battlegroup gains             right effort, the enemy gestalt will begin
  +1d6 Interdiction until the end of your next turn.      to fragment and cascade – just as planned.
  DIVERT POWER TO WEAPONS                                 LEGIONSPACE COORDINATOR
  Tactic, Limited 1                                       System, Legionspace, Unique
  You shunt power from a ship’s defenses straight         [2 points]
  into weapon systems. Remove 1 Charge Counter
  from a CHARGE weapon in your battlegroup, but all       Gain the Exploit Positioning maneuver.
  attacks against the ship equipped with that
  weapon gain +1 ACCURACY and damage reduction            A legionspace coordinator is an organic
  from Interdiction applied to that ship is only half     human officer that acts as a liaison between
  as effective (requiring 2 Interdiction to prevent 1     the fleet legion and battlegroup commanders,
  damage) until the end of your next turn.                distributing the legion’s recommendations to
                                                          their commanding officers as quickly as
                                                          possible. Such coordinators tend to have
SUBJECTIVE SYZYGY                                         extensive backgrounds in NHP research,
System, Legionspace, Reloading 3, Unique                  engineering, and sociology.
[1 points]
                                                            EXPLOIT POSITIONING
When a hostile ship makes a single-target attack roll       Maneuver, Reloading 3
against a ship in your battlegroup or an allied ship in     Nominate an allied battlegroup. It may take an
your range band, you may force them to reroll the           additional maneuver on its player’s next turn.
attack and take the worst result.
A subjective syzygy is a crude but
effective legionspace attack, smashing
through ontological defenses like a hammer
and sending enemy legions recoiling from
the assault against their very sense of
self. In layman’s terms, the syzygy
momentarily forces a target gestalt to be
overlaid by and aligned with an attacker’s
own systems-bolstered legionspace,
blanking out the target’s legion for brief
but precious seconds.
                                                               Section 3 // Weapons and Upgrades
                                                                                                                 [107]
        AURORA STEALTH SHROUDING                                    THERMAL SPOOFING
        System, Unique                            [3 points]        Tactic, Limited 2, Reloading 2
                                                                    Choose up to two of the following effects:
        Whenever your battlegroup moves or is moved two
        or more range bands during a round, you                     • Clear LOCK ON from a CAPITAL SHIP in your
        immediately become BOLSTERED until the start of the           battlegroup or from an allied CAPITAL SHIP in the
        next Action Phase. If you are already BOLSTERED,              same range band.
        you may clear LOCK ON from a CAPITAL SHIP in your           • Add 1 Flight Counter to an active PAYLOAD
        battlegroup instead. Additionally, gain the Whiteout          attack targeting your battlegroup or any of your
        maneuver and Thermal Spoofing tactic.                         ships.
                                                                    • All single-target attacks against a single CAPITAL
        “Stealth” in a naval context is largely a                     SHIP in your battlegroup receive +1 DIFFICULTY
        matter of inverse thermal concealment;                        until the end of your next turn.
        combat-ready ships simply cannot hope to
        conceal their heat signatures from enemy
        detection, and attempting to minimize heat                SUBALTERN COMBAT CREWS
        emissions through internal sink storage                   System, Reloading 3, Unique              [2 points]
        results in crews being cooked alive. As
        such, effective concealment involves the                  You may use an additional Tactic during your turn.
        emission of thermal plumes via ejected waste
        heat mediums or the unfurling of enormous                 A certain percentage of most naval crews
        spools of conductive nanocarbon filaments to              are comprised of subalterns by default,
        act as radiator arrays. This massive heat                 their resilient nature, immunity to hazards
        output prevents enemy sensors from                        like decompression and hard vacuum, and NHP
        maintaining positive-target identification                platform-compatibility making them valuable
        and allows shrouded vessels to effectively                additions to any vessel. A much more
        maneuver while masking their true positions.              significant portion of your fleet’s crew
                                                                  consists of subalterns, however, increasing
          WHITEOUT                                                the speed and efficiency of all combat
          Maneuver, Limited 1                                     operations. Such crews have a noted
          Your battlegroup may fall back or advance one           tendency to be more vulnerable to command
          range band and is then obscured by a massive            chain disruption and systemic attacks,
          flare of thermal energy that blinds enemy sensors.      drawbacks that keep the practice from being
          While obscured, your battlegroup and its ships:         more widely standardized.
          • can’t be targeted by attacks and effects or take
            damage                                                SMARTSCREEN
          • can’t use any weapons, upgrades, or traits            System                                   [1 points]
          • don’t provide any other benefits
                                                                  This ship is orbited by a screen of baffler drones.
          Your battlegroup continues to add and remove counters   The first single-target attack made against it each
          during the Logistics Phase as normal. Payload attacks   round receives +1 DIFFICULTY.
          targeting your battlegroup or ships during this time
          cannot go below 1 Flight Counter by any means.          Smartscreens use physical-presence spoof
                                                                  and baffle drones to interrupt enemy smart
          Your battlegroup reappears during the next Impact       and guided weapons along with hostile
          Phase after all other battlegroups have chosen          targeting systems, layering additional
          targets and rolled to hit. You may then choose          defensive measures to ensure vessel
          targets and roll to hit with any ready CHARGE           survival. Repeated assaults are capable of
          weapons. The damage from your CHARGE weapons            overwhelming the screen’s defensive
          is applied before any other damage is rolled. If this   countermeasures, forcing commanders to
          is enough to destroy a hostile ship, it is destroyed    remain mindful of the system’s limitations.
          before it can fire its own CHARGE weapons and its
          damage and any other effects are negated. The
          ship equipped with this upgrade then takes 1d6
          damage from thermal overload that ignores
          OVERSHIELD and cannot be prevented in any way.
                   Section 3 // Weapons and Upgrades
[108]
                                                                                                               WEAPONS AND UPGRADES
                                                                                                                                      3
BATTLESPACE CIC                                       “SANDSTORM” VANGUARD
System, Legionspace, Unique             [3 points]    System, Unique                            [3 points]
When you assign FRIGATES to a Defensive Screen,       Your battlegroup gains +2 INTERDICTION, and the
you may assign them to allied battlegroups in the     Slingshot maneuver and Lithoscreen tactic:
range band either directly ahead of you or directly
behind you. Additionally, gain the Adjust Bearing     An unorthodox (but not unheard of) naval
maneuver and Coordinated Impact tactic:               combat tactic is the use of shepherded
                                                      asteroids and other loose debris as both
Developed as a joint venture between Harrison         improvised weapons and defensive measures.
Armory’s Think Tank and Smith-Shimano’s               There are certain advantages to employing
Ontologics & Cosubjectvity Research Campus,           such “unsophisticated” armaments, namely
Battlespace is a next-generation command              complete immunity to electronic/systemic
information center architecture that allows           subversion as well as a minimal sensor
for more efficient and agile information              profile. When sufficiently accelerated, even
flow between fleet legions and human bridge           asteroids can cause as much damage as
elements. Though complete 1–1 human/legion            conventional munitions. Such tactics are
cosubjectivity remains an as yet elusive              more commonly employed by smaller or less
goal, this development represents a                   advanced naval powers as a cost-effective
significant step forward in full-spectrum             substitute for capital-grade ordnance and
fleet command capability.                             shielding, but larger polities have also
                                                      been known to utilize them from time to time.
  ADJUST BEARING
  Maneuver, Reloading 2                                 SLINGSHOT
  Your battlegroup may fall back or advance one         Maneuver, Limited 1
  range band, and you may move an allied                Your battlegroup may advance one range band
  battlegroup back or forward one range band. If        forward, after which you lob a group of asteroids
  you use this maneuver at Range 5-3, you may           at a hostile CAPITAL SHIP. This counts as an attack
  also LOCK ON to a hostile CAPITAL SHIP or ESCORT.     using the following profile:
  COORDINATED IMPACT                                    SUPERHEAVY, SINGLE/AREA-TARGET, PAYLOAD
  Tactic, Limited 2, Reloading 2
  Choose one:                                           Range 3–0, 10 single-target damage + 4 area-
                                                        target damage
  • Add or remove 1 Flight Counter from up to
    two of your active PAYLOAD attacks or those         Interdiction against this attack is applied to its
    belonging to allied battlegroups.                   AREA-TARGET damage first. This attack ignores
  • Choose two weapons belonging to you or              hostile effects and abilities that add or remove
    allied battlegroups and extend their maximum        Flight Counters or destroy Payload attacks.
    and minimum ranges by 1 for their next attack
    (for example, a weapon with Range 4-2 would         On hit, this attack erupts into a dangerous cloud
    have Range 5-1). This effect does not stack.        of debris that lasts until the start of the next
                                                        Logistics Phase. For this duration, the next time
                                                        the target battlegroup would use an ability or
                                                        effect that forces you or an allied battlegroup to
                                                        move, it takes 2d6 AREA-TARGET damage and all
                                                        of its single-target attack rolls receive +1
                                                        DIFFICULTY until the end of its next turn.
                                                        LITHOSCREEN
                                                        Tactic, Limited 2, Reloading 2
                                                        One Capital Ship in your battlegroup gains 5
                                                        OVERSHIELD. The next time a hostile CAPITAL SHIP,
                                                        ESCORT, or WING reduces this OVERSHIELD to 0 during
                                                        the Action Phase, the attacker takes 3 damage.
                                                           Section 3 // Weapons and Upgrades
                                                                                                              [109]
    ESCORTS AND WINGS
        Battlegroups are not composed of capital ships alone.          Some ESCORTS and WINGS also have their own HP and
        Around the flanks of the great ships of the line fly escorts   can be targeted and damaged by attacks or effects.
        and fighter screens, wings of bombers and groups of            Some attacks and effects target ESCORTS and Wings
        subline vessels built to strike fast, hard, and often. These   specifically, while others damage them as part of
        ships – cruisers, destroyers, and corvettes on the             affecting other ships in the battlegroup. Player-controlled
        large end, fighters, bombers, drones, and mounted              ESCORTS and WINGS don’t have DEFENSE scores, which
        mechanized chassis on the smaller end – are critical           means weapons and abilities either damage them
        components of a battlegroup’s tactical readiness.              directly or give specific instructions as needed.
        While capital ships duke it out at long range, sortie          When a ship is destroyed, all ESCORTS and WINGS
        combat occurs in the no man’s land of the gyre. Here,          equipped to it are also considered destroyed. They
        packs of subline ships and wings of strike craft               may have physically survived their parent craft’s
        engage enemy forces in an effort to win the midrange           destruction, but without its protection and ability to
        battle and disrupt incoming fire. Sortie combat is the         resupply them they are no longer a factor in play.
        field of young officers and pilots eager to make a
        name for themselves. Smaller ships, debris, and kill-          As upgrade types, ESCORTS and WINGS can only be
        clouds make for a crowded and deadly field, where              equipped to ships with the appropriate upgrade slots.
        survivors become heroes and the dead are numerous..            You cannot put ESCORTS in a WING slot or vice versa.
        USING ESCORTS AND WINGS                                        MECHS AND CHASSIS MOUNTS
        ESCORTS and WINGS are upgrades for CAPITAL SHIPS that          While mechs are among the most powerful weapons
        grant your battlegroup additional tactics and abilities to     on the modern terrestrial battlefield, even the largest
        use during your turn. These smaller ships don’t need to        and most heavily armed mech is unlikely to be more
        be manually launched – they’re always assumed to be            than a minor threat in a naval theater. The scale of
        deployed during engagements, ready and at your                 conflict is simply far too great for conventional frame
        command. Narratively, they may move back and forth             designs and weapon loadouts to influence. The
        between battle lines before returning to their carrier or      chassis mount was developed to bridge that gap.
        command ships for repairs and resupply, but in gameplay
        terms they’re always considered “on the board”.                A chassis mount is more than the simple uparmoring/
                                                                       EVA packages intended to allow mechs maneuverability
        Each ESCORT and WING can only be commanded once                in null/microgravity environments. Chassis mounts are,
        in a given round before its payloads are exhausted and         broadly, the same drive system, powerplant, and
        it needs to rearm and refresh, which happens during            hardpoint mounts of a standard-pattern fighter, but built
        the Logistics Phase. This restriction applies whether it       to accept a mechanized chassis as the central flight
        is being commanded through tactics or other abilities.         control system instead of a conventional cockpit. When
        For example, if a tactic allows you to command up to           installed, these mounts allow mechs to keep pace with
        two FIGHTER WINGS, then you can’t use the same WING            other naval strike craft and operate independently of
        twice, and once both have been used then they can’t            cumbersome lander modules, wielding weapons and
        be commanded again until readied once more. You                systems that make them a flexible asset in naval combat.
        may want to note which ESCORTS and WINGS you’ve
        used with tokens or markers of some sort. Abilities            Contemporary naval doctrine still prioritizes fighter and
        granted by ESCORTS and WINGS that don't require                bomber wings; however, properly deployed by canny
        tactics to use, such as passive or triggered effects,          commanders, mounted chassis wings offer a
        can still be used even if that unit is exhausted.              multispectrum tactical portfolio encompassing
                                                                       everything from payload escort and interception, to
                                                                       combat sorties and precision strikes against capital
                                                                       ships. Additionally, with the ability to jettison their
                                                                       mounts, mechs can even undertake boarding actions,
                                                                       a capability fighters and bombers both lack.
                    Section 3 // Escorts and Wings
[110]
                                                                                                                       ESCORTS AND WINGS
ESCORTS
MARINE LANDERS
Escort, Boarding
[Range 3–0][Tenacity 10][0 points]
                                                         CORVETTE ESCORT
                                                         (GMS Combahee, IPS-N Barracuda, FKS Charlemond, HA Wagner)
                                                         Escort                                 [6 HP][1 point]
                                                                                                                                           3
The design of marine boarding vessels has                Designating targets for close fire support allows these
changed little in the last 100 years of                  escorts to rapidly track and engage them. 1/round
naval warfare. Minimally armed and                       when you LOCK ON to a ship within Range 3–0 you may
moderately armored, built for speed and                  deal 1 damage to it for each of these ESCORTS in your
carrying capacity, these craft are solely                battlegroup, to a maximum of 4 damage. Additionally,
designed to make contact with enemy ships                gain the Corvette Command tactic:
and breach their outer hulls to allow their
passengers to begin the perilous task of                 Corvettes operate in small squadrons,
boarding actions. Veteran marines have a                 fulfilling lighter-than/heavier-than duties
wealth of colorful nicknames for these                   that some fleet commanders prefer for
ships, few of which are fit for polite                   versatility. The smallest subline vessels in
company.                                                 use, corvettes are often tasked with fire
                                                         support and targeted strike operations in a
DESTROYER ESCORT                                         gunship-equivalent role.
(GMS Custodio, IPS-N Bowsprit, FKS Tui, HA Sam Barber)
Escort                           [8 HP][2 points]          CORVETTE COMMAND
                                                           Tactic
The pulse lances, kinetic guns, or missile batteries       [Range 3–0]
carried by this ESCORT count as an AUXILIARY               Choose one CORVETTE ESCORT assigned to your
weapon for your battlegroup. When fired alongside          battlegroup and give it one of these commands:
any PRIMARY single-target weapon targeting a
CAPITAL SHIP or ESCORT within Range 3–0, these             • Trade Blows: Deal 2 damage to a hostile Wing,
weapons deal 2 damage to that same target.                   or deal 4 damage to a hostile CAPITAL SHIP and
Additionally, gain the Destroyer Command tactic.             take 2 damage in return.
                                                           • Defensive Formation: Gain +2 Interdiction until
Sleek, fast, and outfitted with powerful                     the start of your next turn.
weapons sufficient to threaten both                        • Gun Run (Limited 1): Deal 2 AREA-TARGET damage
capital ships and other subline vessels                      to a hostile battlegroup. Consuming LOCK ON
alike, destroyer designs often sacrifice                     from CAPITAL SHIPS or ESCORTS in that battlegroup
as many nonessential functions as possible                   increases this to 4 damage against those
to maximize their effective firepower.                       specific ships. This damage cannot be interdicted.
Destroyers typically operate in wolfpacks,
prowling the perimeter of engagements on
the lookout for opportunities to strike at               SUBLINE PICKETS
a fleet’s exposed flanks.                                Escort                                       [2 points]
  DESTROYER COMMAND                                      These special ships are tasked with scouting the
  Tactic                                                 battlefield, and have already taken up their position
  [Range 3–0]                                            prior to the engagement. 1/round, you or an ally of your
  Choose one DESTROYER assigned to your                  choice may add +1 ACCURACY to a single-target attack.
  battlegroup and give it one of the following
  commands:                                              Sleek, fast, and minimally armed, subline
                                                         picket ships scout the predicted battlefield
  • Cannonade: Deal 3 damage to a hostile                days before capital ships arrive, running
    CAPITAL SHIP.                                        silent and cold to avoid enemy sensors. Picket
  • Snapflight Torpedoes: Deal 6 damage to a             postings are lonely and seldom comfortable,
    hostile ESCORT.                                      operating on minimal power and under
  • Encirclement (Limited 1): Advance or fall            communications blackout protocols for extended
    back one range band. You may not use this            durations, but once combat begins the data
    command if you have used an effect or ability        they feed captains on enemy positioning,
    to move this turn, and after using it you may        numbers, direction, and trajectory can be
    not move again this turn.                            crucial to a fleet’s success.
                                                                      Section 3 // Escorts and Wings
                                                                                                                      [111]
        PAYLOAD OUTRIDER ESCORT                                     PGR_GOURD COMMAND
        Escort                                    [2 points]        Tactic
                                                                    [Range 3-0]
        This special ESCORT accompanies launched                    You deploy PGR_Gourd Limpets toward a hostile
        munitions, clearing the way for them to safely and          Capital Ship as a boarding action. During the
        accurately strike their targets. When you or an allied      Boarding Phase, these limpets disgorge their
        battlegroup in the same range band makes a                  contents into the ship and you give them one of
        PAYLOAD attack, you may assign this squadron to             the following commands:
        accompany that attack. If more than one PAYLOAD
        attack is fired at a time, choose one to accompany.         • CONSUME: Apply 3 Greywash Counters to
        Each PAYLOAD attack can only be accompanied by a              the boarded ship on a successful boarding roll,
        single PAYLOAD OUTRIDER ESCORT.                               or 1 Greywash Counter on a failure. Spending
                                                                      a maneuver to clear Greywash Counters also
        An accompanied PAYLOAD attack cannot have Flight              repels this unit as well. This boarding action
        Counters added to it from hostile effects or                  can stack with itself.
        abilities. During the Impact Phase, add +1 damage           • SURGE (Limited 1): Double the number of
        to that attack for each Flight Counter removed                Greywash Counters on the boarded ship. If
        from it before impact. You may also force the target          this boarding action fails, you do not expend
        battlegroup to reroll 1 Interdiction die of your choice       this command’s LIMITED use.
        and take the worst result; however, if this attack’s
        damage is completely interdicted, then this ESCORT
        is destroyed as well.                                     MINELAYERS
                                                                  Escort, Reloading 2                       [2 points]
        Subline outriders are frequently tasked
        with escorting payloads across space,                     This special ESCORT is tasked with deploying
        ensuring their uncontested delivery to the                minefields. During the Logistics Phase you may
        target. These units provide a mixture of                  order it to deploy minefields in the range band either
        physical point-defense coverage as well as                directly ahead of you or directly behind you. Until the
        immediate-response electronic protective                  start of the next Logistics Phase, the first time a
        measures and adaptive course corrections to               hostile battlegroup forces you or an allied battlegroup
        both safeguard payloads in transit and help               to move into or out of that range band, the mines
        guarantee optimal impact, though this often               detonate and the hostile battlegroup takes 10 AREA-
        places them in harm’s way far from the                    TARGET damage. Due to sheer saturation, this cannot
        protection of other ships in their fleet.                 be reduced below 2 area damage by Interdiction.
                                                                  Minefields cannot stack with themselves.
        PGR_GOURD LIMPETS                                         The term “mines” is a bit of a misnomer in
        Escort, Boarding, Greywash                                the context of naval combat operations.
        [Tenacity 10][2 points]                                   Rather than stationary defensive
                                                                  emplacements, naval mines are more akin to
        These limpet pods can only be used to perform the         missiles, seeded in clouds across anticipated
        PGR_Gourd Command tactic.                                 approach vectors to maximize the odds of
                                                                  terminal contact. Mines loiter in a low-power
        PGR_Gourd limpets are terribly cruel nanite               state until their sensors detect hostile
        weapons, likely created and propagated by                 vessels in proximity, at which point they
        HORUS cells. After attaching to an enemy                  activate and home in on the nearest target at
        vessel, the limpets disgorge liters of                    full burn. Most naval vessels do not carry
        “greywash” into their targets. These nanite               mines as part of their standard ordnance
        washes tear through the open spaces inside                loadout, delegating minelaying duties to
        of capital ships, consuming organic and soft              specialized subline vessels instead.
        inorganic material, eliminating the enemy
        without firing a shot. All that is left
        after a greywash burnout is a brownish-red
        slurry of processed waste material, empty
        hardsuits, and dead nanites.
                   Section 3 // Escorts and Wings
[112]
                                                                                                                     ESCORTS AND WINGS
                                                                                                                                         3
PIPECLEANER SUBALTERNS
Escort, Boarding
[Range 3-0][Tenacity 12][2 points]
These fearsome combat subalterns can infiltrate and
sabotage areas of a ship that would be hazardous or
inaccessible for humans, such as the power storage
systems for long-spool weapons. When this unit
succeeds on Sabotage Fire Control against a ship
with one or more CHARGE weapons, that ship must
also choose one: add 1 Charge Counter to a
Charge weapon of your choice or take 5 damage. A
boarded ship can only suffer from this effect 1/round.
Whenever a boarded ship fails a roll to repel this
unit, the ship takes 2 damage.
PIPECLEANER subalterns, part of IPS-N’s
Warfighter line, are commonly inserted into
enemy ships at dangerous, unconventional
breach-points. They can be remotely
controlled by a human handler but are more
often commanded by a projected NHP partition
controlling a networked squad as a single
unit. Humanoid in appearance, they are built
with many more points of articulation along
with secondary bladed appendages for
activity in close, low or null-g
environments. In combat, they act with
frightening, uncanny speed and movements.
CRUISER ESCORT
(GMS Blair Mountain, IPS-N Carina, FKS Khayradin, HA Chopin)   CRUISER COMMAND
Escort                              [10 HP][3 points]          Tactic
                                                               [Range 3–0]
When a hostile battlegroup forces your battlegroup             Choose one CRUISER assigned to your battlegroup
or an allied battlegroup in the same range band to             and give it one of the following commands:
fall back or move forward any number of range
bands, you may have this ESCORT deploy a field of              • Fire at Will: Deal 4 damage to a hostile CAPITAL
seeker mines that deal 4 damage to a CAPITAL SHIP                SHIP. You may also deal 2 AREA-TARGET
or ESCORT of your choice in that battlegroup. You                damage to all ESCORTS in that ship’s
may use this ability 1/round for each CRUISER                    battlegroup and take 2 damage in return. This
ESCORT in your battlegroup, but only once per                    damage cannot be interdicted.
instance of hostile movement. Additionally, gain the           • Defensive Gunnery: Gain +3 Interdiction until
Cruiser Command tactic.                                          the start of your next turn.
                                                               • Local Kill Screen (Limited 1): Deal 5 damage
The largest subline ships, only a step below                     to a hostile CAPITAL SHIP or ESCORT, deal 2
frigates, cruisers mount a wide array of                         damage to all of that ship’s WINGS, and that
offensive and defensive systems that allow                       ship makes all single-target attacks with +1
them to flexibly and robustly reinforce a                        DIFFICULTY until the end of its next turn.
fleet’s threat envelope as circumstances
dictate. Relatively independent for subline
vessels and often used for in-system patrols
or local planetary defense, the command of a
cruiser is often seen as a vital step in a
naval officer’s career.
                                                                       Section 3 // Escorts and Wings
                                                                                                                    [113]
        WINGS
        LEGION DRONE NEXUS                                            F IGHTER WING
        Wing                                 [4 HP][0 points]         (GMS Peregrine, IPS-N Walleye, FKS Passacaglia, HA Mahler)
                                                                      Wing                                [5 HP][1 points]
        1/round, you may order a LEGION DRONE NEXUS in your
        battlegroup to interpose itself between friendly units and    Gain +1 Interdiction for each FIGHTER WING as they
        incoming fire. Reduce hostile damage dealt to an ESCORT       maintain combat patrols within your fleet’s
        or WING in your battlegroup or an allied battlegroup in the   perimeter, up to a maximum of +4 Interdiction.
        same range band by 1. This WING then takes 2 damage.          Additionally, gain the Fighter Command tactic.
        Additionally, gain the Legion Command tactic.
                                                                      Fighters are small, multi-purpose, single-
        Remotely piloted drone fighters controlled                    pilot ships with a wide combat portfolio,
        as appendages of a fleet legion are a                         ranging from combat patrols, to subline
        simple and cost-effective method of force                     escort, to ordnance interception. Fighter
        projection that also serves to minimize                       wings, though outclassed by the raw power
        overall casualties during engagements.                        of larger ships, are integral units in any
        Despite this, susceptibility to electronic                    battlegroup for their versatility alone.
        interference and systemic attacks prevents
        them from ever fully replacing manned                           FIGHTER COMMAND
        strike craft. Fully integrated fleetwide                        Tactic
        tactical networking allows all battlegroup                      [Range 2–0]
        commanders to coordinate drone operations                       Choose one Fighter Wing assigned to your
        to and from any ship as necessary.                              battlegroup and give it one of the following
                                                                        commands. As part of this, you may assign
          LEGION COMMAND                                                another unused Fighter Wing from your
          Tactic                                                        battlegroup to join the sortie, selecting the same
          [Range 3–0]                                                   or a different command:
          Choose one LEGION DRONE NEXUS assigned to your
          battlegroup and give it the following command. As             • Strafing Run: Deal 1 damage to a hostile
          part of this, you may assign another unused                     CAPITAL SHIP or ESCORT.
          LEGION DRONE NEXUS from your battlegroup to join              • Engage and Eliminate: Deal 3 damage to a
          the sortie, giving them the same command. Allied                hostile WING.
          battlegroups in your range band may use this
          tactic to command your LEGION DRONE NEXUSES as
          if they were under their control:                            NEARLIGHT LEASHING
                                                                       Many strike craft are equipped with a system
          • Hunt/Kill: Deal 1 damage to a hostile CAPITAL SHIP,        called a nearlight leash. When their parent ship
            ESCORT, or WING, or deal 2 damage to a hostile             spools up for an emergency nearlight jump, strike
            ESCORT or WING and take 2 damage in return.                craft with such a system installed are automatically
                                                                       recalled back to that ship. This occurs even if the
                                                                       pilot is injured or disabled and unable to respond to
                                                                       calls to retreat. In this way, commanders who eject
                                                                       from a battle can do so with greater confidence
                                                                       that their pilots will not be left behind. Of course,
                                                                       these systems can become damaged in the course
                                                                       of battle, but for the most part if a player opts to
                                                                       eject from an engagement their WINGS will still
                                                                       come with them. By contrast, subline vessels are
                                                                       large enough to carry long-range nearlight drives of
                                                                       their own, and can eject alongside the rest of their
                                                                       battlegroup should the need arise.
                   Section 3 // Escorts and Wings
[114]
                                                                                                                        ESCORTS AND WINGS
BOMBER WING
(GMS Payloader, IPS-N Swordfish, FKS Anaxandron, HA Holst)
Wing                                [5 HP][2 points]
                                                             MOUNTED CHASSIS WING
                                                             (GMS Everest, IPS-N Raleigh, SSC Metalmark, HA Sherman)
                                                             Wing, Boarding
                                                             [5 HP][Tenacity 11][2 points]
                                                                                                                                            3
Gain the Bomber Command and Active
Countermeasures tactics.                                     Gain the Chassis Command tactic.
Bombers are larger vessels crewed by two to                  Chassis mounts are exterior-mounted frames
four crewmembers and loaded with anti-                       that allow mechs them to operate in deep
capital ordnance that lets them punch far                    space. With a mount installed, mechs rocket
above their weight class. If ignored, a                      toward enemy capital ships, dogfight, and
wing of these ships can be as dangerous as                   maneuver in space with far more agility
a single ship of the line. Bombers are also                  than conventional mech-tier EVA units would
frequently outfitted with large reserves of                  otherwise allow.
defensive countermeasures to help screen
their carrier’s advance and during strike                      CHASSIS COMMAND
operations, including pulse-flares, EMP                        Tactic
charges, and decoy signal emitters.                            [Range 3–0]
                                                               Choose a MOUNTED CHASSIS WING in your
  BOMBER COMMAND                                               battlegroup and give it one of these commands:
  Tactic
  [Range 2–0]                                                  • Toe-to-Toe: Deal 1d3 damage to a hostile
  Choose one BOMBER WING assigned to your                        CAPITAL SHIP, ESCORT, or WING.
  battlegroup and give it the following command:               • Breach and Clear: Assign this unit to board a
                                                                 hostile CAPITAL SHIP. Each time it succeeds on a
  • Torpedoes Away: Deal 4 damage to a hostile                   boarding roll, the boarded ship takes 2 damage.
    CAPITAL SHIP. You may assign another unused
    BOMBER WING from your battlegroup to assist,
    dealing an additional +2 damage.
  ACTIVE COUNTERMEASURES
  Tactic
  [Range 4–0]
  Choose one BOMBER WING assigned to your
  battlegroup and give it the following command:
  • Deploy Chaff (Limited 1): Choose a CAPITAL
    SHIP in your battlegroup or an allied battlegroup
    in the same range band. Until the end of your
    next turn, the next time that ship takes damage
    reduce it by 1d3. This effect does not stack.
                                                                        Section 3 // Escorts and Wings
                                                                                                                       [115]
        BALOR CHASSIS WING                                    BARBAROSSA CHASSIS WING
        Wing, Boarding, Greywash, Unique                      Wing, Unique
        [8 HP][Tenacity 12][3 points]                         [8 HP][3 points]
        The Balor’s nanoswarm construction allows it to       The integrated flak launchers and anti-aerospace
        hellishly regenerate physical damage sustained        munitions carried by this WING count as an AUXILIARY
        during combat. During the Logistics Phase, this       weapon for your battlegroup. When fired alongside
        unit repairs 2 HP.                                    any PRIMARY single-target weapon targeting a
                                                              CAPITAL SHIP or ESCORT within Range 3–0, these
        Additionally, gain the Balor Command tactic.          weapons deal 1 damage to that same target and 3
                                                              damage to a hostile WING in the same battlegroup.
        One of the more infamous HORUS pattern-               Additionally, gain the Barbarossa Command tactic.
        groups, the Balor is a highly resilient
        chassis that employs frame-integrated,                Harrison Armory’s Barbarossa heavy siege
        neurosynced “hellswarms” of greywash                  chassis is an artillery/anti-air frame
        nanites in both offensive and defensive               designed to engage targets in both
        capacities. First encountered during the              terrestrial and low-gravity operations.
        latter days of the Sanjak Rebellion under             Equipped with an integrated LGC-04
        the command of the Maw, a Baronic Free                “Apocalypse Rail” gravitic catapult, the
        Company turned decentralized hive-being,              Barbarossa can capably engage subline
        the Balor enjoys a grim reputation as                 vessels, and in massed volleys can even
        persistent and intractable danger within              threaten capital ships. The additional power
        Baronic space and beyond, but some                    plants and stabilizers provided by a chassis
        ambitious Karrakin commanders in the                  mount help mitigate the drawbacks of the
        Dawnline Shore have developed an                      famously temperamental Apocalypse Rail,
        appreciation for the unique tactical                  allowing for more consistent output while
        advantages they offer as horrifyingly                 still permitting full zero-g maneuverability.
        effective boarding units.
                                                                BARBAROSSA COMMAND
         BALOR COMMAND                                          Tactic
         Tactic                                                 [Range 3–0]
         [Range 3—0]                                            Give the BARBAROSSA CHASSIS WING one of these
         Give the BALOR CHASSIS WING one of these commands:     commands:
         • Nanocomposite Munitions: Deal 2 damage to            • Siege Cannons: Deal 3 damage to a hostile
           a hostile ESCORT or WING, or consume LOCK ON           CAPITAL SHIP or ESCORT.
           from a CAPITAL SHIP to deal 2 damage to that         • Charge Apocalypse Rails (Reloading 2): This
           ship, give it 2 Greywash Counters, and take 2          Wing begins charging its integrated
           damage in return.                                      Apocalypse Rail weapons. During the next
         • Hive Frenzy: Assign this unit to board a hostile       Impact Phase, you may order it to open fire on
           CAPITAL SHIP. Each time it succeeds on a               a hostile CAPITAL SHIP or ESCORT within range.
           boarding roll, the boarded ship gains 2                Make a single-target attack roll, dealing 2d6
           Greywash Counters. Ships do not remove                 damage on hit with OVERKILL and RELIABLE 4.
           Greywash Counters during the Impact Phase
           while this Wing is aboard them.
                  Section 3 // Escorts and Wings
[116]
                                                                                                               ESCORTS AND WINGS
MONARCH CHASSIS WING
Wing, Unique
[8 HP][3 points]
                                                        TORTUGA CHASSIS WING
                                                        Wing, Boarding, Unique
                                                        [8 HP][Tenacity 12][3 points]
                                                                                                                                   3
The integrated SSC-30 High-Penetration Missile          Gain the Tortuga Command tactic.
Systems carried by these mechs allow them to
coordinate reactive volleys of Avenger micromissiles    IPS-N’s Tortuga is one of the corpro’s most
with other strikes. 1/round whenever a weapon in        iconic and widespread chassis designs,
your battlegroup or an allied battlegroup in the same   offered in whole-fleet line contracts to
range band critically hits a target within Range 3–0,   numerous clients and states. The Tortuga is
even if it doesn’t have the CRITICAL tag, you may use   purpose-built to operate in deep space;
these micromissiles to deal 2 damage to a hostile       though it makes for an adequate strike unit
CAPITAL SHIP, ESCORT, or WING. Additionally, gain the   with the addition of a chassis mount, the
Monarch Command tactic.                                 Tortuga is primarily meant to breach and
                                                        clear carrier decks, hostile station
Smith-Shimano’s Monarch is a highly                     environments, and the spinal columns of
versatile all-theater combat chassis, part              capital ships. With its heavy, angular hull
of the company’s BELLA CIAO line, created               it serves as both battering ram and
to serve as a multirole missile launch                  bulwark, clearing a path for allied
platform. Rigorously designed to exacting               boarders as it advances. An integrated
standards and surprisingly agile for its                WATCHDOG co-pilot system provides pilots
size, Monarchs are equipped with advanced               with additional full-spectrum response
targeting systems capable of coordinating               capability under even heavy fire.
multiple simultaneous weapon launches for
optimal effect. Though not originally                    TORTUGA COMMAND
intended as a naval combat chassis, the                  Tactic
Monarch’s responsive controls and ability                [Range 3–0]
to equip a wide variety of missile                       Give the TORTUGA CHASSIS WING one of the
payloads have led to its increasing                      following commands:
adoption by pilots who value its
combination of speed and firepower.                      • Heavy Gunner: Deal 1d3 damage to a hostile
                                                           ESCORT or WING. Until the end of your next turn,
  MONARCH COMMAND                                          the next time the TORTUGA CHASSIS WING or the
  Tactic                                                   ship it is equipped to takes damage from an
  [Range 3–0]                                              ESCORT or WING while within Range 3–0, you
  Give the MONARCH CHASSIS WING one of the                 may deal 3 damage to it in response.
  following commands:                                    • Decksweepers: Repel a boarding unit from a
                                                           ship in your battlegroup or in an allied
  • Seeking Payloads: Deal 2 damage to a hostile           battlegroup in the same range band, then deal
    CAPITAL SHIP or ESCORT, or consume LOCK ON             3 damage to that unit.
    from a CAPITAL SHIP or ESCORT to deal 4              • Daisy Cutters: Assign this unit to board a
    damage to that ship and either deal 2 damage           hostile CAPITAL SHIP. Each time it succeeds on a
    to all of its WINGS or remove 1 Flight Counter         boarding roll, the boarded ship takes 2
    from one of your active PAYLOAD attacks.               damage. 2/engagement, you may increase this
  • Gandiva Missiles: This Wing launches a salvo           to 1d6+1 damage instead.
    of advanced Gandiva missiles. This is a
    PRIMARY single-target PAYLOAD attack that deals
    1d6+3 damage and can be fired at up to two
    targets at a time, tracked individually. When
    using this command, you may consume LOCK
    ON from the target to add or remove one Flight
    Counter from that PAYLOAD.
                                                                 Section 3 // Escorts and Wings
                                                                                                              [117]
[118]
        ESCORTS AND WINGS
[119]
            3
        Section 3 // Escorts and Wings
[120]
ADVANCEMENT
                                                                                                                          ADVANCEMENT
COMMENDATIONS, LEGACIES, AND REPUTATIONS
There are three different forms of advancement that
can be awarded to players and their battlegroups as a
result of successful missions and ongoing campaigns:
                                                               COMMENDATIONS
                                                               Commendations are granted in recognition of
                                                                                                                                        3
                                                               meritorious service and noteworthy acts of bravery or
• Commendations are decorations and citations                  skill. They are awards bestowed upon characters in
  given to characters for exemplary skills and                 players’ battlegroups, granting those battlegroups
  actions during battle.                                       bonuses they can call on in battle. The recipients of
• Legacies are traits and qualities that ships acquire         commendations are usually commanders, but they
  throughout their history of service.                         can be awarded to other characters as well.
• Reputations are significant archetypes that
  commanders grow into over time and by which                  While the GM can award commendations on their
  they come to be defined.                                     own, your group might prefer to decide together if
                                                               someone has earned one based on particularly
Advancement has both narrative and rules effects.              memorable moments or pivotal actions.
Receiving a medal for valor both grants players                Commendations are generally awarded for specific
additional abilities to draw on in battle and influences       reasons – keep this in mind when deciding which one
how people see a character. Similarly, the acquisition of a    best suits both the story and the player’s preferences.
legacy shows that a ship is developing its own stories
and superstitions with mechanical effects that reflect this.   The commendations listed here are specific to the
                                                               Union Navy, but they are just examples. Other navies
Unlike Lancer, Battlegroup doesn’t grant characters            might have different names for these awards, but you
experience points or have a system of levels. This             can assume the effects are the same. For example,
means that the question of when to award                       instead of being awarded the Olduvai Cross, a
advancement is a matter for each group to decide.              Harrison Armory naval commander might be awarded
That said, a good guideline is to award advancements           the Hero of the Temperate Throne decoration, while
once every couple of missions. Advancements are                a Baronic commander might instead receive the
also optional to use – if you’re playing a single              Order of Karrakis.
engagement or using Battlegroup as a supplementary
module for Lancer, you might not need them at all.             Unless specified otherwise, a player can only be
                                                               awarded any given commendation once over the
Commendations and legacies provide direct bonuses              course of a campaign.
in combat, while reputations are specifically relevant
to narrative play. You should never make players
choose between being stronger in combat or having
more narrative options, so when advancements are
awarded choose one of the following:
• All players gain either an commendation or a legacy.
• All players gain a reputation (or reputation advance).
• All players gain both of these advancements at once.
In addition to this, players may also take this
opportunity to change one of their commander’s
traits to a different one if they wish. Perhaps they’re
no longer satisfied with it, or maybe it’s more
narratively interesting for their commander to trade
out an older trait for a newer one.
Because characters may die in the course of play or
you might shift perspectives between different
characters throughout the course of a campaign, it’s
recommended that new characters be allowed to enter
play with the same number of advancements as the rest
of the group in order to keep everyone on equal footing.
                                                                               Section 3 // Advancement
                                                                                                                         [121]
                              AZURE STAR
                              The Azure Star is awarded to all Union naval personnel upon retirement after 30 or more
                              years, death, or “the suffering of grievous injury sufficient to prevent further honorable
                              completion of one’s service.” Countless children and spouses across equally countless
                              worlds have received this medal to commemorate the loss of a loved one many light years
                              away, and to receive it while still living is an achievement viewed with a mix of great respect
                              and somber recognition.
                              The Azure Star is a commendation available to any character who dies while on deployment
                              or is otherwise (honorably) discharged. Few active-duty personnel pin this decoration to
                              their uniform, though it is not unheard of for some personnel to have come back from
                              retirement to serve once more.
                              Unlike other commendations, the Azure Star is generally only awarded in the event of a
                              character’s death. Should a player’s commander be killed in battle, then they’re eligible to
                              receive this commendation. Despite the character’s death, the commendation and its
                              benefits stay with the battlegroup in which they served. Note down when and how they
                              were killed in action.
                              During an engagement, players with this commendation may automatically convert a
                              successful attack into a critical hit or convert a hostile critical hit into a normal hit after
                              seeing the result. This benefit can only be used once, after which it is permanently
                              expended and cannot be used again.
                              The Azure Star may be awarded to a player multiple times, refreshing the ability to use
                              its effect again, but the benefit does not stack with itself.
        COMMUNAL ORDER RIBBON
        Informally known as the “Lifeline”, the Communal Order Ribbon was one of the first new naval
        service decorations to be officially created by Union’s Third Committee. Awarded for courage and
        selflessness in rendering protection and aid to those in need at great personal risk, this service
        ribbon is granted for search and rescue operations following battles as often as it is for defensive
        or support actions undertaken during combat. The commendation’s scope extends even to
        providing aid to enemy combatants. More than one commander has received the Communal
        Order Ribbon for saving lives regardless of which side they might have been fighting on.
        Those with the Communal Order Ribbon are generally viewed with great respect and many
        cosmonauts consider it auspicious to serve under a commander with this award. These
        commanders can generally expect a free round of drinks in any port and are even certain to
        be treated courteously by their captors should they be taken prisoner during battle.
        Characters awarded the Communal Order Ribbon have earned it through selflessness and
        sacrifice, whether it be in defense of their comrades or a commitment to saving lives, even
        those of their enemies.
         1/engagement, players with this commendation may reduce the damage taken by an
         allied CAPITAL SHIP in the same range band to 0; however, their own FLAGSHIP then takes
         that much damage. This ability cannot be used if their FLAGSHIP has already been
         destroyed.
                    Section 3 // Advancement
[122]
                                                                                                                           ADVANCEMENT
         GALLANTRY CROSS
         A medal given for “honorable conduct befitting the finest traditions of naval service”, the Gallantry Cross is
         typically awarded to naval personnel at the completion of at least two tours of duty without any significant
         disciplinary infractions or court-martial offenses, but it can also be granted at other times for noteworthy
         displays of skill and excellence both during and outside of combat. Performing critical repairs that prevent a
         ship’s destruction, successfully plotting a pinpoint nearlight realignment that grants a decisive tactical
                                                                                                                                         3
         advantage, and commanding a ship in battle with minimal losses are all acts worthy of this commendation.
         A spotless service record and a noteworthy display of tactical brilliance are two very different things, but
         both speak to a commander that’s meticulous, thoughtful, and detail-oriented. Those with the Gallantry
         Cross often have reputations for running tight ships and expecting (or demanding) the same sort of
         excellence from those serving under them. Others, however, are prodigies thrust unexpectedly into
         positions of great responsibility and even greater expectations.
         When a player with this commendation rolls 9 or less on an uptime action (excluding Plot a Course),
         they may perform a second, different uptime action. They must still accept the results of the first roll.
INTERSTELLAR EXPEDITIONARY CROSS
This award is granted to those who have, in the course of their service, displayed great valor and courage in
combat across three or more “foreign theaters”. The Union Navy generally defines a foreign theater as the
generally recognized borders of a territorial sphere, polity, or star system from which the individual did not
originate. Despite the seemingly simple prerequisites, this medal is granted less often than many people
imagine, as most cosmonauts see little enough combat upon “foreign shores” to qualify. As conflicts within
the Dawnline Shore region escalate, however, more and more personnel have begun to qualify for this award.
Those with the Interstellar Expeditionary Cross are recognized as seasoned veterans with a wealth of
experience. Whether they want it or not, others look to them for guidance and advice during difficult times.
Characters awarded the Interstellar Expeditionary Cross have participated in battles in multiple theaters,
generally as part of an ongoing campaign. They’ve traveled further and seen more combat than many
cosmonauts, and this undoubtedly colors their character in some way. How has this experience
affected them? What places have they seen, and what stories do they have to share?
 1/engagement, players with this commendation who are forced to move by a hostile effect or
 ability may choose to ignore that movement.
         LIBERATOR’S SHIELD
         There can be no doubt that one of the most important organs within Union’s Third Committee is the
         Department of Justice and Human Rights (DoJ/HR). This body is tasked with critical missions
         including first-contact scenarios, humanitarian aid, and direct interventions against those who would violate
         the rights and well-being of others. While not part of the Union Naval Department’s organizational structure,
         the DoJ/HR often works together with the navy, and more than one liberator team has been saved by timely
         orbital fire support or extraction from a hot zone courtesy of an orbiting naval patrol. Those naval personnel
         that participate in missions alongside the DoJ/HR are eligible to receive this award for their service.
         Whether they feel they deserve the title or not, those with the Liberator’s Shield are recognized as
         heroes by those who know of the DoJ/HR. Representatives of the DoJ/HR are likely to look upon them
         favorably, vouching for them or even providing favors.
         Characters awarded the Liberator’s Shield are generally recognized as part of Union’s ideological
         spearpoint, having served alongside or embedded with DoJ/HR liberator units either in a combat or
         universe-building capacity.
         1/engagement, players with this commendation may immediately end any one ongoing effect on one
         of their ships, such as an effect from a boarding action, Greywash Counters, an effect imposing a
         DIFFICULTY penalty, and so on.
                                                                                Section 3 // Advancement
                                                                                                                          [123]
                 MARINE DISTINGUISHED SERVICE MEDAL
                 Among the many lethal aspects of naval combat, boarding actions stand out as some of the grimmest
                 affairs. Even victors are likely to suffer significant casualties in the course of duty. Marines who
                 participate in major combat operations – either in defense of their vessel or as part of a boarding action
                 – are eligible to receive this medal, posthumously or otherwise. Among Union marines, earning one’s
                 MDSM is considered a rite of passage, a marker dividing the fresh from the salt.
                 Those with the Marine Distinguished Service Medal are known to be tough as nails, lucky as hell, or
                 more likely some combination of the two. When breaching charges detonate and bullets start flying,
                 others will count on them to take point. The MDSM is also a sign that someone can back up their
                 bravado, or at least hold their own in a bar fight.
                 Characters awarded the Marine Distinguished Service Medal have been through the hell of boarding
                 actions and come out the other side bloodied but victorious. It isn’t a question of whether they’ve seen
                 friends die, but how many. Who have they lost in the corridors and spinal passageways of an enemy
                 ship? What scars have they collected?
                 1/engagement, players with this commendation may reroll one boarding roll they make, but must
                 keep the second result.
        MERITORIOUS SERVICE BAR
        The Meritorious Service Bar, typically awarded alongside a theater-specific medal, is granted to
        commanders in recognition of noteworthy acts of courage and prowess against the enemy while under
        fire. Decisively scoring a kill on an enemy flagship while avoiding return fire is generally seen as the key
        to earning this commendation, though it isn’t strictly necessary, but as hostilities between major naval
        powers continue to increase some young commanders have begun to take greater risks in hopes of
        making names for themselves. While the MSB is specifically awarded to a ship’s commander, all
        personnel serving aboard that ship at the time are entitled to wear the bar.
        The MSB, as with the Marine Distinguished Service Medal, is another “gatekeeper” award, viewed by
        officers and personnel as marking a clear line between those who have seen and survived combat, and
        those who don’t know what they’re talking about outside of a sim.
        Those with the Meritorious Service Bar have a story to tell of how they earned it. Depending on how
        long they serve, the details of that story can grow more outlandish as time goes by.
         1/engagement, players with this commendation may reroll any single-target attack roll they make,
         but must keep the second result.
                   Section 3 // Advancement
[124]
                                                                                                                       ADVANCEMENT
        OLDUVAI CROSS
        The Olduvai Cross is the most prestigious decoration that can be awarded to Union naval personnel for
        acts of singular devotion and valor above and beyond the call of duty. It is granted to fleet admirals and
        junior enlisted personnel, to humans and to NHPs alike. As a result, it is most often awarded
        posthumously; living recipients of the Olduvai Cross number in the dozens, if that. Each of these medals
        is formally awarded at a special ceremony held on Cradle, though given the constraints of interstellar
                                                                                                                                     3
        travel, it can be months or even years before a recipient (or their next of kin) is officially decorated in
        person.
        Those with the Olduvai Cross are recognized as heroes and known by name and reputation by everyone
        in their fleet. As such, any doors closed to them by rank or station can be opened, within reason.
        Characters awarded the Olduvai Cross are among a rarefied few. The criteria for receiving the award are
        as noted in its commendation: peerless valor. Your table decides what that means, keeping in mind the
        extreme rarity of the commendation.
        Prior to a battle, players with this commendation may roll two d20s before any engagement and
        record the results: 1/engagement, they may, at any time, use one of those results in place of any d20
        roll they would make. This must be decided before rolling.
SILVER CRESCENT
While strike craft and chassis pilots are eligible for a variety of special medals and decorations, the
Silver Crescent is given to fleet commanders who have displayed exemplary skill while leading carrier
operations during combat. This honor marks a commander as a canny tactician, but it speaks to more
than just combat performance metrics. Devotion and dedication to the pilots under one’s command are
the marks of a Silver Crescent candidate, and many recipients have extensive experience in the cockpit
of a strike craft themselves.
Silver Crescent recipients are universally well-regarded commanders in the Union Navy. It is a
commendation afforded to consummate, compassionate, courageous officers, usually following a
collective nomination from their crew; for this reason, the Crescent is seen as one of those rare awards
given from enlisted personnel to their commanding officers, even if the official presentation is from the
nominated officer’s own executive.
Those with the Silver Crescent tend to share a camaraderie with the strike craft and chassis pilots under
their command that’s perhaps a bit more personal or familiar than the relationship between other
commanders and their subordinates. Maybe they like to reminisce about the “glory days” when they
were in the cockpit, but it’s undeniable that their firsthand experience makes them an excellent
commander.
 1/engagement, players with this commendation may issue a command to a WING equipped to their
 battlegroup for free during their turn.
                                                                             Section 3 // Advancement
                                                                                                                      [125]
   LEGACIES
   Legacies are acquired by ships over the course of their service, through the numerous battles and actions they take part
   in. Over time, crews start to anthropomorphize their ships (i.e., they might start thinking of it as “indomitable”, “cursed”, or
   “lucky”). Although these characteristics are immaterial, they can have dramatic effects on the morale of the crew, staff, and
   enemy forces, and contribute to the history of the vessel besides.
   Like commendations, legacies can be granted during advancement by the GM (or the group) based on memorable events that
   occurred during a battle or throughout the course of a campaign. Unlike commendations, however, legacies aren’t granted to
   characters. Instead, they are granted to individual Capital Ships. This doesn’t just mean players’ Flagships, either. Legacies
   grant bonuses to the ships they’re assigned to and often have narrative consequences, too; crew serving aboard a ship with
   a legacy may develop little customs or superstitions over time, such as touching a certain picture for good luck, leaving
   hull scars unpainted, or warning new crew members not to venture into the maintenance shafts between certain times.
   Each ship can have up to two legacies at a time. If deemed appropriate, legacies can be exchanged for others during
   advancement; however, the same legacy cannot be applied to the same ship twice.
  BLOODTHIRSTY                                 INDOMITABLE                                NO PASARÁN
  At the start of each battle, one of this     This ship begins each engagement           Boarding actions made against this ship
  ship’s weapons gains the CRITICAL tag.       with 5 OVERSHIELD.                         only succeed on a result of 10+. Units
                                                                                          assigned to board this ship first take 2
  This ship invariably finds itself in the     Despite everything thrown at it, this      damage. If this damage is enough to
  thickest of fights, and its hull has the     ship and her crew somehow always           destroy a boarding unit, it is destroyed
  scars and the kill markers to show for it.   manage to make it through a fight.         before it can carry out its command and
                                                                                          its effects are negated.
  CURSED                                       LUCKY
  The first time each battle this ship         This ship gains +2 DEFENSE. You            A line ship that has been boarded, but never
  would be destroyed, it survives with         begin each battle with a banked            taken. Her crew will never give up the ship.
  1d6 HP remaining. You may sacrifice          ACCURACY die which you can spend
  its weapons and upgrades (excluding          to add +1 ACCURACY to one of your          PHOENIX
  LIMITED weapons and upgrades that            single-target attack rolls during play.    This ship gains 2 points that can be only
  have been fully expended) to increase                                                   spent on weapons or upgrades. When
  this amount by +2 HP per weapon or           This ship and her crew always seem         destroyed, this ship is always
  upgrade sacrificed. This cannot leave a      blessed with good luck, from               salvageable regardless of how much
  ship with more than its maximum HP.          winning cards on shore leave to            damage it took (see the Kill Table, p. 53),
                                               avoiding – only just – the spinal          though the crew may not fare as well.
  This ship always seems to bear the           cannons of her foes. Others may
  brunt of the enemy assault, often at the     shirk at the idea of serving on a lucky    This ship was once destroyed in combat or
  cost of its systems and crew. The more       ship – to be lucky, you must be in         it was scuttled, rendered inoperable either
  superstitious of the fleet personnel         danger – but her crew wouldn’t trade       to prevent its capture or as a bloodless
  regard it as cursed, and assignment to       their berths for the world.                logistics decision. After being salvaged and
  the ship is never well received.                                                        repaired, it now once more flies in the
                                               MIGHTY                                     line, carrying with it a long history.
  HEADSTRONG                                   This ship may reroll damage dealt by
  1/round during the Logistics Phase,          any of its weapons on hit, but it          SELFLESS
  you may pick one:                            must keep the second result.               1/engagement, choose one:
  • Remove 1 Flight Counter from an            This ship is known to friend and foe       • When a ship in your battlegroup is
    active hostile PAYLOAD attack targeting    alike as a powerful ally and fearsome        destroyed, you may repair one of its
    this ship or your battlegroup              foe. Her crew is proud and                   ESCORTS or WINGS to full HP and
  • Redirect an active hostile PAYLOAD         competent, and will fight as such.           reassign it to this ship.
    attack toward this ship or your                                                       • When this ship is destroyed, you may
    battlegroup, and then remove 1                                                          repair one of its ESCORTS or WINGS to
    Flight Counter from it.                                                                 full HP and reassign it to another ship
                                                                                            in your battlegroup.
  Often acting against doctrine, this
  ship’s crew win with more victories                                                     Those that serve aboard and alongside
  than not – and a steep butcher’s bill.                                                  this ship know it as a protector and safe
                                                                                          harbor, ready to weather any storm in
                                                                                          order to see those under its care make it
                                                                                          through the fight.
                   Section 3 // Advancement
[126]
                            ADVANCEMENT
                                          3
Section 3 // Advancement
                           [127]
        REPUTATIONS
        A commander’s reputation comes from more than just        Choosing a reputation also gives you your choice of
        endless fighting. It’s something that’s earned both on    one of that reputation’s advances, and each time you
        and off the battlefield. The lessons leaders learn and    gain advancement for your reputation you can select
        the choices they make become as much a part of            another. Each reputation has five advances, which you
        them as any scar, and speak to their character as         can select them in any order you like. You may also take
        much as any medal.                                        a sixth advance, selecting it from a reputation other
                                                                  than your own, but only after taking three or more
        Reputations are archetypes that represent pivotal         advances in your own reputation first.
        moments in a commander’s past and grants said
        commander special abilities and permissions for use in    Note that the abilities and permissions that reputations
        narrative play when playing to those archetypes.          grant can be quite powerful. Some of them can only
        Reputations can be earned and upgraded as                 be used once in any given scene while others only
        advancements during play. Alternatively, if your group    refresh only after a longer period – after the next
        agrees, then each commander can begin play with a         engagement has passed, for example. These limits on
        reputation selected already. Each player can only have    their use may prove less effective if the amount of
        one reputation at a time.                                 narrative play involved is short and succinct. It’s
                                                                  recommended that you consider how much narrative
         When you gain a new reputation, choose two new           play you plan on including in your games before
         traits for your character (one positive and one          deciding whether to use reputations or not.
         negative), and then choose one advance from the
         reputation’s list.                                       Unless otherwise specified, commanders can’t use the
                                                                  abilities granted by reputations to affect engagements,
        The two new traits from a Reputation bring a              including pre-battle uptime actions (p. 48). Additional
        commander’s total number of traits up to five, with       traits apply as usual.
        three positive and two negative. Having additional
        positive traits gives players more potential sources of
        ACCURACY for uptime checks and having another
        negative trait gives both the player and the GM more
        choices when it comes to refreshing traits that have
        been marked off.
                   Section 3 // Advancement
[128]
                                                                                                                    ADVANCEMENT
                                                                                                                                  3
BEACON
                                                       ADVANCES
                                                       Eye of the Storm: You are immune to fear and
                                                       intimidation, and while you’re present in some fashion
                                                       (including talking one-on-one over comms, though
                                                       giving a general address isn’t sufficient) those around
                                                       you are similarly fearless. This doesn’t override their
                                                       sense of self-preservation, nor will it lead them to take
                                                       obviously foolhardy or reckless actions if they
                                                       otherwise wouldn’t, but it can prevent them from
                                                       panicking and keep them alert and focused on the
                                                       task at hand.
                                                       Renowned: When you enter a scene, the GM
                                                       chooses an NPC. They know of your reputation.
                                                       Upon meeting you for the first time, they’ll do one of
                                                       the following:
                                                       • come to you with a concern that’s been weighing on
                                                         them.
                                                       • offer to assist you with a problem.
                                                       • guarantee no violence will come to you and your
Even judged by the rigorous and exacting                 allies at this time and in this place (unless you
standards of naval command, you stand out as a           choose to break the peace yourself, that is).
leader of conviction and determination. You never
hesitate in the face of danger, nor do you waver       Voice of Authority: Any time you raise your voice in
even in the face of overwhelming odds, and this        command, speech, or protest, everyone present
resolve draws others along in your wake. Your          stops to hear what you have to say. They look to you
crew would follow you into the jaws of hell if you     with rapt attention for around a minute. They may
gave the order, and you would find a way to lead       continue to pay attention to you after that, depending
them back out again.                                   on what it is you’re saying and how you’re saying it.
                                                       You can exclude people from this effect if you so
What was the pivotal moment that cemented your         choose. The effect breaks if violence of any kind
reputation? How has the story of it been warped or     breaks out, and people cease to be affected if
exaggerated in the telling, and what parts are true?   anyone tries to interfere with them. You can only use
                                                       this ability once between engagements.
                                                       Stand Sentinel: When you stand in defense of
                                                       something or someone, it cannot be damaged or
                                                       harmed while you remain conscious and within arm’s
                                                       reach. You can’t take any other action or concentrate
                                                       on anything else while defending this way.
                                                       Honorbound: When you strike a deal, your word is
                                                       as trustworthy and valuable as any contract or
                                                       collateral. As long as you uphold your end of the
                                                       bargain, so will the other party (more or less);
                                                       however, you suffer immediate consequences (see
                                                       Consequences on p. 10) if you go back on your word
                                                       for any reason. You can only make one deal like this
                                                       at a time, and you can’t use this ability again until
                                                       your current deal is either completed or falls through.
                                                                        Section 3 // Advancement
                                                                                                                   [129]
        BUTCHER
                                                                    ADVANCES
                                                                    Grim Specter: When you enter a scene, choose an
                                                                    NPC. They know of your reputation. When they see
                                                                    you for the first time, you may lock eyes with them
                                                                    and name something you need. They either give you
                                                                    what you want, right now, or they choose one:
                                                                    • They flee the scene with all haste (they always
                                                                      get away).
                                                                    • They escalate the situation (resort to physical
                                                                      violence, call in backup, raise the stakes, etc).
                                                                    Inner Demons: With a few moments of conversation,
                                                                    an examination of their correspondence, or simply a
                                                                    discomforting stare down, you can always tell what it
                                                                    is that someone fears most. You can also decide that
                                                                    those fears include you.
                                                                    Pale Rider: When you decide it’s time for someone
                                                                    to die, you can kill them without rolling as long as
                                                                    they’re within arm’s reach. This doesn’t necessarily
        Rightly or wrongly, you’ve been saddled with a              provide you the means to get close to them or to
        reputation for death and destruction that clings to         avoid the consequences, but once you have them
        you like a stain. An incident in the past, perhaps,         cornered all they can do is offer you anything you
        or a history of bloody engagements. Others may              want to not go through with it.
        revile you for this, but they fear you as well.
                                                                    Collateral Damage: 1/scene, if you would take physical
        Do you struggle against this to try and restore your        harm or be killed and there’s another NPC close by, you
        good name, or do you embrace it instead? What was           can decide that they take the brunt of it instead. This
        the incident that earned you this reputation? Was it        doesn’t necessarily have to be deliberate on your part –
        your fault? What details of it refuse to leave your mind?   people just have a tendency to get hurt around you.
                                                                    Someone will blame you for this nonetheless.
                                                                    Blood Debt: When you need something badly and all
                                                                    other options have failed, you can call in a marker you
                                                                    earned in the past for performing a task best left
                                                                    unspoken. Give a few vague and unsettling details
                                                                    about what it was you did for them. The person you
                                                                    contact isn’t happy to hear from you but they’ll honor
                                                                    their debt to the best of their abilities, and then they
                                                                    never want to see you ever again. You can only call
                                                                    upon one of these markers between each engagement.
                   Section 3 // Advancement
[130]
                                                                                                                       ADVANCEMENT
                                                                                                                                     3
MUSTANG
                                                     ADVANCES
                                                     Situational Awareness: You get an itch, tick, or bad
                                                     feeling when you or anyone you consider close to you
                                                     is in immediate danger. You always get an opportunity
                                                     to act before something bad happens to you, even if
                                                     you were surprised or ambushed, and in any situation
                                                     (life-threatening or otherwise) where it becomes
                                                     important to know who acts first, you always act first
                                                     ahead of anyone else. If someone else has this
                                                     advance or a similar ability, roll a die or flip a coin to see
                                                     which one of you manages to pull ahead of the other.
                                                     Full Throttle: You can expertly drive, pilot, operate,
                                                     and maintain any sort of personal vehicle or riding
                                                     animal with only a few moments of familiarization.
                                                     This affinity doesn’t necessarily extend to vehicular
                                                     combat, just piloting.
                                                     Pathfinder: You possess a perfect sense of direction
                                                     and spatial orientation, even by cosmonaut
                                                     standards. You always know which way is “up” for
You didn’t rise through the ranks in typical         whatever relative value you care to use, and with a
fashion. Instead, you used to be a fighter pilot,    few moments of orientation you can always
and a damn good one at that. Your superior skills    determine which way is north or the local equivalent.
and aptitude for leadership earned you an            You can never get lost, and a quick glance at a map
uncommon chance to “jump tracks”. Your razor-        is enough for you to commit the entire layout to
honed instincts serve just as well in the            memory. You’re capable of effortlessly retracing your
commander’s chair as they did in the cockpit,        steps, even blindfolded, and you never struggle to
though sometimes you still miss the g-force          maintain your balance, no matter how precarious the
punch of afterburners and the solar winds            situation. This applies even while intoxicated, a
howling across your hull.                            handy skill for any spacer on shore leave.
How has your command style, which some might call    Gut Check: 1/scene, you can describe a course of
impulsive, caused friction with more traditional,    action to the GM that you plan to take in the same
conservative commanders? What happened one time      scene. Your intuition gives you an accurate (if unclear)
those same fighter pilot instincts turned a battle   feeling for how that course of action will play out. The
around in your favor?                                GM must respond with one of the following: Boon
                                                     (good outcomes), Bane (bad outcomes), or Chaos (a
                                                     mix of good and bad outcomes). You have a chance to
                                                     change your mind after listening to your gut.
                                                     Hotwire: Whenever you need to fix, activate, or
                                                     bypass an electronic or mechanical device, you can
                                                     use your accumulated knowledge of unorthodox and
                                                     highly inadvisable engineering workarounds to make
                                                     it work exactly once. This repair might last just long
                                                     enough to get through a malfunctioning airlock or it
                                                     might allow you to stabilize a damaged transfer
                                                     shuttle and turn a fatal collision into a controlled stop.
                                                     After that, however, it’s now broken for good and no
                                                     amount of field repairs will get it working again.
                                                     Fixing the damage is going to take a serious
                                                     overhaul, some replacement parts, and an
                                                     exasperated engineer or two.
                                                                       Section 3 // Advancement
                                                                                                                      [131]
        OPERATIVE
                                                           ADVANCES
                                                           Threat Assessment: Whenever you enter a scene, ask the
                                                           GM one or both of the following and receive a truthful answer:
                                                           • Who’s really in charge here?
                                                           • What’s the biggest danger here?
                                                           Hidden Agenda: When you take this advance, the GM must hand
                                                           you a special hidden note with a particular objective on it for
                                                           you to fulfill. This objective shouldn’t be anything excessively
                                                           complicated; it can involve spying on someone, gathering
                                                           information, making or retrieving a dead drop without notice,
                                                           and so on. When you complete this objective, the GM must grant
                                                           you a reward proportionate to its difficulty. Objectives don’t have
                                                           to be completed in a single scene, but you can only ever have one
                                                           such objective assigned to you at a time. If you share information
                                                           about your objective with anyone else, for any reason, the mission
        You serve two masters. You lead ships and          is compromised and aborted, and you receive no reward.
        execute strategies, yes, but you also act at       Between engagements, if you have no outstanding secret
        the behest of an intelligence organization,        objectives left to complete, the GM must assign you a new one.
        an assignment in which the lines of battle
        aren’t so clearly drawn. Perhaps you were          Covert Ops: With sufficient time to prepare (about 15–30
        recruited straight out of the academy, or          minutes) you can completely change your physical
        maybe your particular skills caught the eye        appearance with a blend of masterful disguise skills and
        of someone in a high place. Either way, you        advanced technology (e.g., prosocollars, voice modulators,
        share dual loyalties: an overt one to your         and mimic masks), making you look and sound like an entirely
        naval organization, and a covert one to an         different person in terms of your height, weight, build, hair,
        intelligence organization. This intelligence       clothes, and/or sex. If you’re trying to pass yourself off as
        organization could be that of an adversary         someone specific, you can pass at a distance, but trying to
        (i.e., you’re a double agent) or internal (i.e.,   impersonate them up close may still require checks of some
        you’re an asset for an internal intelligence       sort. With a bit more time, an hour or two, you can also falsify
        agency within the same state as the navy           identification credentials that will pass most casual
        in which you serve).                               inspections without a second glance.
        Which agency do you serve, and how openly          Authorized Access: Your affiliation with an intelligence
        are your affiliated with it? Do you resent the     service acts as a crude but powerful set of credentials that
        double life you’re forced to lead, or do you       can get you access to virtually any place or thing, no matter
        consider it simply another part of your duty?      how high the security or how confidential the information.
                                                           Using your affiliation in this fashion is guaranteed to raise red
                                                           flags and send people in high places scrambling for answers,
                                                           and you can count on a dressing-down from your superiors or
                                                           handler over your lack of discretion. You’ll need to wait until
                                                           after the next engagement to pull this off again.
                                                           Deep Cover: The next time you would die, you may instead
                                                           choose not to. If so, then your death is faked as part of a
                                                           clandestine mission that requires you to go off the grid. Whether
                                                           the people responsible for your apparent death are aware you
                                                           are still alive or not is up to you. This commander is removed
                                                           from play for one or more engagements and may be replaced
                                                           temporarily with another character. When you decide it’s time
                                                           for to return, you do so at a suitably dramatic time, though your
                                                           mission (which you are not at liberty to disclose) has left you
                                                           indelibly changed by the experience. Cross this advance out
                                                           and replace it with an advance from another reputation of your
                                                           choice. When you take this advance, you may die if you wish.
                   Section 0 // Advancement
[132]
                                                                                                                 ADVANCEMENT
                                                                                                                               3
OUTSIDER
                                                    ADVANCES
                                                    Cultural Exchange: When you enter a scene, you
                                                    may choose an NPC or a small group of people.
                                                    They’ve never met someone like you. They’re sure to
                                                    be fascinated and have questions, which you can
                                                    answer as you see fit. You can use this as a social
                                                    icebreaker and a way to make friends as well as
                                                    establishing facts about your background, culture, and
                                                    so on, but it can also serve as a handy distraction or a
                                                    means to draw attention away from something else.
                                                    Native Tongue: You possess a unique form of
                                                    communication that can pass undetected or is
                                                    indecipherable by those who aren’t familiar with it.
                                                    Your allies have an imperfect familiarity with it,
                                                    enough to communicate simple concepts. With time
                                                    and effort, you can teach it to others or help improve
The galaxy is a big place, but even so you manage   their fluency.
to stand out. There is something unusual about
you: perhaps you’re an independent NHP tasked       A New Logic: When someone else has tried and failed
with responsibilities above and beyond, the         to solve a problem relying on logic or intuition, you
product of a clandestine super soldier program,     know just how to solve it. Your solution may be
or maybe you are a member of an isolated order      unorthodox, and you’ll have a difficult time explaining
new to the conventional world. Maybe you hail       how you arrived at it to those unaccustomed to thinking
from a far-distant region of space outside your     like you do, but the GM must accept your solution.
navy’s dominant cultural sphere.
                                                    Lash Out: Calling upon intensive training or some
Who and what are you? What brought you to command   innate ability, you unleash a wave of incredible power
a battlegroup, and where will you go from here?     in an area around you. This ability is extremely
                                                    unsubtle, and is destructive to nearby objects and
                                                    people (or both at once), depending on the precise
                                                    form it takes. Choose this form when you select this
                                                    advance. You don’t always have fine control over the
                                                    exact outcome, but those close to you (e.g., other PCs
                                                    or dear friends) are unaffected, and you can always
                                                    pick one person or object to destroy and one person
                                                    or object to spare. Using this ability is exhausting, and
                                                    you’ll need to wait for at least another engagement to
                                                    pass before you can use it again.
                                                    Fish Out of Water: Once a scene, you can play off
                                                    any unintended social gaffe, awkward interpersonal
                                                    moment, or embarrassing diplomatic incident as a
                                                    “cultural misunderstanding”, defusing the
                                                    consequences of a failed social check or negating
                                                    them altogether. You’ve also learned how to
                                                    deliberately take advantage of this to get away with
                                                    saying things that others might face consequences
                                                    for, such as speaking bluntly, even insultingly, during
                                                    formal negotiations or social functions (“One must
                                                    forgive the vice admiral for his regrettably narrow-
                                                    minded approach, he is, after all, only human. Is that
                                                    not how that expression goes?”). When you do this,
                                                    some may suspect that you’re doing so on purpose,
                                                    though they won’t be able to prove it.
                                                                     Section 0 // Advancement
                                                                                                                [133]
        RELIC
                                                            ADVANCES
                                                            Old Scars: When all your positive traits are exhausted, you
                                                            can use one of your negative traits to gain ACCURACY on a roll
                                                            instead of it adding DIFFICULTY. If you do this, you
                                                            automatically suffer consequences in addition to any
                                                            other consequences imposed by the roll.
                                                            Bullshit Detector: You can always tell when someone is
                                                            lying. You don’t necessarily know the precise details of the
                                                            lie, but you know that they’re bending, omitting, or outright
                                                            fabricating something. You also happen to be familiar with
                                                            every con or scam there is, and never fall for these things.
                                                            1/scene when you’re face-to-face with someone, you can
                                                            demand that they give you a straight answer to a question.
                                                            They can either answer truthfully or they can refuse, but
                                                            refusing means they have to give up something to do it
                                                            (another piece of information, an advantage, etc).
        Your service stretches across centuries –
        maybe even millennia in the rarest and most         Cosmopolitan: Whenever your travels take you
        exceptional cases. Maybe you are a                  somewhere new, it turns out you’ve actually been there
        Cosmopolitan onanon, a career naval officer         before, a long time ago. Pick something you remember
        who’s refused to muster out despite their age,      from your time there, such as a place or a person, and
        or a recently decanted and reintegrated             describe three things about it or them. For example, a bar
        soldier kept in stasis since the Second             you used to frequent might have been run by someone
        Committee’s expansion period. The effects of        with a lot of smuggler contacts, be considered neutral
        stasis and/or time dilation brought about by        ground among the local gangs, and have a couple of
        extensive nearlight travel have inexorably          secret bolt-holes that you know about. The GM picks one
        distanced you from the world you once knew;         of these things and decides how it’s changed since the
        you could retire, but where would you go and        last time you were here, though you won’t know which or
        what would you do when you got there? No,           how until you go and find out for yourself.
        this is the path you’ve chosen – or the path that
        has been forced upon you.                           Carry That Weight: Whenever an ally fails and suffers
                                                            consequences, you can share with them a story from your
        How old are you, in both realtime and subjective    past experiences about a time something similar
        years? What moments in history have you borne       happened to you. If they take this advice to heart and act
        witness to, or perhaps even participated in?        on it in the future, they gain a bonus or advantage related
                                                            to your advice in some fashion. This could be +1
                                                            Accuracy on a future roll, or it could be something like
                                                            sudden insight, helpful answers, discovering a previously
                                                            unknown opportunity, or similar. Opening up about your
                                                            past in this way is difficult for you, and you can only do so
                                                            once between engagements.
                                                            Last Stand: When you decide your long journey has
                                                            come to an end, you can solve an immediate problem at
                                                            hand at the cost of your own life. For example, you might
                                                            buy time for others to escape a dangerous situation by
                                                            holding off a corridor of enemy troops, undertake critical
                                                            emergency repairs in a rapidly depressurizing room, or
                                                            take a dangerous foe with you when you go. You can use
                                                            this ability proactively or in response to suffering
                                                            consequences that would cause you to die, granting you a
                                                            last chance to go out heroically. Your death has a
                                                            profound impact on those who knew you, and all other
                                                            players may both immediately refresh one of their positive
                                                            traits and change that trait to something else if they wish.
                   Section 3 // Advancement
[134]
                                                                                                                       ADVANCEMENT
                                                                                                                                     3
SCION
                                                ADVANCES
                                                Aide-de-Camp: You have a servant of some sort in your
                                                employ, an aide, valet, or majordomo. They are unflappable,
                                                unwaveringly loyal if not mistreated, and proficient in a variety
                                                of noncombat tasks and duties. Pick one task at which they
                                                display exceptional skill (e.g., cooking, organizing social
                                                functions, navigating bureaucracies, managing your daily
                                                affairs, administering first aid, etc). Their exact naval rank is
                                                loosely defined but they nonetheless accompany you aboard
                                                your flagship, and outside of combat they can be tasked with
                                                any number of errands on your behalf. They can only die if you
                                                allow it, but should the worst come to pass a replacement will
                                                eventually be found sometime between engagements.
                                                Measure of a Man: With a few moments of conversation,
                                                some time spent in observation over drinks, or simply an
                                                appraisal of their bearing and demeanor, you can always tell
                                                what someone’s true price is. If that price is money, you can
                                                always pay it without difficulty.
                                                On the List: There is no social function, no matter how
You are the heir to a great and powerful        exclusive or tightly restricted, that you cannot attend. You can
legacy, a noble lineage that stretches          even bring guests if you like, though not many (exactly as many
back for generations or more. Perhaps           as there are other players plus one), as long as they try to be on
your family line is intertwined with one of     their best behavior. If you want, you can flip a coin when you
the great Karrakin houses, or perhaps           crash a party in this fashion. Heads, someone is delighted to
your family name appears on the first lists     see you and you simply must come and meet their friends. Tails,
of Harrison Armory. There are also              someone takes exception to your presence and drama ensues.
corpro-state dynasties to consider, and
even within Union’s sphere of influence         Demand Satisfaction: Whenever someone slights you, your
some rare polities continue to cling to the     honor, or anyone you hold in high regard, you can challenge
older traditions. Duty, honor, and service      them to a formal duel. You set the terms for the duel and the
mean different things for you, though           form it takes, though it won’t be a duel to the death (as most
mastery of command remains the same             navies tend to frown on such things). Regardless, a certain
regardless of where you hail from.              degree of potential bodily harm is acceptable. When you issue
                                                this challenge, the offending party has only two choices: they
What exactly is your noble line, and where      can agree to the duel, or they must immediately back down
does its history lie? Is your naval posting     and suffer the loss of something important (e.g., honor,
simply one step on the path to assuming         someone’s respect or admiration, an opportunity, etc). Issuing
your rightful place, or have you instead been   too many challenges will invariably attract disciplinary attention,
pushed out of the way to make room for a        so this can only be done once between engagements.
more favored successor?
                                                Noble Mien: You have a certain bearing about you that leads
                                                people to assume you’re in charge, even when you aren’t. In
                                                the absence of a clear leader, people who look to authority will
                                                look to you first, and if anyone wants to know who’s in charge
                                                of something and you declare that you are, they believe it.
                                                When you deliver short, sharp, concise orders to someone,
                                                they’ll automatically hasten to obey them. These orders can’t
                                                be obviously harmful or against their own interests, and the
                                                duration of this effects depends on how “subordinate” they
                                                are to you in terms of rank, social status, and so on. Someone
                                                far beneath you is more likely to continue carrying out these
                                                orders than someone closer to you in rank or status, and trying
                                                this on someone of equal or greater status is guaranteed to
                                                fail and result in unpleasant consequences.
                                                                          Section 3 // Advancement
                                                                                                                      [135]
        SCOUNDREL
                                                                ADVANCES
                                                                Poker Face: No one, no matter how perceptive, can
                                                                tell whether you’re bluffing or not. When you tell a wild
                                                                and outlandish lie, anyone who listens will
                                                                wholeheartedly believe it for a minute. If it’s merely
                                                                unbelievable, an hour. If it’s plausible, a day. If they want
                                                                to believe it, a week. After this, they realize it was a lie.
                                                                Ace in the Hole: 1/scene, you can produce a single
                                                                item that could conceivably be hidden on your
                                                                person or planted somewhere nearby in advance
                                                                (e.g., a personal weapon, a small cache of money, a
                                                                bottle of contraband alcohol, a playing card, etc).
                                                                This object can’t be detected until you reveal it.
                                                                Friends in Low Places: When dealing with pirates,
                                                                criminals, or other underworld figures, choose an
                                                                NPC. The two of you have a history. The GM will
                                                                determine the exact nature of this history, but they
                                                                probably won’t want to kill you. Yet. If you want, you
                                                                can also flip a coin. Heads, they owe you one. Tails,
        Not every commander has a spotless background.          you owe them one.
        While a criminal history is usually disqualifying for
        command promotions, who’s to say you did                Plan B: When you and your allies need to escape a
        anything wrong? Is there any evidence? Was there        bad situation right now, name your escape route and
        ever a conviction? Did they ever find that shipping     what you’re taking with you. You all always escape,
        container, anyway? Sometimes these things simply        as long as you (GM’s choice):
        get blown out of proportion. Other times,
        command isn’t something that you’re awarded so          • leave something behind (a weapon, a friend, evidence)
        much as something that’s thrust upon you; more          • end up somewhere perilous or uncomfortable (a
        than one pirate or privateer has been given a             garbage chute, a ship’s exterior, a seedy bar)
        choice of either naval service or a criminal            • pick something up on your way out (a hanger on,
        sentence, and sometimes even a former pirate can          pursuers, a bullet)
        rise through the ranks.
                                                                You can back out when you learn this and name
        What was the boldest, most daring plan or scheme        another escape route (the GM might answer differently).
        you ever embarked on, and how did it backfire
        horribly? Did you manage to keep any souvenirs, or      Perfect Alibi: 1/scene, when an NPC with whom
        just some scars to go with your stories?                you’re acquainted takes blame or faces personal
                                                                fallout for something illegal or insubordinate, you can
                                                                offer to take it for them instead. If they accept, you
                                                                take the consequences and they owe you a favor that
                                                                you can cash in later. Similarly, if you would take
                                                                blame or face personal fallout for something illegal or
                                                                insubordinate you can decide that an NPC with whom
                                                                you’re acquainted takes the brunt of it instead (you
                                                                don’t need their permission), but you’ll owe them a
                                                                favor afterward. This ability can’t be used again until
                                                                your debts are squared one way or another.
                   Section 3 // Advancement
[136]
                                                                                                                      ADVANCEMENT
                                                                                                                                    3
STRATEGIST
                                                     ADVANCES
                                                     Eye for Detail: When given the chance to study someone’s
                                                     work in detail – a process that can take anywhere from 30
                                                     minutes to several hours – you’re able to glean insights into
                                                     their thoughts and character. This could include reviewing
                                                     the records of their prior battles, speeches they’ve made,
                                                     their writing, the way they play a game, or even their art.
                                                     Afterwards, you can ask the GM three yes-or-no questions
                                                     about that person, which they must answer as truthfully as
                                                     possible. This answer can’t provide you with information
                                                     you have no way of knowing. “Did they murder this
                                                     person?” is harder to evaluate than “are they capable of
                                                     murdering this person?”, for example.
                                                     Two Steps Ahead: When you attempt some sort of action
                                                     that requires an uptime check, you may do so through
                                                     “flashbacks”, framing your attempt as the result of
                                                     insightful preparation and planning for just this situation.
                                                     These flashbacks can’t undo anything that’s already
                                                     happened, but they allow you to approach problems using
You think in terms of moves ahead and                methods that you couldn’t actually attempt in the present
probable outcomes, of strategies and tactics.        moment, such as retroactively having hacked into a
Perhaps your scores at the academy set a new         computer or delivering a message to someone in advance.
standard, but it’s just as likely that you clashed
with conventional doctrines and showed more          Pattern Recognition: You’re capable of quickly and
than one of your instructors up along the way.       effortlessly sifting signals out of noise, making connections
Is it really arrogance if you were actually right,   other people miss. You can speak and understand any
though? Now you command a battlegroup,               language and read any text or code (encrypted or
and all of your academy training is about to be      otherwise) without specialized tools, though you are a little
put to the test.                                     slower than a native speaker, and you can instinctively piece
                                                     together connections other people miss. When you enter
What was one of the pivotal moments of your          a scene, you may ask the GM to tell you the relationships
commander’s naval education? Was it an               between any NPCs present, if there is one. This can
unexpected victory against overwhelming odds,        include information that might otherwise be hidden.
or was it a bitter defeat that taught them a
valuable lesson?                                     Wheels Within Wheels: 1/scene, when you fail an uptime
                                                     check, you may describe how this failure actually furthers
                                                     one of your plans by providing an advantage, opening, or
                                                     opportunity that didn’t exist before. You still take any
                                                     consequences that are a result of failing this uptime
                                                     check, and the advantage you gain as a result of failing
                                                     the check can’t be used to minimize those consequences.
                                                     Fool’s Gambit: 1/scene, when someone nearby fails an
                                                     uptime check, you can spring into action with a plan to
                                                     salvage the situation. You can attempt the same check,
                                                     but this time it’s double or nothing. If you succeed, neither
                                                     of you suffers consequences. If you fail, the other person
                                                     doesn’t suffer any consequences, but you suffer twice as
                                                     many for yourself. This affinity for daring and unorthodox
                                                     plans extends itself to things like games of chance or skill;
                                                     you’re always able to handily beat players less skilled than
                                                     you, and at worst you can always play to a draw (or
                                                     another similarly frustrating outcome) when pitted against
                                                     players more skilled than you.
                                                                          Section 3 // Advancement
                                                                                                                     [137]
SECTION 4
GAME MASTER’S
GUIDE
RUNNING BATTLEGROUP                 140
INEVITABILITY, FATALISM, AND HOPE   142
RULES OF WAR                        148
THE FIELD OF BATTLE                 149
SITREPS                             152
CAMPAIGN PLAY                       158
BATTLEGROUP AND LANCER              163
NON-PLAYER CHARACTER BATTLEGROUPS   164
SHIP ARCHETYPES                     166
    RUNNING BATTLEGROUP
        Like many tabletop games, Battlegroup requires a
        GM. The GM is responsible for setting the stage,         GM PRINCIPLES
        outlining the stakes, assembling NPC fleets, and
        challenging the players.                                 FACILITATE FUN
                                                                 As the GM, your job is to facilitate, arbitrate, and
        This section of the book is for the GM. It dives into    make rulings, and to adapt your notes, world, and
        greater detail about how to run games and campaigns      narrative in response to your players’ choices.
        of Battlegroup. This includes advice on setting up
        games, whether they be one-shots or ongoing              Your job isn’t to defeat your players. Although your
        campaigns; hazards and mission objectives you can        role includes setting the tone and facilitating play,
        add to engagements to create more challenging            your mission isn’t to ensure your players’ characters
        battles; a guide for creating NPC fleets; and ways in    wind up dead and defeated – you’re there to make
        which you can incorporate the outcomes of                sure everyone is having a good time and engaged in
        Battlegroup into a Lancer campaign (and vice versa).     the collaborative story. That said, you should still
                                                                 challenge your players – failure is rich narrative and
        As the GM, you, like the others at the table, are a      roleplaying territory.
        player in this game. Your role is not to play a
        character, but to facilitate, to describe the world in
        which your players’ characters exist, and to give        RENOUNCE CONTROL
        voice to NPCs. To dip into both sport and analogy, it    As the GM, accept that the story you tell may not be
        is best to consider yourself more a goalkeeper than a    the one that you outlined.
        referee: like a goalkeeper on a soccer team, you are
        an individual with a unique role and access to tools     Your players will kill important NPCs before they
        that only you can use. You’re there to help your team    become important. Your players will not go to that
        – the players at your table – not to adjudicate their    colony where they could find an important data log.
        play. Yes, you are the tiebreaking vote on rules         Your players may not bite the hook you want them to
        questions, and yes you at least provide the              bite. Your players’ characters – with their backstories
        framework of a narrative for your players to interact    that are perfectly integrated into your campaign –
        with, but that does not make you the referee. Unlike a   might die, forcing you to revise your notes. Ultimately,
        ref, you should be invested your players’ success;       it’s important to go with the story that you’re telling
        establish shared goals, make the game fun, play as a     with your players at the table rather than try to stick
        team, and you’re sure to be a good GM.                   to the one you originally envisioned.
                                                                 Engagements are costly and a commander’s life can
                                                                 end in the blink of an eye, but this doesn’t mean you
                                                                 can’t have recurring enemies for your players to face.
                                                                 There are plenty of narrative possibilities for such
                                                                 nemeses to escape death and return later, but you
                                                                 shouldn’t make plans in advance based on how you
                                                                 predict a battle to go. The same goes for all the
                                                                 players. Battlegroup works best when exploring the
                                                                 consequences of the aftermath rather than
                                                                 attempting to force the narrative you had in mind.
                   Section 4 // Running Battlegroup
[140]
                                                                                                                        RUNNING BATTLEGROUP
CONSIDER YOUR PLAYERS                                         SAY YES
                                                                                                                                              4
As the GM, try to set expectations and ensure that            As the GM, try to say “no” as little as possible.
everyone at the table feels comfortable and gets a
chance to contribute.                                         While some things will always be impossible –
                                                              whether that’s due to the rules, your judgment, or
Make sure that your players are comfortable with the          common sense – it’s almost always better to say
tone and expectations of your game, both in terms of          “yes, and…”, “yes, but…’, or ‘yes, however…”, than
content and the type of game you’re running. If               it is to say “no”. Instead of outright denial, give
you’re planning to grapple with a sensitive subject,          players new options or other (more difficult, perhaps)
ask yourself if it’s really important to include it in your   ways of accomplishing their goals, offer them lesser
game and clearly talk through your intentions with            outcomes, or just let them attempt it anyway. The
your players. If they don’t feel safe and included at         outcome will usually be the same, but handing the
the table, that’s on you – it’s your job as the facilitator   choice over to players empowers and rewards them,
of the game to reach out to them.                             as well as keeping the story moving. Remember,
                                                              players can carry some of the storytelling weight – if
Additionally, remember that different players might           they ask whether they can do something, one of the
enjoy different kinds of stories. Some players love           best responses is to turn the question back on them,
combat-heavy games, others prefer sessions with               asking how they’d attempt it.
more politics and intrigue. Battlegroup is first and
foremost a game of naval combat, and much of its              At its heart, Battlegroup is a collaborative game in
play centers around this; however, it’s still possible to     which pitched battles and the moments between
dive into the interpersonal relations between                 come together to create a shared narrative. You
characters and what these mean for the setting                should want your players laughing, crying, serious,
during the scenes between engagements. You                    and silly. You should want them writing fictional
shouldn’t try to satisfy everybody, but be clear about        vignettes about their characters, or ordering takeout
what kind of game you’re running so players can set           to eat as they discuss the impact their latest
their expectations.                                           engagement had upon a war-torn system. The GM
                                                              isn’t the reason the players show up: they show up for
                                                              their characters and your world. Without protagonists
                                                              in your drama, you have no game and no story.
                                                                       Section 4 // Running Battlegroup
                                                                                                                       [141]
        INEVITABILITY, FATALISM, AND HOPE
        CHARACTERS IN NARRATIVE PLAY
        Battlegroup demands the players acknowledge a                commander understands that some percentage of
        certain truth: every character will engage in fights that    the crew serving under them will be dead by the end
        they might not survive. Though the focus is primarily on     of even the most rigorously strategized engagement.
        these battles, there should always be space allowed for      The goal, then, is to minimize that percentage as
        nontactical roleplay before and after an engagement.         much as possible while maximizing it for the enemy.
        This section offers some guidance for how you, as the
        GM, might want to structure narrative play.                  HOURS BEFORE
                                                                     In the brief window after departure or activation but
                                                                     before the engagement begins, commanders and
        BEFORE THE ENGAGEMENT                                        crew alike catch what sleep they can and find ways
        Naval battles in Battlegroup are usually deliberate          to enjoy themselves before contact with the enemy.
        affairs, not opportunistic skirmishes. Compared to the       People write letters or make recordings for distant
        concerns of hotshot fighter jocks and chassis pilots,        friends and family, to be automatically delivered in
        which tend to be much more immediate, the role of            case the worst comes to pass. Regulations
        commander calls for time spent in preparation and            concerning alcohol and narcotics are typically quite
        planning. Narrative play prior to a naval engagement         strict during combat preparations, but veteran crews
        might cover a window of anything from several                are known to stash a bottle away for a pre-battle
        minutes to several weeks before the first shots are          toast, and veteran commanders usually look the
        fired. The amount that characters can accomplish in          other way when this happens.
        this time should be constrained by how long they have
        before the next engagement begins.                           MINUTES BEFORE
                                                                     On the cusp of engagement, once initial contact has
        WEEKS BEFORE                                                 been made and verified, it isn’t uncommon for
        Commanders and their crews may be docked at a                commanders to hail their counterparts on the other
        station or shipyard when they receive orders, or             side via legionspace channels to establish their
        battlegroups may be on patrol or in transit with most        positions and offer terms of surrender. In most cases,
        hands in stasis. Once orders are received and crews          it isn’t expected that these terms will be accepted,
        are activated, the period of preparation that follows is     but on rare occasions, if a commander plays their
        one of controlled chaos: supplies are loaded and             cards right, an opponent will be convinced to stand
        accounted for, critical systems checked and calibrated,      down before the fighting begins – and it costs
        strike craft prepped and tested (or fabricated on the        nothing to try. These negotiations can be as brief as a
        spot utilizing onboard printers), and a thousand other       few terse exchanges of threats and bluster, or they
        necessary tasks, great and small, are seen to with           might involve days of desperate bargaining. Even
        military efficiency. Outside of the direst emergency         negotiations that prove fruitless provide canny
        circumstances, nothing is too trivial to skip. Space is a    commanders with a chance to assess the enemy’s
        hostile environment, naval combat even moreso, and a         disposition and morale, forming a clearer picture of
        completed pre-combat checklist can spell the                 which captains may be more likely to surrender or
        difference between life and death for everyone aboard.       eject from the battle should things turn against them
                                                                     and which will fight until the bitter end.
        DAYS BEFORE
        At the center of all this, captains and commanders
        strategize, consulting with each other and the fleet
        legion. Simulations are run, strategies discarded and
        reformulated, and probabilities measured. No plan,
        however carefully calculated, ever survives contact
        with the enemy; nevertheless, some few variables
        can be accounted for and fallback contingencies
        established for worst-case scenarios. A seasoned
                    Section 4 // Inevitability, Fatalism, and Hope
[142]
                                                                                                                           INEVITABILITY, FATALISM, AND HOPE
DURING THE ENGAGEMENT –
NOTHING BUT THE FIGHT
                                                             AFTER THE ENGAGEMENT
                                                             Whether an engagement was successfully won or
                                                                                                                                                               4
The opening days of an engagement are difficult              narrowly escaped, the immediate aftermath is a time
ones for commanders: hard maneuvers, pre-firing,             of relief and bone-deep exhaustion for commanders
anticipation of initial interdictions, making sure crews     and their crews. Celebration (or mourning) will come
stay focused and ready, and considerable gestalt             later, but for now they’ve passed through the worst of
time in the fleet legion are all taxing on a person.         things and come out the other side.
Commanders are likely to spend most of their time            But their job isn’t finished just yet. Once fighting has
having the final say in decisions presented to them by       concluded comes damage control, search and
officers and the ship’s NHP. Between the sudden need         rescue, and medical triage. These moments are just
to interdict or hard burn to avoid low-confidence            as critical as any counterfactual evasion or firing
incoming fire, the stress never really lets up. Between      solution in the battle and are just as dependent on
difficult decisions, they might spend time in                well-honed skill and swift action. Then and only then,
legionspace virtualities to clear their heads, practice      when the hull breaches have been sealed and all
meditation, take anti-anxiety cocktails, or even spend       distress calls have been accounted for, can everyone
time in stasis while delegating command to their             begin to relax as best they can. Weapon systems
executive officers. The urge to micromanage and              power down while nearlight drives prepare for
oversee every aspect of a battlegroup’s operations is        controlled exit from the area of operations, and the
one that experienced commanders invariably grow out          fleet legion gradually disincorporates back into its
of, as such a desire, while understandable, is a desire      constituent subjectivities following data archival.
for something impossible. To lead effectively, they
must learn to put their trust in their officers and crew.
                                                             WHAT COMES NEXT
The tempo of battle is one of inexorable acceleration.       A naval engagement is a momentous event for
The early stages of an engagement can be measured            everyone involved, and once the firing stops things may
in days as low-confidence salvos are launched, recon         never again be the same. Lives are lost, borders and
pickets established, and long-cycle weapons store            lines of control redrawn, and legacies made. As your
up devastating amounts of energy. Even during this           group brings the fight to a close, you and the players
period, which may seem relaxed by comparison,                may wish to explore the consequences in detail,
crews will be fully engaged and on combat footing at         addressing questions and looking to the future. There
all times. There are no more letters or toasts, only         are several ways your group may choose to frame this,
shifts between action stations, hasty meals, and             ranging from formal ceremonies to more intimate
furtive sleep. In some high-intensity conflicts, combat      personal moments of reflection. You may even choose
stims may be administered by the ship’s medical              to shift focus onto other characters, letting them briefly
personnel to maintain alertness.                             take the spotlight as they react to everything that’s
                                                             occurred and reveal how it has affected them.
As the gyre begins to collapse, the time between
action and outcome collapses along with it. What             Unlike the uptime actions that commanders
took days before may now only take a single day,             undertake in preparation for an engagement, post-
then hours, and then if the battle has not yet been          battle uptime doesn’t necessarily involve specific
won comes the brutal close-quarters fighting during          rolls or actions. The aftermath of an engagement is
which ships move within visual range of one another          instead an opportunity for everyone to decompress
and weapons are virtually guaranteed to hit instantly.       and take stock of what’s happened, as well as to
Once this stage has been reached, engagements                explore the reactions of their characters to the events
tend to not last much longer. One way or another, a          that have unfolded.
victor will be decided.
                                                             Here are some examples of post-battle vignettes you
                                                             may decide to highlight following an engagement.
                                                            Section 4 // Inevitability, Fatalism, and Hope
                                                                                                                          [143]
        AFTER-ACTION REPORT                                              HONOR THE VICTORS
        Captain Salazar sighed and rubbed her eyes as she looked         The great hall was packed for the occasion,
        over the preliminary damage assessment, feeling the              attendees smartly clad in their dress uniforms, or in
        combat stims fade from her system. The Luzon had                 the case of Eudora – the ship’s NHP – her finest
        taken a direct hit that had cored her from bow to drives,        subaltern chassis. The flock of camera drones flitting
        no survivors. One minute there’d been a frigate hanging in       about from all angles only added to the intense
        space, the next there was nothing but a distant flash and a      feeling of scrutiny that Gabe was feeling at the
        cloud of plasma. Two other ships had suffered significant        moment, dressed in his own freshly pressed uniform.
        damage, but at least they were still operational after a         Had the collar always been this tight?
        fashion. Half of the Aotearoa’s fighters had been downed
        and the Rakahanga was still operating on minimal power as        The murmurs of conversation died down as Admiral
        technicians purged ontologic payloads from her systems.          van Rijn took the stage, uniformed personnel
                                                                         snapping to attention before he waved them at ease.
        On the other side of the battle, a half dozen enemy              “Captain Gabriel Anderson, step forward.”
        ships had been disabled or destroyed. Search and
        rescue teams were making their way through the                   Gabe did his best not to squint against the flurry of
        debris now in search of survivors, though estimates              camera flashes that followed him as he stepped up to
        weren’t optimistic. It was cold comfort knowing that             the admiral, and for a brief moment he found himself
        however many spacers under her command she’d                     wishing he was trading fire back on the bridge of the
        lost here, the enemy had suffered tenfold.                       Midwinter’s Sovereign. Then again, that’s how he’d
                                                                         wound up here in the first place.
        A victory that tasted like ash was a victory nonetheless.
                                                                         “Captain,” the admiral said, holding the medal in his
        When FLEETCOM issues the all-clear and the legion spins          hands. “The Olduvai Cross is awarded to those who
        down, you’re left with the aftermath of what happened.           have demonstrated the utmost bravery and devotion
        Damage control teams and medics hustle between the               in the face of overwhelming danger, and to those who
        decks of the ship. Distress calls and positioning beacons        exemplify what it means to command…”
        flood the CIC. Your NHP, unflappable, informs you how
        much the engagement has cost in lives, time, and capacity.       Medals and decorations are more than pretty pieces
                                                                         of metal and ribbon to wear on a dress uniform – they
        An after-action report is the formal or informal summary of      serve to commemorate great deeds and
        what occurred during the engagement, what was learned,           accomplishments. More importantly, perhaps, they
        the status of one’s forces in the engagement’s wake, and         serve to inspire. Not every commander seeks
        a look at what comes next. There are immediate                   personal glory, though many begin their careers
        questions that must be answered: Who was lost? Who               dreaming of accolades, but these ceremonies aren’t
        made it through? How is the ship? Your group might want          just for their own benefit. Instead, they stand as
        to explore the answers to these questions, or you might          tangible reminders to all those that serve that their
        want to avoid them. If the players’ side “won”, they’ll likely   deeds will be recognized and remembered.
        have this information at hand or available within the hour;
        if their side lost, they probably won’t have the necessary       The nature of these ceremonies varies widely depending
        data, as their commanders (assuming they’re still alive)         on naval traditions and local cultures, but they’re rarely
        are likely busy trying to survive the retreat. This              casual affairs. Dignitaries, politicians, diplomats, and
        information might not make it through to the PCs for             high-ranking naval personnel are often invited to attend,
        hours or days after the fight – maybe never, depending           as are members of the press; events like these are
        on the degree of the loss and the events that follow.            frequently broadcast throughout the fleet and even
                                                                         across settled worlds for morale or propaganda
        If you do decide to zoom in on the after-action report, you      purposes. There are obvious questions to ask: What
        might also look at the characters’ internal monologues           commendations are being awarded and who is receiving
        as they start to take mental and emotional inventories.          them? What deeds are being commemorated?
        You might want to explore the following questions:
                                                                         When zooming in on one of these scenes, it’s also
        • Was the outcome a victory or a loss?                           important to explore how characters feel about being
        • Did any enemy forces escape? Do you know now                   awarded these honors (or missing out on them). Is
          who they are? What did you learn of their tactics,             this a celebratory moment following a triumphant
          and how soon will you give chase?                              victory? Or is it a bittersweet occasion? Do they even
        • As the fleet regroups and heads on, how are you?               feel as though they deserve these commendations?
          Furious and seeking vengeance, or broken but
          inexorable? In high spirits and eager for the next
          fight, or steady on, resolute to see the mission done?
                    Section 4 // Inevitability, Fatalism, and Hope
[144]
                                                                                                                            INEVITABILITY, FATALISM, AND HOPE
                                                                                                                                                                4
VIEW FROM THE GALLERY                                                     DYING OF THE LIGHT
CPO “Mack” Macallen’s eyes moved from their cards to the                  Commander Espinoza regained
deckhand sitting across from them. Going strictly by regs, they knew      consciousness to the worst sound a spacer
Storage Bay 12 wasn’t really supposed to be used for recreational         could hear: the hiss of air escaping her suit.
purposes, but being the Rubicon’s deck chief had its perks.
                                                                          There was no time to take stock of her
“Fi, you ever gonna quit stalling and ask Whistler out on that            surroundings yet. She grabbed the patch
date or not?” Whistler was Lieutenant Kadyrovna, one of the               kit without thinking, emergency stims
Rubicon’s top pilots, and Fiona’s crush on her was maybe one              pumping through her system as she
of the worst kept secrets on the ship. “You can’t keep finding            chased down the leaks and plugged them
excuses to tinker with her ride forever, y’know.”                         one by one, working as if on autopilot from
                                                                          countless emergency drills. At last the
“Fuck off, Mack,” Fiona said, blushing as she signaled for a pair of      hissing stopped, crisis averted for the
cards from the janitorial subaltern that was temporarily serving as       moment. One crisis, anyway.
dealer. “Her bird had a sluggish RCS thruster, it needed the work.
Besides, you know she’s started seeing Lieutenant Rios, right?”           The Yushan, her ship, had been destroyed.
                                                                          She hung suspended in the wreckage of
“Nah, that ain’t true.” Carter was a sensor tech, recently assigned to    the ship’s shattered hull, and for the first
the Rubicon’s CIC after a stint running recon pickets. “She and           time since enemy contact she was alone
Rios both have a thing for some old sim-game is all. They asked           with her thoughts. No voices flowed into her
me if I could help get it running for them. Thing needed like a half      helmet, no tactical updates or status
dozen compatibility patches.” Carter looked at his hand, looked at        reports. Dead air. Weightlessly, she
the pot full of chits with various chores and favors scribbled on         grabbed a nearby chunk of debris that had
them, and folded. “Hate to break it to you Fi, but it turns out our       once been the Yushan’s commencement
badass ace is a huge geek after all.”                                     plaque and pivoted herself around. In the
                                                                          distance, ships burned. Hers or the
“Speaking of geeks, you guys know anything about our VIP?” That           enemy’s, she couldn’t tell.
was Imani, comms NCO, matching the bet. “Everything’s been all
hush-hush since we brought them aboard, but you can really tell           Her O2 reserves were down to half and a
the captain’s on edge. I heard they’re some kind of scientist, and        comms check showed that either they were
Vikram told me he thinks they must be a defector. Remember last           inoperable or there was nobody out there
month, all that high-level comms traffic? Something big is about to       listening. Espinoza was alone, floating in
go down… I can feel it.”                                                  the void with only the remains of her ship
                                                                          for company. It was a naval tradition dating
Another option you might like to explore following                        all the way back to old Cradle – even before
engagements (or even during pre-battle uptime) is zooming in              the Fall they said – that the captain always
on NPC action and larger “scenes” involving more than just the            went down with the ship. It seemed fitting,
players’ commanders. As with any episodic series, the camera              then, for things to end this way.
doesn’t simply focus on the main character (the “A plot”); a
setting’s world is enriched by focusing on side characters and            Amid the darkness and the silence,
other developing stories that add context to the main story –             Commander Espinoza drifted among the
these are the B and C plots of the narrative.                             stars and waited for whatever was to come.
There are many people aboard a ship, and while PCs might not              For many, the post-engagement
have access to their inner lives, the players themselves certainly        experience is a grim one. A player’s
do. In these sorts of expanded scenes, you can – as players –             commander, their crew, might even not
zoom in on action and actors that the PCs might not participate           survive the battle. Maybe they drift alone
in or be wholly ignorant of. Use this space to flesh out life on          (or one of very few) aboard the ruins of
your ships in a way that is compelling and builds additional              their ship, watching the dial on their
context around your character and your battlegroup.                       oxygen reserves dip ever lower, waiting for
                                                                          anyone to come and rescue them.
These scenes might include strike craft and chassis pilots
returning to their carriers, deck hands or gunners at work after          What do they do in the time they have left?
the engagement, harried engineers working to repair damage to
the ship, NHPs reorienting to individuality after exiting
legionspace, and so on.
                                                              Section 4 // Inevitability, Fatalism, and Hope
                                                                                                                           [145]
        LETTERS FROM HOME                                             backstory and personality of individual characters.
        In the lulls between engagements, while the crew rotated      Everyone comes from somewhere, after all. Where
        in and out of stasis, Isaac’s thoughts were of Fortuna. Its   does your character call home? Who’s waiting for
        blue skies and verdant fields, the hum of ag-drones, the      them there? A spouse? Children? Parents? What
        fragrant scent of orange blossoms. His thoughts were          events have been happening in their absence?
        also of the family he’d left behind a lifetime ago.
                                                                      Bear in mind that, as presented in Battlegroup, the
        He’d never married or had children of his own; how            conflict in the Dawnline Shore only lasts for a few
        reckless it would have been to leave them like that as        realtime years – from 5019 to 5021u – though of
        he joined the navy and ventured out among the stars,          course this may vary in your own campaigns. The
        never knowing if or when he might return. He had a            effects of time dilation on those participating in this
        brother and a sister, though. He had his parents. He          war are therefore likely to be minimal in and of
        had his aunts and uncles, and he loved them all, but          themselves, but other conflicts may involve a much
        where he’d gone they couldn’t follow. Some of them            more pronounced difference, to say nothing of the
        had understood his need to spread his wings and               cumulative effects for career spacers. This can be
        venture beyond Fortuna’s gravity well, some of them           something to explore in a campaign taking place over
        tried to understand but never would, but they’d all           a longer stretch of time, giving you opportunities to
        supported him, and they all promised to write.                look in on pivotal moments across multiple systems.
        And so whenever the ship slowed to normal speeds to           REMEMBER THE FALLEN
        synchronize the omni, briefly touching the normal flow        The main flight decks were still under repair, hull
        of time like a leaf settling atop a lake, he settled in to    compromised and exposed to hard vacuum, so they’d
        read the letters and messages that were always waiting        held the service in the mess hall instead. They only
        for him, telling him about birthdays and holidays, new        needed room for the one coffin anyway.
        nephews and nieces, the harvests and the winter frosts.
        In those unfurling moments, as he drifted across the          No one was inside of it, of course. It was just a symbol.
        vastness of space, there was a part of him that stood         If they’d had a coffin for everyone who’d been lost
        upon Fortuna once more, to feel the warmth of the sun         there wouldn’t be any room left for the living to stand.
        on his skin and smell the orange blossoms in the air.         One of the walls had been covered with pictures of the
                                                                      deceased, a mosaic of still moments in time, along with
        For cosmonauts, “home” often means two things: the            notes and mementos left by those who were still here.
        ship they serve on, and the world they left behind.           Offerings for the absent dead. Even the injured had
        The effects of time dilation from stasis and nearlight        come to pay their respects, their uniforms carefully
        travel mean that they find themselves caught                  tugged on over bandages and slings.
        between the subjective and the objective, the world
        outside their fleet slipping inexorably ahead in time         They could tend to their wounds in the days to come.
        while they remain ageless. Such a life isn’t for              For now, this moment belonged to the fallen.
        everyone, and the ranks of long-serving naval
        personnel are frequently comprised of those without           For all those who serve aboard a ship, the specter of
        temporal roots, content to travel the stars until             death is a constant companion. The blinding flash of
        retirement or death.                                          a long-spool weapon, the megaton detonation of a
                                                                      torpedo salvo, the slow hiss of a punctured suit –
        Still, some sailors, notably auxiliaries and those            these are the ways a spacer dies.
        serving limited terms, have anchors out there in the
        galaxy beyond their ships. Friends, family, loved             For these brave souls, then, remembering the fallen is
        ones, a homeworld they fondly remember. Even                  a comforting and necessary ritual. They know that
        career spacers may maintain contact with their                when their time comes there likely won’t even be a
        families over the years and generations that pass for         body let alone a grave – their physical form
        them on the other side, a distant figure maintaining a        transmuted to dust or left to drift among the stars –
        presence in their lives through the omninet.                  and so these rituals serve to imbue the memories of
                                                                      the departed among those who still live, preserving
        While some post-battle vignettes take more collective         something of their essence. They provide a chance for
        approaches, involving multiple characters and looking         closure, a moment to reflect and to say final farewells.
        at things from a big-picture perspective, this offers a
        much more personal and intimate window into the
                    Section 4 // Inevitability, Fatalism, and Hope
[146]
                                                                                                                          INEVITABILITY, FATALISM, AND HOPE
                                                                                                                                                              4
Much like award ceremonies, funeral rites are                  By the time all the other shops on the station figured
different from navy to navy, and even then, they differ        out what was happening, he’d already be seating the
greatly depending on the customs of the crew and               first rotation fresh off their ship with a smile and a
the departed, their native homeworlds, and the                 bottle in hand, ready to pour. Wynne had never been
necessities of war. If a fleet has recently suffered           a navy man himself, but he and all those spacers did
significant losses or been forced to retreat, funerals         have one thing in common at least: they both took
may be sparse and brief simply out of practical                shore leave very seriously.
necessity. In many cases, given the number of
casualties taken during an engagement, these                   Whether they’re on campaign or not, all cosmonauts
ceremonies may be held in honor of the fallen as a             engage in either sanctioned or unsanctioned rest and
group rather than as individuals, though some – such           relaxation to recover from the rigors of naval service.
as ranking officers – are likely to receive more               After an engagement, amid the grim tally or the rapid
personal consideration.                                        chase, most people find some time to relax, whatever
                                                               that looks like on deployment.
If you’re exploring one of these scenes, ask the
following questions: Whose funeral is this? Was it             What does the PCs do to decompress? Do they hurry
someone under the command of a player’s                        back into stasis for short sleeps? Do they catch up
character? A close friend? Or was it a players’                on old media packets, finally resynced after so much
character who gave their life in the line of duty? What        time at relative burn? Do they exercise, play games,
cultural or religious rites are being observed?                or find a quiet space to read? Drinking and gambling
                                                               are the classic pastimes of soldiers everywhere,
Players may want to go around the table to say a few           though rules and regulations aboard a ship might
words about the departed (particularly if it was               restrict these activities somewhat (not that this
someone’s character, or someone their characters               always stops determined spacers, of course).
knew), recounting memorable events from an
engagement or campaign as a send-off. If morale in             More raucous, then, is shore leave, though it may not
the fleet is low, the right words here could grant the         involve setting foot on an actual planet. The stresses
survivors the resolve they need to finish the fight in         of naval combat are great, and even the sternest
the name of those who gave their all.                          commanders understand that allowing their crew to
                                                               blow off steam is necessary to prevent burnout.
REST AND RELAXATION                                            Ships coming in for shore leave are often viewed by
Wynne Guzman glanced at the clock. A quarter past              locals with a mix of excitement and apprehension.
1500 meant they’d be here soon. Amato Station was a            Spacers on leave are rarely stingy with their money,
waypoint between the local blink gate and the front lines,     but along with a shipful of rowdy sailors comes an
situated far enough away from the conflict to not be in any    uptick in drunken reveling, bar brawls, and petty
danger but close enough that it had become a regular           crimes.
stopover for ships on their way to and from the hot zones.
                                                               If the PCs are taking leave, where are they going Are
The commanders didn’t stick to any sort of schedule,           they docking at stations or rotating down to a
of course, but Wynne knew people who knew people,              planet’s surface? What do they plan to do when they
who also happened to know other people. That was               arrive, and what sort of trouble do they expect to get
why he’d been busy making quiet preparations while             in along the way? Shore leave is an excellent chance
the other bars aboard the station were blissfully              to explore new locales, and also presents a good
unaware that a Union battlegroup was en route to               opportunity to bring in some mech-scale action with
Amato with R&R in mind. He’d swapped out the                   Lancer should the war follow them there.
regular snacks for extra-spicy varieties to cut through
the muted taste buds that stasis tended to leave
behind, rented out a couple extra subalterns to keep
up with the workload, made sure the first aid kit was
freshly stocked and prophylactic dispensers were
topped off, bolted down the tables and chairs, and
raised all his prices by 20 percent.
                                                              Section 4 // Inevitability, Fatalism, and Hope
                                                                                                                         [147]
        RULES OF WAR
        War usually has rules, at least in theory. In practice,
        these rules are fluid things, only enforceable insofar         SEARCH AND RESCUE
        as someone is able and willing to enforce them, often          Next, all reasonable efforts must be made in the
        ignored or circumvented as the opportunity presents            aftermath of a battle to search for and rescue spacers
        itself. There are several galactic treaties and                in distress, including both allies and enemy
        conventions within and between the major stellar               combatants. What constitutes “reasonable efforts” can
        powers, if not necessarily shared among the Disaporan          vary depending on circumstances, as sometimes even
        powers, concerning the conduct of war. These treaties          the victors of engagements are in critical shape, but if
        represent attempts to regulate and minimize the horrors        search and rescue can be attempted, then it must be.
        of an already horrific endeavor, and while they vary in        Deliberately opening fire on lifeboats, escape pods, or
        the finer details, the broader concepts – such as              stranded vessels is also strictly prohibited and
        those outlined below – remain largely the same.                guaranteed to result in a court martial if not outright
                                                                       mutiny. Rescued enemy combatants are to be rendered
        Spacers take some of these rules very, very seriously.         medical assistance and treated as prisoners of war.
        There are the rules learned at various academies, yes,
        but there is a further, unofficial consensus between
        naval commanders that certain rules of conduct are to          LEGITIMATE TARGETS
        be strictly followed, even far from prying eyes. No            Lastly, naval ordnance is not to be turned against civilian
        commander, regardless of their allegiance, wants to            targets or populations. Military installations such as
        break one of these rules, because doing so would               shipyards, anti-orbital defenses, and naval waystations
        open floodgates that would be exceptionally difficult to       are valid targets, but turning the monstrously powerful
        close again. The intense bonds of loyalty produced by          weapons of a ship against neutral civilian stations or
        the stresses and rigors of naval combat span even              planetary targets is equivalent to unleashing weapons of
        across nationalities and great powers; abiding by them         mass destruction. It is unfortunate enough that this might
        gives spacers a sense of comfort and purpose.                  happen incidentally, but to do so deliberately would be
                                                                       an escalation of hostilities so severe that it simply could
                                                                       not be ignored. Intervention and retribution would surely
        SURRENDER                                                      be swift and thorough, and even allies would distance
        In the minds of most commanders, the first rule is to          themselves from a power that allows such acts. For
        always accept a surrender offered in good faith. While it’s    these reasons, all of the major powers involved in the
        rare for fleets to surrender prior to engagement, it’s not     Dawnline Shore conflict follow strict rules of engagement
        uncommon for fleets to surrender as the battle turns           concerning the use of naval weaponry within effective
        against them. A “good faith” surrender, in such a              proximity of civilian targets. If any one of them were
        situation, means powering down weapons and disarming           to deliberately break these rules, then the war would
        in-flight ordnance, recalling strike craft, and preparing to   quickly spill beyond the borders of that region.
        be boarded. Surrendered ships will be taken into custody
        along with their crews, to be processed as the spoils and
        prisoners of war. Such prisoners are to be treated fairly      SHIPS IN DISTRESS
        and humanely. In instances where only some elements of         In addition to these and any other rules observed
        a fleet surrender while others continue to fight,              during the course of warfare, most spacers – military,
        surrendered ships are still expected to power down their       commercial, or private – observe a code of conduct that
        weapons and retreat to a safe distance until the battle        obliges them to respond to distress calls if at all possible.
        concludes. Even if their own forces manage to turn the         Such calls are automatically logged in most flight
        tide, for a surrendered vessel to rejoin the fight would be    recorder systems, and deliberately ignoring an SOS hail
        considered a violation of surrender terms and looked           is sufficient grounds for legal repercussions and severe
        upon exceptionally poorly.                                     penalties unless it can be demonstrated that responding
                                                                       to the signal would have imperiled the responders as
        The corollary to this rule is that deceptive or false offers   well. Private and commercial captains may lose their
        of surrender are generally met with no quarter given once      licenses or face demotion and reassignment, while
        the deception is revealed. Should a deceitful commander        military commanders might be demoted and even court-
        survive, word is sure to get around, and the brief tactical    martialed if the dereliction is severe enough. By the same
        advantages gleaned in the moment are unlikely to be            token, falsifying distress signals is a serious crime, one
        worth the long-term stain on their reputation. A navy with     commonly employed by pirates but occasionally used
        a reputation for false surrender is a navy whose               by deniable, state-sponsored privateers to set up
        legitimate offers of surrender will invariably be ignored.     ambushes for unwary enemy fleets as well.
                    Section 4 // Rules of War
[148]
                                                                                                                            THE FIELD OF BATTLE
THE FIELD OF BATTLE
Battlegroup assumes that by the time an
engagement begins, both fleets have already made
their initial maneuvers and fired their first volleys:
there is no active hunting for enemy signatures, no
                                                              environmental factors have enough of a presence to
                                                              play a measurable role in the battle to come, whether
                                                              that is in the form of battlegroups maneuvering
                                                              toward nearby stellar bodies for cover, using nebulae
                                                                                                                                                  4
skillful concealment of one’s waste heat in the               to baffle enemy sensors, or something else entirely.
proximity of a neutral station, no baiting an exposure
attack via deft feint – the only thing left to do is fight.   Some of these modifiers assume that one side is the
                                                              “attacking” side and one is the “defending” side, and
That is not to say, however, that there is no room for        may affect both sides differently or only modify things
skillful maneuvering: though the field of battle is the       for one of them. The narrative context at the outset of
cold void of space, naval combat is not always fought         the battle determines which is which, and this
in empty environments – ships may engage above                distinction should be made clear to the players
worlds under assault, or be caught as they try to slip        during pre-engagement briefings.
through an asteroid field, or hide their heat signatures
in the long trail of a comet. While commanders try to
engage the enemy far from the worlds, stations, and
                                                              TERRESTRIAL BODIES AND
strategic objectives they seek to capture or defend,          CROWDED AIRSPACE
some engagements cannot be avoided; one must then             Combat near populated worlds, moons, stations, and
take into account the proximity of other bodies.              other bodies with crowded airspace (e.g., the orbital
                                                              rings and platforms of developed worlds,
This section of the book presents a range of                  constellations of populated stations, heavily
environmental conditions and optional modifiers you           trafficked transit corridors, etc.) is a nightmare. Even
might choose to implement in your engagements.                a single missed shot has the potential to shatter a
Modifiers might be chosen based on the narrative              station or other critical infrastructure; a miss with a
framing of a particular encounter, such as whether            long- or short-spool gun might devastate not just
the engagement is taking place near a populated               cities, but whole continents. To reflect these
world, or perhaps because of the tactical challenges          challenges and the strategies commanders adopt to
they present. Obvious environmental factors should            mitigate the potential for catastrophic collateral
be noted during pre-engagement briefings –                    damage in such environments, the GM may apply
proximity to a populated world probably won’t come            any of the following modifiers to an engagement.
as a surprise to the commanders, for example – but
some modifiers, such as ambushes or obstacles                 COLD CALCULUS
likely to cause unexpected difficulty retreating from a       If the players are defending, this engagement puts
crowded battlefield may be things the players only            them in a defensive position ahead of civilian traffic or
discover once engaged. Trying to learn more about             population centers such as stations or settled worlds.
the effects of various environmental modifiers is a           During each Impact Phase, after attacks have been
good way to use the Consult Navigation and                    rolled and damage has been assigned, players may
Intelligence uptime action (p. 50).                           choose to reduce incoming damage against ships in
                                                              their battlegroup by half. The remaining damage is
Be careful not to overwhelm engagements with too              dealt (narratively) to the terrestrial object or crowded
many additional conditions or modifiers, as doing so          space beyond, with the GM describing the effect.
can make things difficult for both you and your
players to keep track of in the heat of battle. As GM,        COLLATERAL DAMAGE
you will also need to keep an eye on how the chosen           If the NPCs are defending, their own battle lines
modifiers are likely to affect your players’                  place them in a position where area-target attacks
battlegroups, as some conditions will affect them             made against them may impact the terrestrial body or
more harshly than others depending on their loadouts          populated airspace beyond. Hundreds to thousands
and preferred tactics.                                        of civilians and garrisoned soldiers may die and there
                                                              may be minor, though widespread, damage to
Note that environmental modifiers may not                     facilities, infrastructure, and the natural environment.
necessarily cover the entirety of the gyre. The scale         Players may avoid this by reducing the damage that
of even the smallest naval battles is still enormous,         their area-target attacks deal by half after Interdiction.
and it is unlikely that an asteroid field would blanket       This reflects gunners trimming the area of effect in
the entire battlefield with densely packed rocks.             order to avoid causing collateral damage.
Regardless, you can assume that these
                                                                          Section 4 // The Field of Battle
                                                                                                                           [149]
        DANGER CLOSE                                                 OCCUPIED EXIT VECTORS
        This engagement’s battlespace is unavoidably                 Players ignore 1s when rolling on the Nearlight
        crowded or unusually close to a populated world or           Ejection Table (p. 54). They may either abort and
        habitat, complicating matters for both sides. All            remain in the battle, or proceed and roll again. If they
        single-target attacks receive +1 DIFFICULTY.                 roll another 1, one of their ships makes a terrible error
                                                                     and ejects into the terrestrial body or crowded airspace.
        In addition, any time a single-target attack roll misses,    The ship is utterly destroyed, along with everything
        it represents captains calling off the shot or ordering      onboard, and the terrestrial body or crowded airspace
        their ships to hold their fire at the last moment. The       suffers catastrophic, region-affecting damage.
        trajectory showed that the shot had a high likelihood
        to miss its target and impact the world, station, or         NPCs that wish to eject from battle have a 50 percent
        traffic beyond, and they were unwilling to risk collateral   chance of doing so successfully. If they fail, they
        damage. If this was a LIMITED attack, it is not              abort the ejection and surrender instead.
        expended, and if it was RELIABLE, it does not deal
        RELIABLE damage. A commander (players or NPC) may            SEARCH AND RESCUE
        choose to overrule this decision and deal Reliable           The crews of vessels that are scuttled, foundered,
        damage on a miss anyway, but if they do so then the          destroyed, or otherwise taken out of combat in non-
        attack causes proportional civilian casualties as well.      catastrophic manners have much higher chances of
                                                                     being rescued – or their bodies recovered – than in
        DEFENSIVE EMPLACEMENTS                                       most engagements. This is due to the proximity of
        If the NPCs are defending, their fleet is bolstered by       emergency services, civilian ships, terrestrial gravity,
        the presence of defensive emplacements established           and rapid system-local search and rescue responses.
        throughout the area of operations. All NPC Capital
        Ships gain the following maneuvers to choose from:           THREADING THE NEEDLE
                                                                     All CHARGE weapons increase the value of their CHARGE
        ANTI-SHIP MISSILES                                           tag by +1 (i.e., a CHARGE 2 weapon becomes CHARGE
        Primary, Single-Target, Payload –1                           3) to reflect commanders holding fire until they are
        [Range 4–2][1d6+6 damage]                                    absolutely sure they won’t hit an unintended target. If a
        Deep-space defenses are effective in                         shot is missed, it flies harmlessly into empty space.
        reinforcing zones of control in and around
        highly contested regions. Perimeter defense                  However, a commander may choose to use a
        platforms, typically unmanned, network with                  weapon’s standard Charge value when it begins a
        fleet legions to coordinate firing                           charging cycle. On a miss with such a weapon, roll
        solutions against encroaching threats. Some                  1d20: on a result of 1–5, your attack hits the terrestrial
        DSD platforms seeded under the Second                        body or plows through the crowded airspace beyond
        Committee have waited centuries for                          your target, causing untold catastrophic damage and
        activation – dormant until now.                              killing tens to hundreds of thousands of civilians.
        ANTI-ORBITAL DEFENSES
        Primary, Single-Target, Reliable 2
        [Range 3–1][6 damage]
        On hit, deal 2 damage to up to two ESCORTS or
        WINGS in the target’s battlegroup.
        Anti-orbital defenses are frequently found
        around population centers. In peacetime,
        they primarily track and engage the
        occasional natural threat such as errant
        asteroids. In wartime, they are tasked with
        engaging hostile ships. A variety of surface-
        to-orbit and satellite-based kinetic,
        directed-energy, and missile systems provide
        additional coverage against proximal threats.
        Battlegroups affected by the Sever Comms boarding
        action cannot use these maneuvers.
                    Section 4 // The Field of Battle
[150]
                                                                                                                            THE FIELD OF BATTLE
                                                                                                                                                  4
NATURAL STELLAR BODIES                                          to conduct salvage operations, gathering discarded
More than engagements in the proximity of populated             munitions or raw materials to bolster their battlegroup.
terrestrial bodies and crowded space, canny commanders          All battlegroups gain the following maneuver:
tend to prefer combat in unpopulated system space and
deep space. In the void, up against not only dangerous
physical environments, but confusing and frustrating            SALVAGE OPS
natural phenomena that play hell with even the most             Maneuver, Limited 1
hardened systems, adaptable pilots and commanders               Choose one:
can win themselves powerful tactical advantages.
                                                                • A CAPITAL SHIP in your battlegroup gains 5 OVERSHIELD.
When speaking of natural stellar bodies, think of the           • You may remove a Refresh Counter from a
various phenomena, fantastic and mundane, found in                RELOADING weapon or system of your choice.
the depths of outer-system and interstellar space:
asteroid fields, nebulae, titanic comets and their long         GRAVITATIONAL PULL
tails, debris fields left in the wake of old battles, the       The intense gravity of a nearby stellar object or some
crowded rings of gas giants, the moonfields of                  other phenomenon exerts enough force which, while
colossal gas giants, and so on. This section lists              not inescapable, is enough to draw battlegroups into
some modifiers that the GM may choose to apply                  a deadly spiral. The gyre begins to collapse at the
when fighting in these sorts of environments.                   start of Round 4 instead of Round 6 (see The Tipping
                                                                Point, p. 45). Nearlight drives charge as normal, only
AMBUSH                                                          permitting ejection beginning on Round 5, and
If the NPCs are defending, they can lure the players’           battlegroups at Point-Blank beginning on Round 4
fleet into an ambush by taking advantage of local               and beyond will first need to fall back to a more
conditions to conceal their exact position and launching        distant range if they wish to retreat when the brief
a counterattack from unexpected angles. In this                 window for doing so opens. From Round 6 onward,
engagement, NPCs always go first each round (with               retreat is no longer possible for any battlegroup.
turn order alternating between NPCs and PCs as usual).
                                                                RUNNING SILENT
DEBRIS FIELDS                                                   Nebulae, cometary tails, or some other environmental
The engagement takes place in an area with an                   condition provides battlegroups with a rare chance to
unusually high concentration of debris (e.g., asteroids,        engage in stealth maneuvers, hiding in blind spots
planetary rings, wreckage, etc). Certain sections of the        and damping their signatures to minimize detection.
gyre are marked by hazardous debris fields. Player              Battlegroups that end their turn without attacking or
battlegroups that end their turn within these debris            taking actions that targets a hostile battlegroup clear
fields have a 50 percent chance of colliding with debris,       LOCK ON and all attacks against them are made with
taking 2d6 area-target damage and making all single-            +1 DIFFICULTY until the end of their next turn.
target attack rolls with +1 DIFFICULTY until the end of
their next turn. Roll a die or flip a coin to determine this.   POWER SURGES
                                                                Energized nebulae, power discharges from shattered
As the battlefield shifts, so does the relative density         wreckage, and similar conditions cause fluctuations in
and concentration of the debris. During the first               high-capacity power storage systems, necessitating
round of play, there are debris fields at Range 1-0.            additional safety protocols to prevent catastrophic
During the start of the second Logistics Phase, the             overloads. All CHARGE weapons increase the value of
debris fields move to Range 3–2; during the start of            their CHARGE tag by +1 (i.e., a CHARGE 2 weapon
the third Logistics Phase, they move to Range 5-4;              becomeS CHARGE 3), but 1/round during the Logistics
next round, they move back to Range 1-0; this                   Phase, commanders may push their weapon systems
process repeats until the battle concludes.                     past safe levels and remove an additional 1 Charge
                                                                Counter from a weapon of their choice. If they remove a
Hostile battlegroups that force player battlegroups to          counter this way, that ship takes 1d6 damage that
enter a debris field must immediately check to see if           ignores OVERSHIELD and cannot be prevented in any way.
they themselves collide with debris in the process,
using the same rules as above.                                  SENSOR FLARES
                                                                High levels of electromagnetic interference, solar flare
GRAVEYARD                                                       activity, derelict IFF transponders, or other such
The remains of previous battles can be found throughout         phenomena make the use of guided weapons more
the area, from derelict ships to the shattered wreckage         difficult as they waste time tracking phantom signals.
of space stations. Quick-thinking commanders can take           Each time a ship fires a PAYLOAD attack roll 1d6. On a
advantage of these conditions during lulls in the action        1, add 1 Flight Counter to it.
                                                                            Section 4 // The Field of Battle
                                                                                                                           [151]
         SITREPS
        The airless hall of the Counters’ ODF carrier was          The fight was here. In the weak amber light of an
        dark, lit only by weak amber panel lights. The padded      airless hall, Cortez and Rios traded fire with dark
        walls were yellowed with smoke — there had been a          silhouettes not thirty meters away. The Major in their
        fire, likely because of the scoring hits the Ignominer     aurals, reassuring them that he had tasked Team 3 to
        had landed in the opening volleys.                         make for their corridor, that he had fired four more
                                                                   pods of Pipecleaner subalts. Five minutes until
        “Okay, beyond this door is the main corridor to drive      support — three magazines until dry, then five with
        control,” The Major’s voice cracked in Cortez’s aurals.    his sidearm. Suit Needle if things got too close.
        He bit on his buccal pad to drop the broadcast volume.
        “Teams One and Two are engaged already — you are           Five minutes might as well be five years. Cortez fired
        weapons free on breach.”                                   blind over his cover, stopped, keyed on his guncam,
                                                                   and stuck his gun back out to fire by wire. One
        The legionnaires stacked up on either side of the door,    silhouette flopped backwards, clutching its chest, but
        Cortez third from the front behind Gracie and Rios,        more returned fire.
        who fixed a cutter charge onto the door. Cortez
        checked his subcompact again, only because he had          Five goddamn minutes to go.
        time, and waited for the cutter charge to finish burning
        out. There hadn’t been much fighting yet — only a few      Many fleet battles are straightforward affairs, with
        crew that surrendered, one who tried to fight but was      two sides facing off against each other until one is
        dropped faster than he could draw his pistol — but he      broken or destroyed. But sometimes you might want
        knew that was about to change.                             to add additional complexity or depth to a combat
                                                                   scenario. That’s where sitreps come in.
        The charge glowed along its cutlines, flaring bright
        light into the dim hallway. Cortez’s job as the ranking    Sitrep is the military abbreviation of “situation report”.
        marine was to watch back down the hall and make            In Battlegroup, sitreps are tools that help you create
        sure no one jumped the breach team. Sweat dripped          specific combat scenarios featuring objectives that
        into his eye and he blinked it away — couldn’t wipe        must be captured or controlled. They also allow for
        on account of the facemask. His heart rate flared red      enemy reinforcements, increasing the challenge of an
        in the corner of his vision — high end of nominal.         engagement beyond that of a fight to the death. This
                                                                   adds additional complexity to the naval combat
        “Take a breath, Cortez,” the Major muttered on Alto’s      experience, requiring new tactics and approaches in
        private channel. The Major watched them from his           order to succeed.
        terminal in the Ignominer’s CIC. He had access to all
        of their vitals, guncams, and reams of suit data —         There are six sitreps outlined here, each of which can
        everything he needed to command from his office            be used as-is or adjusted to fit your narrative:
        aboard the Ignominer. “Blueprints say there's one          Defense, Escort, Extraction, Hijack, Holdout, and
        more chamber beyond this door. You keep your head          Intercept.
        on, keep your shots grouped tight — Gracie and Rios
        are counting on you.”                                      Each sitrep assumes a standard setup on the gyre.
                                                                   They also give specific instructions regarding
        “Aye sir,” Cortez replied. He watched the hall, and        objectives and how to fulfill them. You’re free to
        counted down. The charge beeped. Cortez’s faceplate        combine these with environmental modifiers to add
        dimmed at the moment that the charge blew the door         even more challenge and complexity to the battlefield.
        open, nearly silent in the all-but-airless corridor.
                                                                   Some sitreps require player battlegroups to perform
        Rios was first in, low over his gun, firing at the         nearlight ejections to leave the battlefield with their
        defending marines down the hall. Gracie led Cortez,        objective in tow. When using these sitreps, players
        not two steps before he jerked and fired a wild burst,     who eject from the engagement do not need to roll
        body blooming with red puffs. Cortez tucked low,           on the Nearlight Ejection Table unless otherwise
        letting Gracie’s corpse take the defenders’ fire and       noted, as preparations for this dangerous maneuver
        then roll over him. He slid behind a cooling slice of      are assumed to have been underway from the
        blast door, reloading as he hunched into as small a        beginning of the battle.
        profile as he could.
                   Section 4 // Sitreps
[152]
                                                                                                                         SITREPS
REINFORCEMENTS
Many sitreps call for reinforcements. Reinforcements are
additional NPC battlegroups that are brought in to
replace losses incurred during combat, adding additional
                                                             SITREPS AND BOARDING
                                                             ACTIONS
                                                             Some sitreps include special boarding actions that
                                                                                                                                   4
pressure as the players strive to complete their             must be performed to achieve mission objectives,
objectives. Sitreps outline how many reinforcements          ranging from extracting a VIP to securing an objective
should be prepared. In terms of pre-mission briefings        aboard an enemy vessel. Importantly, boarding units
and intelligence-gathering, the players only have            do not need to leave the boarded vessel to
information on the initial enemy fleet. Any reinforcements   successfully perform these objectives, and after
remain unknown until they enter the battle.                  doing so they may continue attempting additional
                                                             boarding actions until repelled as normal. If a
Reinforcements arrive following the destruction of an        battlegroup (player or NPC) possesses no abilities or
NPC CAPITAL SHIP, which are also referred to as              upgrades that allow it to undertake boarding actions,
FLAGSHIPS (see Non-Player Character Battlegroups,            it may still attempt one of these special boarding
p. 164). At the start of the next Logistics Phase, the       actions by spending a maneuver to dispatch a hastily
destroyed ship is replaced by a reinforcement                assembled away team. This ability has Range 2-0,
battlegroup consisting of a CAPITAL SHIP accompanied         does not leave behind boarding units when used (and
by 1–2 ESCORTS or 1 ESCORT and 1 ACE.                        therefore has no Tenacity), and can only be used to
Reinforcement battlegroups may act as usual during           attempt special sitrep boarding actions. It has no
the round in which they arrive, following the normal         effect otherwise.
rules for turn order.
                                                             In sitreps that involve sending boarding units to seize
You can also bring reinforcements in if an NPC               and retrieve an objective, that objective is typically
battlegroup surrenders at the beginning of a round. In       transferred to specified CAPITAL SHIP (such as a
this case, they do not enter play until the start of the     battlegroup’s FLAGSHIP). If the relevant CAPITAL SHIP is
next round’s Logistics Phase.                                destroyed before the boarding units have a chance to
                                                             secure the objective and transfer it there, then the
Of course, you can also use reinforcements during            objective can be transferred to another CAPITAL SHIP
regular, non-sitrep engagements if you want to add           (chosen by the player or the GM, as relevant). If there
an additional challenge for your players. To do this,        are no valid ships to transfer an objective to, then it
simply prepare reinforcement battlegroups equal to           cannot be transferred and attempts to do so
half the number of player battlegroups, remembering          automatically fail.
to round up (i.e., for a group of three players, you
would create two reinforcement battlegroups), and
deploy them into combat whenever NPC CAPITAL
SHIPS are destroyed, as normal.
                                                                                    Section 4 // Sitreps
                                                                                                                        [153]
        DEFENSE
        Defense missions require the players to defend a            SCORING
        space station or shipyards, vital assets necessary for      At the end of each round, whichever side controls the
        the infrastructure of any naval force.                      Installation gains 2 points. They also gain 1 point for
                                                                    every hostile Flagship (player or NPC) they destroy or
                                                                    force to surrender. If the enemy forces have the
        VICTORY CONDITIONS                                          highest score by the start of Round 5, then the
        Player Victory: The players have the highest score          players have failed and the mission is over. If the
        by 2 or more points at the start of Round 5 and the         players have the highest score by the start of Round
        Installation is intact, or the players protect the          5 or if the score is a tie, however, then they have
        Installation until the start of Round 7.                    successfully held the station and proximal space
                                                                    around it long enough to secure it.
        Enemy Victory: The enemy force has the highest score
        at the start of Round 5 and the Installation is intact.     Should the players succeed, their margin of victory
                                                                    determines if the engagement continues from here. At
        No Victor: The Installation is destroyed.                   the start of Round 5, if the players have won by 2 or
                                                                    more points then any remaining enemy forces will
                                                                    eject from the battlefield. If the players have only won
        OBJECTIVE                                                   by 1 point or tied, enemy forces may instead shift their
        At the beginning of the mission, place an Installation      focus to attempting to destroy the Installation to deny
        on the gyre at Scope Range (3). The players must            the players a total victory. If the Installation is
        protect this facility from both capture and                 destroyed, then neither side wins; however, at the start
        destruction. It counts as a player-allied CAPITAL SHIP,     of Round 7, the opportunity to destroy the Installation
        has 30 HP, 10 DEFENSE, and 1d6 INTERDICTION, and it         is lost and any remaining enemies must either eject or
        gains 5 OVERSHIELD at the start of every Logistics          surrender, leaving the players victorious.
        Phase. The Installation cannot be moved beyond
        Range 4-2 by any abilities or effects other than the
        collapse of the gyre, but otherwise counts as a             ENEMY FORCES
        battlegroup for the purpose of movement effects and         Prepare initial enemy forces as normal. Make sure to
        abilities. Player battlegroups in the same range band       include some Capital Ships and Escorts that can use
        as the Installation may spend a tactic during their         boarding actions. Additionally, prepare reinforcement
        turn to do one of the following:                            battlegroups equal to the number of players. If the
                                                                    engagement has the chance of continuing beyond
        • Move the Installation one range band forward or back.     Round 5, decide based on the state of the NPC
        • Give the Installation BOLSTERED until the start of the    forces at that time whether or not they should retreat
          next Action Phase. While BOLSTERED, hostile boarding      or continue fighting.
          actions succeed on a roll of 10+, instead of 8+.
        • (Limited 2) Repair 5 HP to a CAPITAL SHIP in their
          battlegroup.
        The enemy forces do not wish to destroy the
        Installation. Instead, they want to board it and seize it
        for themselves, which they can do by succeeding on a
        special boarding roll. If this roll succeeds, the enemy
        has seized the station and players can no longer spend
        a tactic to perform any of its actions. Player
        battlegroups in the same range band as the Installation
        can take back control in only one of two ways:
        • 1/round as a tactic, roll 10+ on a d20.
        • Repel boarders as a maneuver, which
          automatically reclaims the station.
                    Section 4 // Sitreps
[154]
                                                                                                                      SITREPS
ESCORT
Escort missions require the players to safeguard a
VIP until their fleet can disengage from combat.
VICTORY CONDITIONS
                                                           EXTRACTION
                                                           Extraction missions ask the players to identify an
                                                           enemy flagship carrying a high-value target,
                                                           successfully extract them, then retreat.
                                                                                                                                4
Player Victory: The players eject from the battle with     VICTORY CONDITIONS
the VIP aboard one of their ships.                         Player Victory: The players eject from the battle with
                                                           the VIP aboard one of their ships.
Enemy Victory: The VIP is in enemy control at the
beginning of Round 7.                                      Enemy Victory: The VIP is in enemy control at the
                                                           beginning of Round 7.
No Victor: The VIP is killed.
                                                           No Victor: The VIP is killed.
OBJECTIVE
Before setting postures or performing uptime actions,      OBJECTIVE
select a player at random: there is a VIP aboard one of    The players must first identify the enemy FLAGSHIP
the CAPITAL SHIPS in their battlegroup. The players must   carrying the VIP. Scanning an NPC FLAGSHIP can only be
survive until the start of Round 5, at which point they    done within Range 4-0, and requires spending a tactic.
will be able to perform a nearlight ejection. When a       Scans made at Long Range (4) have a 50 percent
battlegroup with the VIP aboard one of its ships ejects    chance to reveal whether the VIP is aboard the target
from battle, the objective is successfully completed.      ship. Scans made at closer ranges automatically
                                                           succeed. The players cannot attempt to extract the
Enemy forces can abduct the VIP by boarding the            VIP until they have determined their location.
ship and successfully performing a special boarding
action. If they succeed, the VIP is extracted and held     Once the VIP’s location has been identified, the
captive aboard that hostile battlegroup’s FLAGSHIP.        players can extract them by boarding the relevant
Players can rescue an abducted VIP by boarding the         FLAGSHIP and succeeding on a special boarding
FLAGSHIP on which they’re held and succeeding on a         action. If they succeed, the VIP is extracted and
special boarding action, transferring them back to the     relocated to a CAPITAL SHIP in that player’s
original CAPITAL SHIP. If the ship the VIP is on is        battlegroup of their choice. Enemy forces can
destroyed, they are killed and there is no victor. When    attempt to rescue the VIP by boarding the ship on
this happens, the players remain locked in combat          which they’re held and succeeding on a special
until Round 5 when they can eject as normal.               boarding roll. If this roll succeeds, the VIP is
                                                           extracted and held captive aboard that battlegroup’s
                                                           FLAGSHIP. If the ship that the VIP is on is destroyed,
ENEMY FORCES                                               they are killed and there is no victor. When this
Prepare initial enemy forces as normal. Additionally,      happens, the players remain locked in combat until
prepare reinforcement battlegroups equal to the            Round 5 when they can eject as normal.
number of players.
                                                           Once the VIP has been extracted, the players need to
                                                           survive until the start of Round 5, at which point they
                                                           can perform a nearlight ejection.
                                                           ENEMY FORCES
                                                           Prepare initial enemy forces as normal and secretly
                                                           choose one of the NPC CAPITAL SHIPS to house the
                                                           VIP. Additionally, prepare reinforcement battlegroups
                                                           equal to the number of players.
                                                                                   Section 4 // Sitreps
                                                                                                                     [155]
        HIJACK                                                      HOLDOUT
        Hijack missions see the players making daring               Holdout missions place the players in a grim and
        attempts to infiltrate, disable, and gain control over an   unenviable position with only one objective –
        enemy FLAGSHIP, which is designated the Target Ship.        surviving as long as possible.
        VICTORY CONDITIONS                                          VICTORY CONDITIONS
        Player Victory: The players disengage from battle in        Player Victory: The players have a score of 1 or
        control of the Target Ship.                                 more at the beginning of Round 7.
        Enemy Victory: The players have not disengaged from         Enemy Victory: The players reach 0 points.
        battle in control of the Target Ship by the beginning of
        Round 7, or it is destroyed after being hijacked.
                                                                    OBJECTIVE
        No Victor: The Target Ship is destroyed before being        The sole objective is for the players to survive as best
        hijacked.                                                   they can for as long as they can. This mission can
                                                                    only be won by standing fast against a seemingly
        OBJECTIVE                                                   endless wave of enemy reinforcements while holding
        To successfully hijack the Target Ship, the players must    the line: if they survive long enough, they will have
        succeed on three boarding action rolls against it. These    won a costly but important victory.
        rolls can be from any combination of players, they do
        not need to be consecutive, and they can be for any
        boarding command, but they must be rolls and must be        SCORING
        successful – effects that automatically apply successful    The players begin the engagement with 5 points. At
        boarding results don’t count. Once the players succeed      the end of each round, if they have not destroyed or
        at hijacking the Target Ship, it is removed from enemy      forced the surrender of at least one enemy CAPITAL
        control and placed on the gyre at Scope Range (3). It       SHIP, they lose 1 point. The players also lose 1 point if,
        retains its HP, DEFENSE, and INTERDICTION, but cannot use   at the beginning of Round 7, their fleet has less than
        any maneuvers or tactics of its own and all of its traits   25 percent of their starting CAPITAL SHIPS remaining.
        and abilities are disabled. ESCORTS that were assigned to
        the Target Ship are treated as if it was destroyed.         The players win if they still have 1 or more points
                                                                    after this, as remaining enemy forces break away at
        Once the Target Ship has been hijacked, any player          the last moment or allied reinforcements arrive and
        may spend a maneuver during their turn to move it           tip the scales. No ejection from battle is necessary.
        one range band forward or back and BOLSTER it until
        the beginning of the next Action Phase.                     If the players ever have less than 1 point, they can no
                                                                    longer hold out and the mission is lost. Their only
        When it becomes possible to eject from battle, a player     remaining option is a last-ditch chance to escape,
        in the same range band as the hijacked Target Ship can      rolling on the Nearlight Ejection Table.
        disengage from battle with the ship by performing a
        nearlight ejection, completing the objective.
                                                                    ENEMY FORCES
        As an alternative to hijacking the target ship with         Prepare initial enemy forces as normal. Additionally,
        successful boarding rolls, you may instead choose to        prepare several reinforcement battlegroups.
        have players play out the infiltration and hijacking as     Reinforcements for this sitrep are effectively limitless.
        a mission using Lancer’s rules, with players taking on      The enemy cannot be completely destroyed – the
        the role of mech pilots. Success will allow players to      only option is to survive.
        hijack the ship. If this attempt fails, the players may
        continue using board rolls to hijack the ship.
        ENEMY FORCES
        Prepare initial enemy forces as normal. Identify the
        target ship to the players either during the pre-mission
        briefing or at the beginning of the engagement, before
        anyone has acted. Additionally, prepare reinforcement
        battlegroups equal to the number of players.
                    Section 4 // Sitreps
[156]
                                                                                                                            SITREPS
INTERCEPT
Intercept missions require the players to act swiftly to
destroy or disable a high-speed target.
VICTORY CONDITIONS
                                                              There are two variations of this sitrep: In the first, the
                                                              players simply need to destroy the Objective by
                                                              reducing it to 0 HP or less. If they accomplish this
                                                              before the beginning of Round 5, their mission is a
                                                              success. In the second, the Objective needs to be
                                                                                                                                      4
Player Victory: The Objective is destroyed before             disabled and captured. The Objective is disabled
Round 5 or it is disabled and successfully extracted          when it is reduced to between 0 and –4 HP. Once it
(as relevant).                                                has been disabled, a player battlegroup must move
                                                              into the same range band and perform a nearlight
Enemy Victory: The Objective is intact at the start of        ejection when that becomes available. If the objective
Round 5.                                                      is reduced to –5 HP or less, it is destroyed
                                                              completely and neither side succeeds.
No Victor: An Objective is destroyed that was meant
to be disabled.
                                                              ENEMY FORCES
                                                              Prepare initial enemy forces as normal.
OBJECTIVE                                                     Reinforcements aren’t necessary, especially if the
At the beginning of the engagement, place an                  mission is to destroy the objective rather than disable
Objective on the gyre at Long Range (4). During the           and capture it; however, you may prepare
briefing, the GM must declare whether the purpose of          reinforcement battlegroups equal to the number of
this mission is to destroy it or to disable and capture it.   players if desired.
The Objective counts as an NPC CAPITAL SHIP, has 30
HP, 8 DEFENSE, 1d6 INTERDICTION, and acts during the
Action Phase each round, always acting last. The
only action it takes is to advance one range band;
otherwise, it cannot move or be forced to move.
If the Objective has not been destroyed or disabled
at the beginning of Round 5, it leaves the gyre and
the players fail the mission. The enemy forces do not
wish to destroy the Objective and will not attack it.
Player battlegroups may target it with weapons and
abilities that have ranges matching its current
position on the gyre (i.e., weapons that can attack
from Range 4 may attack the Objective while it is at
Range 4, etc). NPC CAPITAL SHIPS may spend a
maneuver on their turn to BOLSTER the Objective until
the start of the next Action Phase.
                                                                                      Section 4 // Sitreps
                                                                                                                           [157]
    CAMPAIGN PLAY
        In many cases, winning a naval engagement is all        BATTLEFRONTS
        but equivalent to winning a war; however, in            A campaign is more than just a series of clashes that
        conflicts between great galactic powers – for           take place in a set location. War has a tempo, beginning
        example, if the Karrakin Trade Baronies were            with early battles as one side attempts to secure an
        engaged in a multifront campaign against Harrison       advantage over another, then moving on to attempts to
        Armory – or when one side has retreated without         capture territory, seize strategic objectives, and
        insurmountable losses, it is likely that additional     ultimately secure total victory.
        battles will need to fought before a clear winner
        can be decided. If your story has more battles in       Whether the players are the attackers or the defenders,
        its future, the following guidelines can help you       various battlefronts such as the examples listed below can
        organize these engagements into an ongoing              be zoomed in on over the course of a war, charting pivotal
        narrative campaign.                                     moments during a campaign and setting the stakes for
                                                                engagements, as well as tracking the overall state of affairs
        A naval campaign is a series of linked                  for both sides. A campaign might not necessarily touch on
        engagements fought to either a strategic end point      every battlefront: you might decide to gloss over the
        that signals the end of a campaign or the total         establishment of a beachhead, starting things off at a later
        military defeat of one or more parties, leaving them    point, or you might choose to skip over the expeditionary
        unable to continue fighting in a meaningful sense.      front if it feels more appropriate to do so based on how
                                                                things have progressed so far. Different types and
        In Battlegroup, there are two types of campaign:        arrangements of battlefronts can be used to create a
        abstracted campaigns and grounded campaigns.            campaign as well, depending on the scope of the narrative.
        Advancement in an abstracted campaign is primarily
        narrative – instead of using any particular system or   BEACHHEAD
        framework, outcomes can simply be agreed upon by        This is where any campaign begins, whether offensive or
        the table depending on narrative context and how        defensive. The establishment of a beachhead is likely a
        they decide the story should progress.                  large affair, during which the attacking side attempts to
                                                                overwhelm the enemy’s defenses and establish a series
        By contrast, advancement in a grounded campaign         of forward bases, supply lines, and operational zones
        is informed by a simple system for framing              from which they can launch further attacks.
        engagements and tracking progress that places
        more of an emphasis on the particular outcomes of       If the attackers fail to establish a beachhead, there are
        engagements, such as how many ships are lost            several ways a campaign might still progress. The
        during a battle, or at which point during a campaign    attackers may launch another, more desperate assault to
        a particular victory or defeat occurs. This section     try and secure a foothold before their momentum falters,
        provides a framework for playing grounded               or the force that was on the defensive may try to turn the
        campaigns and tracking the state of affairs at          tables and launch a counterattack, placing the former
        various points, which can in turn inform the fiction    aggressors on the defense instead.
        as it continues until the end.
                                                                EXPEDITIONARY FRONT
                                                                A campaign’s expeditionary front represents advancement
                                                                beyond initial contact. Whether the players are attacking or
                                                                pushing back against enemy aggression, the first probes
                                                                into enemy territory after the establishment of a beachhead
                                                                are always expeditionary: not a fleet’s full forces but its
                                                                vanguard and scouts, attempting to find the path of least
                                                                resistance. The battles here are likely smaller than those in
                                                                the beachhead phase, as they are exploratory in nature.
                                                                Engagements at this stage of a campaign are likely to be
                                                                more cautious affairs for both sides, with defenders
                                                                making probing assaults and feints to try and find ways to
                                                                break the enemy advance while the attackers consolidate
                                                                their forces following the establishment of a beachhead.
                   Section 4 // Campaign Play
[158]
                                                                                                                                 CAMPAIGN PLAY
                                                                                                                                                 4
ADVANCING LINES                                               HOME FRONT
Following the initial expeditionary engagements, the          Here, the attackers meet a stiff, well-defended,
attacking force commits itself to advancing lines using       defensive line: the home front. In most cases, the
a route that will take it as far and fast as possible         defending side will always have had contingency plans
without outrunning its supply lines. By this stage, the       for making a stand here, though this may well be the
advancing force is attempting to take advantage of its        first time it has been necessary. Old ships join new
initial momentum while the defenders try to stem the          ones, defensive systems and emplacements are
tide. The battles here are likely to be larger than those     brought online, and the defenders fight bitterly and with
in the expeditionary front.                                   all the strength they can muster to repel the invaders.
In this stage of a campaign, the momentum is firmly on        Battles at this stage are large in scale, befitting the
the side of the attacking force. That’s not to say that the   importance of this battlefront for both sides. The
defenders are staring down defeat, but defensive              attacking side will likely not achieve total victory just yet,
actions at this stage are likely to be reactive in nature.    but success here does put such victory within their
Commanders on the attacking side will be on the               grasp. Meanwhile, the defenders can, with a heroic
lookout for opportunities to continue this forward            effort, stymie the push toward their most desperately
momentum by securing critical objectives and scattering       guarded territories. If they can withstand the
the defensive lines, while defenders will be tasked with      emboldened offense then the campaign may reach its
quickly reinforcing positions and slowing the enemy’s         conclusion here as well, though the losses they suffered
advance long enough for their own forces to rally.            reaching this point will still be felt for generations.
SECOND LINE                                                   LAST STAND
The second line is the time and/or place at which the         The final gasp of the defending side, the last chance
defending side has gathered its strength enough to            anyone has to resist the advance of the enemy forces
resist the advancing enemy en masse. The battles at           – the last stand. Every ship that can defend is organized
this point in the campaign are probably on par with or        along the final line of battle. There is no retreat from this –
larger than the battles that take place during                only victory, relief at an ally’s hand, surrender, or death.
advancing lines. They are generally less mobile than
previously, more focused on breaking through,                 There may be a handful of smaller engagements to set
bypassing, or neutralizing key strategic locations.           the stage, but should a campaign reach this battlefront
                                                              then everything will ultimately come down to one final
At this stage, the defenders have rallied and are             large-scale battle. While all hope may seem lost for the
presented with a major opportunity to bring the               defenders at this point, they nonetheless fight with the
campaign to a decisive end on their terms. If the             desperate courage of those backed against a wall.
attackers have suffered significant losses reaching this      The attackers shouldn’t be overconfident either; their
point, then successful defensive actions here may             lines are stretched thin reaching this point, and an
mean they can no longer continue fighting, bringing the       unexpected defeat here could throw those lines into
campaign to a close as both sides withdraw to deal            disarray, giving the defenders a chance to drive them
with the fallout; an immediate counterattack is unlikely,     back. Whatever the result, a campaign that’s reached
as being pushed to this point will have cost the              this point has likely reached its end. History will
defenders greatly as well. If the attackers can press on,     remember what happens here.
however, then the defenders may begin to rout.
                                                              AFTERMATH
ROUT                                                          A campaign ends when one side achieves what it set out
Once the attacker has broken through, the defending           to achieve or has gone as far as it can before attrition and
force is in rout – fighting on the back foot. The             mounting losses make further engagements impractical
defense is not yet shattered, but is probably                 or impossible to continue with. In the aftermath, both the
wavering; the next line is far too close to home (or          victors and the defeated will take stock of territory gained
another critical objective) and the attackers were            and lost, the establishment of new stellar borders,
meant to be stopped at the last one.                          and pivotal moments that stand to alter the balance
                                                              of power on the galactic stage.
The battles fought during this phase should be smaller
than before. If the players are on the defending side, they   Importantly, the conclusion of a campaign does not
are likely to focus on detached units engaged in fighting     mean the end of the war. The players’ faction might
retreats and delaying actions, falling back to safety when    continue on, but their characters might not. Those
possible. The attackers are most concerned with hunting       who survive a naval campaign from start to finish are
down and taking critical objectives and VIPs, paving          members of a rare class; do they continue in that life,
their way toward the defending side’s home front.             or do they retire? Do they even have a choice?
                                                                               Section 4 // Campaign Play
                                                                                                                                [159]
        ENGAGEMENT OUTCOMES
        For naval commanders, victory is more than simply a         DECISIVE VICTORY
        matter of destroying the enemy. They have                   The group – including players and GM – determines
        phenomenally powerful weapons at their disposal, and        whether a victory is decisive based on the specific
        massive destruction is all but assured. What truly marks    narrative context of their campaign and the
        a naval engagement as a decisive victory is the             engagement that was just fought. A decisive win
        achievement of strategic objectives while minimizing        usually sees the enemy utterly defeated, any
        losses. Capital ships are tremendous investments in         survivors either captured or escaped in numbers too
        terms of both training of personnel and material            small to be meaningful. If at least 75 percent of player
        resources, and the loss of even one is a significant blow   ships survive, it’s probably a decisive victory.
        to a polity’s ability to project power and defend itself.
                                                                    A decisive victory allows significant strategic
        With this in mind, it can be important to determine not     progress. If you’re tracking the progress of a
        only if a particular battlefront within a campaign was      campaign across battlefronts, this could mean a
        ultimately a victory for the players, but to determine      major step toward victory within a particular front, if
        how successful or costly each individual engagement         not securing victory outright, but it might also mean
        was within those battlefronts. A campaign in which the      the defeat of a notorious admiral and their fleet, a
        player fleet achieves victory by the skin of their teeth,   decisive defense that breaks an enemy advance, or
        becoming progressively more battered and bloodied in        similar. Next time the players meet the enemy, their
        the process, will have a different tone than one in         foes will be at a disadvantage – perhaps one of their
        which the players score decisive victories, and this        heroes has been killed in action, their supply lines
        can also influence the stakes that are set, the sorts of    have been destabilized, or their defenses remain
        missions they’re assigned, or even determine how            unprepared for the next battle.
        quickly a campaign might be brought to an end.
                                                                    STRATEGIC VICTORY
        One of the key factors in determining the outcome of an     As with decisive victories, the group decides whether
        engagement is the proportion of the players’ ships that     an engagement ended in a strategic victory. These
        survived intact, if not undamaged. Of course, there is      are generally outcomes in which the players have
        some leeway in determining the severity of losses. For      taken some losses but come out the victors
        example, ships that are reduced to between 0 and –4         nevertheless, taking or defending the objective,
        HP may be considered destroyed, but are nonetheless         routing the enemy, or achieving some other clear –
        largely salvageable and many of their crew are likely to    though not crushing – victory condition. Enemy fleets
        survive. If the battle was a victory overall, such a loss   might withdraw having lost a capital ship or with
        might not be as punishing as it otherwise might.            significant damage to their ships but escaping total
                                                                    annihilation. If around 50 percent of player ships
        It is also important to consider the death or destruction   survive, it is likely to be a strategic victory.
        of key ships and commanders. A commander
        overseeing maneuvers from the bridge of their               A strategic victory allows some progress on a campaign
        battleship is a much more significant target than the       front. It accomplishes a desired strategic outcome, but
        captains of the three frigates accompanying them, and       won’t determine the course of a war in and of itself.
        the loss of their ship is likely to be much more keenly     The enemy will meet the players in the next battle
        felt even if it only comprises a fraction of that           with normal strength, organization, and morale.
        battlegroup’s overall numbers. Enemy forces can and
        will pursue high-value targets, either as part of an
        overall military strategy, for honor and glory, or simply
        for revenge. The loss of a commander and their flagship
        can be enough to tip a battle in the enemy’s favor.
        There are five types of outcomes, based on whether the
        players were victorious or not and how many of their
        ships survived: decisive victory, strategic victory,
        Pyrrhic victory, strategic loss, and decisive loss.
                   Section 4 // Campaign Play
[160]
                                                                                                                          CAMPAIGN PLAY
                                                                                                                                          4
PYRRHIC VICTORY                                             STRATEGIC LOSS
On balance, a Pyrrhic victory is little better than a       A strategic loss is one in which a fleet fails to achieve
loss. While the players may have achieved a                 its objectives but does not suffer unsustainable
necessary victory and sent the enemy to flight, their       losses in the process, either retreating from battle or
side has likely been terribly bloodied. If the players      holding out with significant – though survivable –
ultimately won but with only 25 percent or less of          casualties. If the players fail to achieve their primary
their ships remaining, it’s a Pyrrhic victory.              objectives but at least 50 percent of their ships
                                                            survive, or if 50 percent or more of player
After a Pyrrhic victory, it’s important to take stock and   battlegroups eject from the engagement before its
determine as a group how to proceed with the                conclusion, it is probably a strategic loss.
ongoing campaign. Depending on the narrative
context, it could be that the battlefront remains           A strategic loss does not necessarily mean the end of
unchanged for now, requiring further engagements to         an advance, much less the end of a campaign, but
reach a point where significant progress or loss            multiple losses in a row likely spell doom.
occurs, but a Pyrrhic victory should nonetheless            Nonetheless, prudent commanders may prefer a
present players with a greater freedom to decide their      strategic loss over a Pyrrhic victory if it means
next step than would an outright loss. Taking the           preserving more of their fleet to employ at a later point.
opportunity to press forward will mean overextending
forces and supply lines, but it might be necessary to       In the aftermath of a strategic loss, enemy forces will
secure an advantage that would otherwise be lost.           be emboldened. Their lines will be reinforced, their
Maintaining position and consolidating forces is            morale will be higher and they will be less likely to
prudent, but risks losing any momentary advantage           surrender in upcoming engagements.
that might have opened up.
                                                            DECISIVE LOSS
If the players choose to try and seize the initiative,      A decisive loss constitutes a significant blow for any
any ships not able to participate in the advance due        naval power. Failure to achieve strategic objectives
to significant damage must drop back for repairs –          alone is not enough to constitute a decisive loss; fleet
they simply do not have the capacity or structural          destruction must be near absolute, as well, with 10
integrity to continue on. This doesn’t mean players         percent or less of player ships surviving. Further,
will go into battle with fewer points to spend on their     such a loss will almost certainly claim a staggering
battlegroup, but it means that they may need to             number of lives. If this is their first loss in the
narratively borrow reinforcements, which gives them         campaign, the losing side might have their resolve
a chance to try new builds and tactics as well as           hardened for the next battle; if it is the second or
introduce new characters.                                   third in a series, they might be broken or pushed to
                                                            the brink of desperation. They may consider pulling
If the players choose to maintain their current position,   back to consolidate their remaining forces and
they’ll be able to ensure that all of their ships           protect their borders, or even open diplomatic
(assuming their fleet has sufficient supply lines) are      channels to negotiate a ceasefire.
resupplied, rearmed, and repaired. However, they’ll
lose any advantage they may have had going into the         A decisive loss also shakes individuals to their core.
next engagement, as the enemy will have enough time         The survivors will have watched many of their
to repair their own ships and reestablish their line.       comrades die in battle and may even bear wounds
                                                            themselves. Unfortunately for them, a decisive loss
                                                            does not necessarily mean the end of the war, though
                                                            it might set the stage for a climax of some sort.
                                                                           Section 4 // Campaign Play
                                                                                                                         [161]
        THE CAMPAIGN TREE
        You don’t need to plan out every step of your               After each engagement, you can follow the outcome
        campaign in advance, and in many cases you                  to the next engagement and repeat the process,
        shouldn’t try to plan too far ahead. After all, neither     sketching out a new set of possible outcomes and
        you nor the players know how any given engagement           consequences, playing to see what happens, and so
        will go until the shooting starts. That said, if you want   on, all the way to the end of the campaign.
        to visualize the stakes of each engagement while also
        keeping an ongoing record of a campaign that you            Once a campaign has concluded, the campaign tree
        can look back on later, you can create a campaign           that you created serves as a historical record of sorts
        tree to chart this out.                                     for future campaigns in both Battlegroup and Lancer.
                                                                    To flesh this out further, you might go back over the
        A campaign tree is a simple set of branching                campaign tree at the conclusion of the campaign and
        outcomes that can show the stakes for an                    give a denouement to the events that took place.
        engagement and help lay the groundwork for future           After all, even the smallest naval campaign is
        engagements. While planning out your campaign               impactful enough that its consequences will be felt
        tree, there are three types of outcomes you’ll want to      long after the players’ involvement has ended.
        have in mind for each engagement:
                                                                    For each engagement that took place during the
        • The players achieve victory.                              campaign, go around the table and decide what
        • The players achieve a Pyrrhic victory.                    lasting consequences it had. For engagements where
        • The players suffer a loss.                                the players succeeded, one of the players can
                                                                    decide. For engagements where the players were
        The consequences of a victory or defeat are generally       defeated, the GM gets to decide. For Pyrrhic
        clear, though you’re certainly free to add some             victories, you can randomly determine who gets to
        wrinkles here and there. A Pyrrhic victory, on the          establish consequences first and then allow the other
        other hand, is one in which the outcome is less than        side to add their own details. If the GM gets to
        desirable for both sides. The players may have              determine the initial consequences, a player then
        accomplished their primary objectives, but have also        gets to add to it, or vice versa. Try to avoid simply
        suffered significant losses that will cause them as         ignoring or overruling the consequences established
        many complications as they caused for the enemy.            by the other party. Both sides should be allowed to
                                                                    have their input stand – instead of “no”, think more
        For an example of what outcomes might look like,            “yes and” or “yes but”.
        imagine a mission that tasks the players with
        securing a strategically located shipyard while enemy
        forces attempt to do the same. If the players win,
        they gain control over the shipyard; if the players
        lose, then the enemy does. A Pyrrhic victory for the
        players might mean that they prevented the enemy
        from seizing control over the shipyard, but the
        shipyard itself took significant damage during the
        fight, rendering it inoperable without significant
        repairs. Alternatively, both sides might have wound
        up too battered and bloodied to prevent a third
        faction from seizing control of the shipyard instead.
        These are still victories of a sort – the players did
        indeed prevent the enemy from achieving their goals
        – but these complications will doubtlessly shift the
        course of the campaign in an unforeseen direction.
                   Section 4 // Campaign Play
[162]
                                                                                                                                   BATTLEGROUP AND LANCER
BATTLEGROUP AND LANCER
Battlegroup isn’t just a standalone game – it also serves
to broaden the scope of action within the Lancer setting.
While both Battlegroup and Lancer are designed to be
played on their own, they can also be woven together,
                                                               Playing out boarding actions in Lancer is a great
                                                               opportunity to make use of that game’s own sitreps
                                                               (Lancer, pp. 267–273), including Control, Gauntlet, and
                                                               Holdout. The interiors of capital ship interiors might be
                                                                                                                                                            4
the outcomes and consequences of one game serving              large enough for mechs to board them, but quarters are
to inform the direction that the other takes.                  likely to be cramped, with plenty of chokepoints, cover,
                                                               and obstructions to navigate, as well as potential
Bringing Lancer into Battlegroup can be as simple as           hazards like power storage systems, ordnance
zooming in to follow a squad of mech pilots tasked             magazines, automated internal defenses, and even
with a critical naval mission, such as boarding an             stray weapons fire from other ships. Other sitrep types
enemy ship. At a suitable moment during an                     can be used as well. With a bit of creativity, an Escort
engagement, the action can shift from commanders               sitrep could easily involve players retrieving a damaged
giving orders to their battlegroups to pilots breaching        shuttle or escape pod with a critical VIP aboard, for
the enemy’s hull and advancing through the corridors           example. You may even choose to adjust the scale of
toward their objective. Once the mech pilots have              the map and measurements involved in such a mission
completed (or failed) their mission, gameplay might            to account for the vastly different scale of naval combat
zoom out once more to Battlegroup’s perspective                as opposed to terrestrial combat (Lancer, p. 59).
and resume from there, with the outcome of the
mission affecting the remainder of the engagement.             The same principles apply when using Battlegroup to add
                                                               another dimension to a Lancer campaign. The outcomes
Note that it would be somewhat impractical to play out         of major naval battles are significant, pivotal events that
full-fledged tactical mech combat each time a boarding         can establish the backdrop and tone for an entire series
action is undertaken; a single combat encounter in             of missions, and playing these out using Battlegroup is
Lancer can take several hours to complete, and                 one way to provide your group with a stepping-off point
Battlegroup can involve numerous boarding actions              for determining the shape of things to come.
in the course of a single engagement. Such a thing is
best reserved for special objectives with equally special      For example, the successful establishment of a secure
outcomes, such as those found in sitreps.                      beachhead in orbit around a planet would have a dramatic
                                                               effect not just on the sorts of missions mech pilots will be
Perhaps a group of mech pilots have been tasked                tasked with, but also their opportunities to acquire
with spearheading an assault to commandeer an                  reserves like fire support, satellite recon, and orbital
enemy vessel, with a successful assault turning the            insertions. Enemy forces will probably be operating on the
ship against its allies. Fail, and the enemy battle lines      defensive, with their own supply lines and orbital assets
will be reinforced. Or maybe some pilots are sent in           contested by blockades, and their strategic objectives
to acquire command codes that will allow their allies          may involve taking control of anti-orbital defenses to try
to deactivate the local defensive installations                and punch a hole in fleet coverage, or striking at port
protecting a critical target, or to steal intelligence vital   facilities to deny the players reinforcements and resupply.
to future operations, which can influence the
environmental modifiers used in upcoming                       Conversely, if the players suffer setbacks during the initial
engagements. Whatever the mission objective, it                naval battle then pilots on the ground might find
should be significant and impactful within the context         themselves essentially operating behind enemy lines. Their
of either Battlegroup or an ongoing Lancer campaign.           options for reserves will be limited until they achieve key
                                                               objectives and enemy forces will have the benefits of
Other examples of potential objectives for Lancer              orbital superiority. Missions may have to be timed carefully
pilots within a naval engagement and their effects             around gaps in fire-support coverage while enemy
could include (but aren't limited to):                         reinforcements will arrive via reentry shuttles or drop pods.
• Infiltrating an enemy ship to disable a powerful             Of course, naval battles can do more than set the stage.
  long-cycle weapon, adding CHARGE counters to it              They also make for suitable climaxes for mission arcs. As
  or even destroying it outright.                              the players progress through their missions, they may
• Being tasked with engaging and eliminating an                have the opportunity to lay the groundwork for a naval
  enemy ACE, fighting through their wingmen before             battle meant to decisively secure victory within the theater.
  confronting the ace pilot themselves, removing               Sabotaging defenses, gathering intelligence, and
  that unit from play if successful.                           participating directly in the final engagement can all be
• Joining a boarding action with orders to plant               critical steps necessary to tip the odds in their fleet’s favor.
  demolition charges in a ship's magazines or
  reactor systems, causing significant damage to, if
  not destroying, an enemy ESCORT.                                    Section 4 // Battlegroup and Lancer
                                                                                                                                  [163]
    NON-PLAYER CHARACTER BATTLEGROUPS
        NPC battlegroups are composed of two main parts:          Then for each ESCORT or ACE assigned to a CAPITAL
        the CAPITAL SHIP, which is the centerpiece of its         SHIP, that battlegroup may perform one additional
        battlegroup, and its ESCORTS, which are the attendant     maneuver or use one additional tactic during its turn.
        ships under its command. Optionally, NPC                  This additional maneuver or tactic can only be spent
        battlegroups may also incorporate an ACE, a powerful      on a maneuver or tactic granted by that ESCORT or
        and unique WING.                                          ACE. If the ESCORT or ACE doesn’t have a maneuver or
                                                                  tactic associated with it, then it does not grant
        Battlegroup doesn’t provide a predefined catalog of       additional actions. ESCORT and ACE attacks and
        NPCs. Instead, there are a number of basic NPC ship       abilities are considered to have come from that ship
        archetypes including CAPITAL SHIPS, ESCORTS, and          for the purpose of systems and effect triggers. Other
        ACES. These archetypes can be combined to build a         abilities granted by ESCORTS or ACES, such as traits,
        wide range of fully customized battlegroups. A brief      CHARGE weapons, and Systems, can be used
        summary of what each archetype does and their role        whenever they would normally be used.
        in combat is included in their description.
                                                                  NPC battlegroups may surrender or retreat from battle
        Creating enemy fleets for players to face is a three-     following the same guidelines as players: they can
        step process:                                             surrender at any time in the round before the Logistics
                                                                  Phase, while the decision to eject from battle or not is
        1. Decide on the ratio of NPC battlegroups to player      made beginning from the start of Round 5, also before
           battlegroups (with a default ratio of 1:1, or one      the Logistics Phase. They do not have to worry about
           NPC battlegroup per player, for an “even” match).      moving out of Point-Blank range to do so (because
        2. Choose one CAPITAL SHIP to be the centerpiece of       NPC battlegroups do not occupy range bands the
           each NPC battlegroup.                                  same way as PC battlegroups do), but from Round 8
        3. Choose one to three ESCORTS to accompany each          onward, any NPC battlegroups that remain in the fight
           CAPITAL SHIP. One ESCORT is a somewhat easier          may no longer retreat.
           challenge, two provides a solid mix of additional
           capabilities and is a good “default” choice, and
           three represents a more significant threat.            POSITION AND MOVEMENT
                                                                  Unlike player battlegroups, NPC battlegroups do not
        Optionally, you may assign ACES to one or more of         have positions on the gyre. Although they are
        these battlegroups.                                       considered to be within the scope of the active battle,
                                                                  their exact positioning is abstracted. The GM doesn’t
                                                                  need to worry about whether an NPC battlegroup is at
        ACTIONS AND TURNS                                         Extreme Range or Scope Range because the
        Like a group of player battlegroups, multiple NPC         player’s position determines whether their battlegroup
        battlegroups are considered a fleet. Individual NPC       can attack an NPC and whether an NPC can attack
        battlegroups alternate with player battlegroups in the    their battlegroup. To put it a different way, the range
        turn order, with the first NPC battlegroup acting after   bands on the gyre indicate the position of player
        the first player has acted (unless otherwise stated).     battlegroups in relation to the NPC fleet.
        NPC battlegroups act along the same lines as player       Similarly, NPC battlegroups do not move along the
        battlegroups: on their turn, they may perform one         gyre as player battlegroups do. Instead, NPC
        maneuver and use one tactic, or they can trade out        battlegroup movement is represented by abilities that
        their maneuver to use a second tactic. Where NPCs         force player battlegroups to move, representing the
        differ is that they don’t have a standardized list of     way that the lines of battle shift throughout combat.
        maneuvers and tactics to choose from the way              An NPC battlegroup that aggressively moves toward a
        players do. Instead, each ship (or group of ships, in     player battlegroup may pull them forward into closer
        the case of Escorts) has a unique set of maneuvers        range, while an NPC battlegroup that wants to put
        and tactics listed on its profile. The one maneuver       more distance between themselves and hostile forces
        and one tactic (or two tactics) that each battlegroup     will do so by pushing player battlegroups back.
        starts with can only be used for the maneuvers and
        tactics listed in the CAPITAL SHIP’s profile.
                   Section 4 // NPC Battlegroups
[164]
                                                                                                                             NPC BATTLEGROUPS
                                                                                                                                                4
Note that NPC battlegroups do not have access
to generalized maneuvers or tactics such as          NPC PROFILES
those that players do. This means that the only      Like player ships, NPC ships have HP and DEFENSE values
way they can move player battlegroups is             that function in the same way. When an NPC ship is
through the specific abilities unique to them.       reduced to 0 HP or less, it is destroyed. NPC CAPITAL SHIPS,
Keep this in mind when constructing NPC fleets       much like player FLAGSHIPS, also have Interdiction that
to challenge your players. If none of the            applies to their battlegroup.
battlegroups in an NPC fleet have ways of
pushing player battlegroups back, for example,       When a trait, maneuver, or tactic in an NPC archetype’s profile
then there may be little to discourage close-        refers to “enemies” or “allies”, it is from that ship’s perspective.
range ships from simply remaining within their       Players are their enemies and other NPC ships are their allies.
optimal range throughout the entire
engagement. Look at how the various                  NPCs use many of the same rules and tags that players do,
components of an NPC fleet complement each           though some may work slightly differently:
other and how they might respond to player
battlegroups at various ranges.                      Traits: These are passive qualities or abilities that most
                                                     NPCs possess based on their archetype. Traits are always
                                                     in effect and do not require activation.
NPCS AND INFORMATION
It’s important to provide some information about     Systems: These abilities require active use on the part of
your NPCs to players. Specifically, no matter        NPC battlegroups. A system’s profile tells you how and
what their custom name, the archetypes of all        when it can be used and what it costs, if anything.
ships in an NPC battlegroup should always be
public knowledge, available to players upon          Range: When an NPC weapon or system lists a range, it
request. By sharing this, players are encouraged     refers to the range bands that it can affect. For example, an
not just to learn the game, but also to learn the    NPC weapon with Range 3–1 can fire at player battlegroups
specific capabilities of different NPC ships and     between Scope Range (3) and Close Range (1), but cannot
the tactics against them. The result is that the     attack battlegroups outside of those range bands. Put another
capabilities of certain NPCs feel fairer.            way, players attack from range bands, while NPCs attack
                                                     toward range bands. NPC attacks are affected by range band
Other information, such as the details of specific   modifiers as well, determined by the position of their target.
weapons, systems, and abilities, can be hidden       For example, an NPC battlegroup firing at a target that is at
from the players to begin with, given out during     Close Range (1) will receive the benefits of that range band.
briefings, learned using certain pre-battle uptime
actions, or simply be public knowledge,              Payload: Because NPCs do not occupy specific range
depending on how you want to run your game.          bands, the flight times of their Payload attacks are based on
                                                     the range band occupied by their target at the time they’re
You should also notify players whenever an           fired. For example, a normal PAYLOAD attack fired at a target
NPC ship is reduced to half HP or less, or in        in Scope Range (3) will start with 3 Flight Counters.
the case of some ESCORTS that represent
multiple ships at once, half of their effective      Boarding: NPCs use special boarding rules and actions
fighting strength.                                   instead of the ones granted to players. These are described
                                                     in the relevant systems and abilities. NPC boarding actions
                                                     can target any Capital Ship under player control.
                                                     Charge/Reloading: These weapons and abilities work the
                                                     same as they do for player battlegroups.
                                                     Wings: Some NPC ships carry a complement of WINGS and
                                                     have special command abilities they can use to order them
                                                     into battle. These commands can only be used on the
                                                     fighters, bombers, or mounted chassis equipped to that
                                                     particular ship. A CAPITAL SHIP’S ability to give commands to
                                                     its WINGS can’t be used to give a command to the wings
                                                     carried by one of its accompanying ESCORTS, for example.
                                                     Boarders/Greywash: NPC CAPITAL SHIPS may either purge
                                                     all boarders or clear all Greywash Counters from their
                                                     battlegroup by spending a maneuver to do so.
                                                                         Section 4 // NPC Battlegroups
                                                                                                                            [165]
        SHIP ARCHETYPES
        CAPITAL SHIPS
        The CAPITAL SHIP is the “featured” or “face” enemy – the main thing the players should be targeting or hunting, the
        vessel on which important NPCs are stationed, the target of boarding actions, and so on. All NPC CAPITAL SHIPS are
        considered FLAGSHIPS for in regards to rules and effects that specifically count or affect those, such as sitreps.
         HP      25    DEF     10* INTERDICTION        1D6*
                   Section 4 // Ship Archetypes
[166]
HP   25   DEF   10   INTERDICTION   1D6
                                       HP   25   DEF   10   INTERDICTION   1D6
        Section 4 // Ship Archetypes
[168]
                                                                                                                     SHIP ARCHETYPES
                                                                                                                                       4
SCRAPCASTER                                                  RAIDING PARTY
Maneuver, Superheavy, Single-Target,                         Tactic
Inaccurate, Overkill, Reloading 2                            The Corsair scrambles up to two of its mounted
[Range 2–0][4d6 damage]                                      chassis WINGS and assigns them each one of the
Hit or miss, all single-target attacks against the Corsair   following commands (either the same or different):
receive +1 DIFFICULTY until the end of its next turn.
                                                             • Marauders: Deal 1 damage to a hostile CAPITAL
This particular configuration of heavy mass                    SHIP, or deal 1d3 damage to a hostile ESCORT or
driver is frequently employed by pirates                       WING and take that much damage in return.
and navies with limited manufacturing                        • Uninvited Guests: This WING boards a hostile
bases. A comparatively unsophisticated                         CAPITAL SHIP. During the Boarding Phase, issue it
weapon, the aptly named “scrapcaster” is a                     one of the following commands and then roll
wide-aperture, spinal-mounted magnetic                         1d20, succeeding on an 8+:
accelerator that launches enormous volleys                     • Deploy Targeting Beacons: All single-target
of ferromagnetic material ranging from                           attacks against the boarded ship gain +1
shaped kinetic penetrator bundles to loose                       ACCURACY until the end of its next turn.
debris and even clouds of micrometeorites.                     • Plant Demolition Charges: The boarded
Crude and cumbersome but devastatingly                           battlegroup must use a maneuver to repel
effective at closer ranges, this weapon is                       boarders during its next turn or this ship takes
capable of severely damaging or even                             1d6 damage that ignores OVERSHIELD and
destroying other ships outright in a single                      cannot be prevented in any way at the end of
blast of high-velocity shrapnel.                                 that turn. This boarding command can be
                                                                 stacked up to a maximum of 3d6 damage.
                                                               • Disable Life Support: The boarded ship
LEGIONSPACE SIREN                                                cannot remove Refresh Counters from
Maneuver, Legionspace                                            RELOADING weapons or upgrades during the
The Corsair advances a hostile battlegroup one range             next Logistics Phase.
band forward. That battlegroup must then choose one:
                                                             If this boarding roll doesn’t succeed, it may be
• Until the end of its next turn, it cannot take or          attempted each Boarding Phase until it either
  benefit from actions or effects that would move it         succeeds or the boarded ship repels the boarders.
  back any number of range bands.
• A CAPITAL SHIP in that battlegroup’s range band,           The challenge of boarding a ship begins
  chosen by the Corsair, takes 1d6 damage.                   immediately upon contact with a hostile
                                                             vessel, as the task falls to boarders to
Not every legionspace attack has overtly                     find a way to inside. While a variety of
dramatic effects. Overlaying false signals                   tools can be useful, from fusion cutters to
and navigational overrides onto a legion’s                   electronic systems overrides, the most
subjectivity allows operators to                             expedient (if least subtle) approach is the
surreptitiously adjust a target’s heading                    use of high-explosive breaching charges, a
without immediately alerting it, drawing                     method that works best when capturing the
ships and even entire battlegroups off                       ship intact is merely a secondary objective
course. Frequently used to lure merchant                     rather than a primary one.
vessels into ambushes, such systems have
obvious military applications as well.
                                                                          Section 4 // Ship Archetypes
                                                                                                                    [169]
        HP   20   DEF    10   INTERDICTION 1D6+4
              Section 4 // Ship Archetypes
[170]
                                                                         SHIP ARCHETYPES
HP   30   DEF   8   INTERDICTION   2D6                                                     4
                                         Section 4 // Ship Archetypes
                                                                        [171]
        K-DRONE PACK                                            SAPPER DRONES
        Maneuver, Primary, Payload                              System, Reloading 2
        [Range 4–2]
        When this spread of weaponized drones is fired,         The Hivequeen launches a spread of long-flight
        choose its configuration:                               drones that remain powered down until they detect
                                                                nearby enemy vessels. During the Logistics Phase,
        • A single-target attack that deals 1d6+6 damage.       choose one range band from 5–4. Until the start of
        • An area-target attack that deals 1d6+3 damage.        the next Logistics Phase, any hostile battlegroup
                                                                that ends its turn in the chosen range band takes
        The Hivequeen may also choose to add or remove          1d6+1 AREA-TARGET damage, and all ships in that
        1 Flight Counter from it.                               battlegroup receive +1 DIFFICULTY to single-target
                                                                attacks until the end of their next turn.
        While this PAYLOAD attack is in flight, the Hivequeen
        may (as a maneuver) deal 2 damage to a hostile          Long-loiter sapper drones are often seeded
        CAPITAL SHIP with LOCK ON and push that ship’s          in volleys across predicted approach
        battlegroup back one range band.                        vectors, operating on minimal power until
                                                                targets come into range. Once activated
        The difference between a drone and a                    they quickly home in and affix themselves
        missile is measurable only in end-states.               to ships, injecting viral attack code
                                                                directly into compromised systems, which
                                                                triggers cascading malfunctions until the
        INFESTATION                                             code can be purged by damage control teams.
        Tactic, Boarding
        [Range 4–0][Tenacity 11]
        The Hivequeen LOCKS ON to a hostile CAPITAL SHIP
        and then launches a breaching pod that disgorges a
        drone swarm into that ship’s interior. During the
        Boarding Phase, roll 1d20: on 8+, the target takes
        3 damage and automatically gains LOCK ON at the
        start of the next Action Phase. On 7 or less, this
        boarding action may be attempted in subsequent
        Boarding Phases until it succeeds or the boarders
        are repelled. The Hivequeen may board up to three
        ships this way at one time.
        Similar in principle to the Cornicen’s
        special munitions, the Hivequeen’s
        seemingly endless breaching pods pack
        hundreds of tiny drones aboard solid-state
        payloads. Upon penetration of the target
        vessel, the drones deploy from the initial
        point of impact, broadcasting sabotage
        protocols while simultaneously providing
        allied units with real-time targeting data.
                  Section 4 // Ship Archetypes
[172]
       MAN O’ WAR
                                                                                                                  SHIP ARCHETYPES
 HP      30    DEF
                     Capital Ship
                        6   INTERDICTION
Tyrants of the gyre, Man o’ Wars are massive
ships with equally large weapons, built out
                                               2D6
                                                         COUNTER-BATTERY FIRE
                                                         Maneuver, Primary, Single-Target, Reliable 2
                                                         [Range 4–0][6 damage]
                                                         On hit, the target’s single-target attack rolls all
                                                                                                                                    4
of the Corregidor Group’s Titanyards. Crewed             receive +2 DIFFICULTY until the end of its next turn.
by hundreds to thousands of cosmonauts and
officers (depending on the ship’s size, age,             Commanders on great ships know that they
and level of automation), Man o’ Wars are                are unlikely to avoid incoming fire, so
rarely anything other than the flagship of               they adopt different strategies instead.
their fleet. A warship above all others, the             Counter-battery fire is one such aggressive
Man o’ War dominates the battlefield.                    defensive measure: by destroying the guns
                                                         that threaten your ship, you thus ensure
                                                         you will not be hit by them in turn.
TACTICS
The Man o’ War is a well-rounded, robust ship that       INEXORABLE ADVANCE
can be the centerpiece of a variety of battlegroup       Maneuver
compositions. Its Demisolar Lance is slow to charge      The Man o’ War gains 5 OVERSHIELD. Advance a
but acts as an impending threat that grows as the        hostile battlegroup forward one range band.
fight goes on. While the lance is charging, the Man o’
War can lay down Counter-Battery Fire and blanket        The feint, the parry, maneuver and
the battlefield with Pulse-Pack Missiles, steadily       deception, these are the strategies of the
damaging and disrupting enemies and preventing           frail. There is only one way to advance –
them from launching coordinated counterattacks.          straight toward the enemy.
                                                         PULSE-PACK MISSILES
DEMISOLAR LANCE                                          System, Reloading 2
Charge, Superheavy, Single-Target,
Accurate, Charge 4, Critical                             The Man o’ War launches a massive volley of multi-
[Range 5–3][20 damage]                                   warhead missiles that blanket an area in devastating
                                                         explosions and deadly radiation. During the
Each time this weapon removes a Charge Counter, deal     Logistics Phase, choose one range band from 4–3.
2 damage to a hostile CAPITAL SHIP within Range 5-3.     Until the start of the next Logistics Phase, any
                                                         hostile battlegroup that ends its turn in the chosen
Despite the name, demisolar lances don’t                 range band takes 2d6 AREA-TARGET damage.
literally draw half of a star’s energy;
however, they demand and output truly                    Pulse-pack missiles detonate in stages after
staggering wattages. Even a demisolar’s                  release from a single warhead, blanketing an
targeting laser can devastate a ship: a                  area spanning hundreds of kilometers with
square hit will take anything out of the sky.            nuclear radiation. Ships without sufficient
                                                         shielding face immediate lethal consequences
                                                         for their personnel, and even those hardened
                                                         against that degree of radiation struggle to
                                                         withstand proximal detonations.
                                                                       Section 4 // Ship Archetypes
                                                                                                                 [173]
        HP   16   DEF    10*   INTERDICTION   1D6*
              Section 4 // Ship Archetypes
[174]
                                                SHIP ARCHETYPES
HP   25   DEF    12   INTERDICTION       1D6                      4
          Section 4 // Ship Archetypes
                                               [175]
        ANCIENT STAR                                                  SPATIAL DISTORTION
        Maneuver, Superheavy, Single-Target,                          System, Reloading 2
        Payload –1
        [Range 5–2][10 damage]                                        The Needleship briefly warps space in a localized
        This weapon deals +1d6 damage when launched at                area. During the Logistics Phase, choose one:
        targets at Range 3, or +2d6 damage when fired at
        targets at Range 2. When fired at targets within              • Collapse: Hostile battlegroups at Range 5-4 at
        Range 5-4, remove 1 Flight Counter from it.                     the beginning of their turn are advanced one
                                                                        range band forward; hostile battlegroups at
        So-called “ancient star” torpedoes are unique                   Range 2–0 at the beginning of their turn are
        to Needleships. Each weapon represents millennia                pushed one range band back. Battlegroups at
        of potential energy, held in containment,                       Range 3 are unaffected. A battlegroup may spend
        waiting to meet its explosive, terrible end.                    a tactic to ignore this effect.
        Firing even one ancient star means the end                    • Shunt: Until the start of the next Logistics
        of a journey many thousands of years long.                      Phase, hostile battlegroups cannot enter Range
                                                                        3. Whenever they move into it, they “skip” it and
                                                                        move to the next furthest or closest range band
        SHATTERED REFLECTION                                            based on the direction of their movement. A
        Maneuver, Primary, Single-Target,                               battlegroup may ignore this effect and move into
        Accurate, Legionspace                                           Range 3 by taking 1d6+1 AREA-TARGET damage.
        [Range 4–1][3 damage]                                           Battlegroups already in Range 3 are unaffected by
        This disruptive systemic attack has different effects           this until they leave that range band.
        depending on its range from the target:
                                                                      Are these strange systems the end result of
        • Range 4–3: On hit, the target must choose one:              some abandoned experiment in pre-blink FTL
          take an additional 5 damage, or it cannot gain              propulsion? Were they meant to be a weapon?
          ACCURACY on attack rolls until the end of its next          Whatever the case, the effect is undeniable
          turn except to cancel out DIFFICULTY.                       as invisible waves render mass and inertia
        • Range 2–1: On hit, the target must choose one: take         mere suggestions rather than constants.
          an additional 5 damage or all of its attacks and
          abilites deal half damage until the end of its next turn.
        The Needleship steers itself toward you,
        opening comms, and for a moment it’s your own
        fleet you see on the scopes looking back at you.
                    Section 4 // Ship Archetypes
[176]
              PALADIN
                                                                                                                 SHIP ARCHETYPES
  HP     25    DEF
                   Capital Ship
                        8    INTERDICTION
The Paladin is a modern ironclad built out of
the Corregidor Group’s flagship campus, the
                                                 2D6
                                                          SUPERNOVA MULTI-STAGE TORPEDOES
                                                          Maneuver, Primary, Area-Target, Payload
                                                          [Range 3–0][8 damage]
                                                          If this weapon’s damage is not completely
                                                                                                                                   4
Purview Starworks. These vessels are the                  interdicted, the target battlegroup takes 2d6 AREA-
svelte cousins of the Man o’ War. With                    TARGET damage if it remains in the same range
advanced systems and weapons, they compose,               band at the end of its next turn.
hold, and dominate the battle line – assuming
one can afford their equally impressive cost.             The latest in close- to mid-range naval
                                                          munitions, these advanced torpedoes employ
                                                          a staggered payload delivery sequence that
TACTICS                                                   unleashes multiple waves of warheads
The Paladin is a “jousting” ship that excels at           against targets, overwhelming close-in
crossing lances with other ships. Enemies hit with the    defense screens with successive barrages.
Paladin’s RED GIANT Solar Lance during the
Impact Phase will be forced to make a difficult
decision even before they’ve had a chance to make         COORDINATED ADVANCE
any attacks of their own, which can disrupt their         Maneuver
window of opportunity for firing CHARGE weapons.          Choose one of the following effects. The Paladin
Meanwhile, Low-Albedo Plating provides an                 may not choose the same effect twice in a row:
enhanced defense whenever incoming fire is
expected. While the Paladin’s main armaments both         • The Paladin targets a hostile battlegroup, which
operate on a delay, Coordinated Advance allows it           must choose one: advance one range band
to serve in a support role while it waits for the RED       forward, or the Paladin gains 5 OVERSHIELD.
GIANT Solar Lance to charge and its Supernova             • An allied CAPITAL SHIP of the Paladin’s choice
Multi-Stage Torpedoes to hit.                               gains 5 OVERSHIELD.
                                                          • LOCK ON to up to two hostile CAPITAL SHIPS.
RED GIANT SOLAR LANCE                                     The Paladin’s advanced systems and robust
Charge, Superheavy, Single-Target, Charge 3,              CIC design allow its fleet legion to
Critical, Reliable 5                                      coordinate multipronged offensive advances
[Range 5–2][15 damage]                                    across the entire theater.
Whenever the Paladin fires this weapon during the
Impact Phase, it always rolls to hit first, before any    LOW-ALBEDO PLATING
other attacks. On hit, the target suffers catastrophic    System, Reloading 2
ionization and must choose one: receive +1
DIFFICULTY on all of its single-target attack rolls and   During the Logistics Phase, the Paladin may
have all of its System upgrades disabled until the        expose its low-albedo armor stripes, confounding
end of its next turn, or this attack deals +5 damage.     active targeting systems and gaining +4 DEFENSE
                                                          until the start of the next Logistics Phase.
The successor to the demisolar lance, the
RED GIANT is a large-format pulsed                        Borrowing from Ras Shamra’s library of passive
particle beam designed for modern ship-to-                defensive systems, Paladin-type vessels are
ship combat. Trading “paint” damage for                   outfitted with low-albedo, antiphoton
impact and ionization effects, the RED                    OVERPLATE sheathes designed to absorb direct
GIANT runs cooler than the demisolar,                     and background light, as well as confound
though its effect on target is no less                    conventional laser targeting systems.
impressive than its older sibling.
                                                                       Section 4 // Ship Archetypes
                                                                                                                [177]
        HP   20   DEF    15   INTERDICTION   1D6
              Section 4 // Ship Archetypes
[178]
                                                                          SHIP ARCHETYPES
HP   25   DEF   10   INTERDICTION   1D6                                                     4
                                          Section 4 // Ship Archetypes
                                                                         [179]
        HP   30   DEF    6    INTERDICTION   3D6
              Section 4 // Ship Archetypes
[180]
                                                                         SHIP ARCHETYPES
HP   35   DEF   6   INTERDICTION   1D6                                                     4
                                         Section 4 // Ship Archetypes
                                                                        [181]
        ESCORTS
        On their own, CAPITAL SHIPS usually aren’t sufficient to     DESTROYED CAPITAL SHIPS
        truly challenge players. To increase the difficulty of       When a CAPITAL SHIP with multiple ESCORTS is
        NPC battlegroups and flesh out their capabilities, you       destroyed, one of its ESCORTS is also destroyed
        should also choose up to three ESCORTS to accompany          (chosen by the attacker). Perhaps it was caught in the
        each CAPITAL SHIP. A CAPITAL SHIP may take multiple          explosion, or perhaps it simply flees the battle. Then
        ESCORTS of the same archetype (e.g., two Diluvias or         the other remaining ESCORTS are reassigned to other
        two Stalwarts) unless otherwise noted.                       CAPITAL SHIPS as you see fit. If a CAPITAL SHIP only has a
                                                                     single ESCORT when it’s destroyed, that ESCORT takes
        Unlike player ESCORTS, NPC ESCORTS have their own            1d6 damage assigned however you like among the
        DEFENSE values, meaning they can be attacked directly        ships in its group, after which you may reassign it to
        with conventional weapons, much like the CAPITAL             another CAPITAL SHIP. If all CAPITAL SHIPS are destroyed,
        SHIPS they accompany. Each one also brings some              all remaining ESCORTS surrender or flee.
        mix of additional attacks, abilities, and systems to their
        battlegroup. Note that SUPERHEAVY weapons receive +1
        DIFFICULTY on attacks against NPC ESCORTS.                   SPECIAL TAGS
                                                                     Some ESCORTS are Templates, a special type of
        Narratively, NPC ESCORTS are generally framed as             ESCORT that directly enhances its CAPITAL SHIP,
        various types of subline vessels in line with player         modifying that ship’s HP and DEFENSE value directly.
        options, but they can always be reflavored if you            Templates cannot be targeted or destroyed
        wish. For instance, the Brothers in Arms ESCORT              independently, and cannot be reassigned if their
        could easily be reflavored as a strike frigate               CAPITAL SHIP is destroyed, as they are essentially a
        accompanying its battlegroup’s flagship. However,            part of that ship. Outside of this, Templates still
        this reflavoring does not affect the targeting               follow the usual rules for ESCORTS, granting the
        requirements and restrictions of attacks and abilities       battlegroup they’re a part of additional attacks,
        that affect (or do not affect) ESCORTS.                      abilities, and systems (which count as coming from
                                                                     the CAPITAL SHIP), and an additional maneuver or
                                                                     tactic each turn in which to use them. Each CAPITAL
        ESCORT GROUPS                                                SHIP can only ever have one Template.
        Some ESCORTS are made up of multiple ships. In
        these cases, their profile lists the HP of each ship         Some Templates also come with their own WINGS,
        (i.e., X/Y/Z). AREA-TARGET damage is assigned to all         but their commands can still only be used to give
        ships in an ESCORT group, while single-target damage         orders to the strike craft that come equipped with
        is assigned to a specific ship in the group, chosen by       that specific Template. A CAPITAL SHIP that already
        the attacker. As long as a single ship within a group        has WINGS can’t use the commands that come with
        remains intact, all benefits from that ESCORT persist,       those WINGS to give orders to the WINGS carried by its
        including traits, additional maneuvers, and so on,           Template, and vice versa.
        although some will suffer reduced performance if
        parts of the group are destroyed.                            Several ESCORTS are also UNIQUE, which means there
                                                                     can only be one per battlegroup.
         For example, the Brothers in Arms E����� has 8/8
         HP, indicating that it’s a pair of destroyers
         accompanying their C������ S���. If a player deals 3
         damage to the E����� with a single-target attack,
         they choose which one of the two ships takes the
         damage. Now the Brothers in Arms have 8/5 HP.
         Later, that same E����� takes 5 damage from an
         A���-T����� attack that slips through. This
         damage is applied to both of the ships’ HP pools,
         leaving the Brothers in Arms with 3/0 HP. One of
         the destroyers has fallen, but the other remains
         intact and continues to grant its bonuses and
         abilities to its C������ S��� and battlegroup.
                    Section 4 // Ship Archetypes
[182]
                                                                     SHIP ARCHETYPES
HP   10/10 DEF   8   TAGS   UNIQUE                                                     4
                                     Section 4 // Ship Archetypes
                                                                    [183]
                                                HP   6/6/6/6 DEF 10 TAGS   -
        HP   8/8   DEF   8    TAGS          -
             Section 4 // Ship Archetypes
[184]
                                                                   SHIP ARCHETYPES
HP   +5   DEF +0 TAGS   TEMPLATE
                                                                                     4
                                   Section 4 // Ship Archetypes
                                                                  [185]
        HP   18   DEF   8   TAGS   -   HP   +20   DEF -2 TAGS   TEMPLATE
[186]
                                                                              SHIP ARCHETYPES
                                    HP   +0   DEF +0 TAGS         TEMPLATE
                                                                                                4
HP   20   DEF   8   TAGS   UNIQUE
                                          Section 4 // Ship Archetypes
                                                                             [187]
        HP   8/8   DEF 10 TAGS   -
[188]
                                                                  SHIP ARCHETYPES
HP   10/10   DEF   8   TAGS   -
                                                                                    4
                                  Section 4 // Ship Archetypes
                                                                 [189]
                STALWARTS                                                   WARDOGS
                                Escort                                                    Escort
          HP     10/10    DEF     8   TAGS           -              HP       8/8     DEF 10 TAGS                -
        Aged and ironed, these cruisers burn bright               They bolt on to your battlescape from an
        against the night’s backdrop. They may not                uncharted trajectory, sending your escorts
        be as modern, but their hulls are sturdy                  scrambling to reorient. Two destroyers,
        and their weapons are still fearsome enough               sleek and slim, their weapon ports open and
        to present a significant threat.                          charging. Your blood runs cold – they have
                                                                  you flanked.
        TACTICS                                                   TACTICS
        Stalwarts are a well-rounded ESCORT option that           Wardogs grant a battlegroup a mix
        adds several attack actions to battlegroups that          of all-range support and close-range
        otherwise lack them. Forward Kinetic Batteries is a       firepower. At longer distances, Relay Target Data allows
        basic single-target attack with some movement to go       a battlegroup to LOCK ON to multiple targets at once,
        along with it, while Longbow Torpedoes provide any        while up close their Rapid-Fire Mass Drivers make
        CAPITAL SHIP the ability to launch PAYLOAD attacks.       them a powerful weapon against ships of all types.
        This pairs well with other PAYLOAD weapons, allowing
        battlegroups to coordinate volleys meant to
        overwhelm enemy defenses.                                 RAPID-FIRE MASS DRIVERS
                                                                  Maneuver, Primary, Single-Target,
        FORWARD KINETIC BATTERIES                                 Accurate, Critical
        Maneuver, Primary, Single-Target                          [Range 2–0][5 damage]
        [Range 3–0][5 damage]                                     The Wardogs can either attack with this weapon
        While both ships remain in this ESCORT group, it may      normally or automatically deal 2 damage to up to
        advance a hostile battlegroup within Range 5-4 one        two ESCORTS or WINGS.
        range band forward before or after making this attack.
                                                                  Within closer ranges, volume of fire begins
        Fixed forward kinetic batteries lack the                  to overtake single-shot accuracy as the
        punch of long-spool weapons or the coverage               primary approach to gunnery. Conical
        of turreted designs, but their stable                     kinetic projectors and kill-cloud munitions
        housing allows for continued fire even                    are common tools for achieving projectile
        while approaching the enemy at speed.                     saturation, but just as common are rapid-
                                                                  fire weapons such as magnetically
        LONGBOW TORPEDOES                                         accelerated mass drivers, capable of
        Maneuver, Primary, Single-Target, Payload –1              tracking and engaging multiple targets
        [Range 4–2][6 damage]                                     without interruption.
        While both ships remain in this ESCORT group, this
        weapon can attack two targets at a time, firing
        separate PAYLOAD attacks that are tracked individually.   RELAY TARGET DATA
                                                                  Tactic
        Fired in volleys designed to overwhelm                    The Wardogs act as a relay for their CAPITAL SHIP’S
        enemy point defenses through sheer numbers,               targeting systems. LOCK ON to one hostile CAPITAL
        subcapital torpedoes frequently trade the                 SHIP for each remaining ship in this ESCORT group.
        sheer killing power of capital-grade
        munitions for speed and maneuverability,                  Telemetry, trajectory, and triangulation
        allowing them to more quickly achieve                     are the foundations upon which all
        positive effect on targets.                               effective firing solutions are built.
                   Section 4 // Ship Archetypes
[190]
        [UNKNOWN]
                                                                                                                 SHIP ARCHETYPES
  HP       +5      DEF
                         Escort
                          0   TAGS
The only designation your sensors can give
                                              -           METAFOLD BREACH
                                                          System
                                                                                                                                   4
you is a single word: UNKNOWN. Silhouette                 This system can be activated after the Impact
analysis returns an 87 percent match but                  Phase, but before anyone takes a turn in the Action
the broadcast blisters and unfamiliar                     Phase. Choose one: advance or push back a hostile
weapons lining its hull make its purpose,                 battlegroup one range band or pick two hostile
if not its exact capabilities, clear.                     battlegroups up to two range bands apart from one
                                                          another and force them to switch range bands.
TACTICS                                                   Switching range bands this way does not count as
A CAPITAL SHIP with the UNKNOWN Template is               movement for the purposes of any effect and does
outfitted with strange and unfamiliar paracausal          not trigger effects that are triggered by movement.
technologies. Metafold Breach is a potent
repositioning tool that allows you to not only move       This system may only be used during even-
enemies but swap their positions, which can disrupt       numbered rounds (i.e., round 2, round 4, etc).
and disorient carefully planned battle lines, while the
Naophoros Omnigun scales up in damage as the              Space lurches and twists around you,
fight goes on. This weapon’s output begins low and        folding in upon itself. The impossible,
seemingly unthreatening, but as ships take more           however improbable, is briefly made
damage over the course of a fight it becomes harder       possible, and the lines of battle are
and harder for them to operate without being              suddenly redrawn.
destroyed by it.
NAOPHOROS OMNIGUN
Charge, Superheavy, Single-Target,
Charge [ERROR]
[Range 5–0]
This weapon is a piece of experimental hardware so
advanced that it defies physics. Unlike a normal
CHARGE weapon, it doesn’t have Charge Counters.
Instead, it adds an Omnigun Counter each
Logistics Phase. During the Impact Phase, it deals
damage to a CAPITAL SHIP or ESCORT equal to the
number of Omnigun Counters it has, to a
maximum of 6 damage. This doesn’t count as an
attack, hits automatically, and its damage can’t be
prevented or ignored in any way. No rule in this
book or any other supersedes this.
The blackness of the sphere stands out
even against the backdrop of the void,
dark and hungry. It coruscates, contracts,
and with terrifying certainty a ship winks
out of existence.
                                                                       Section 4 // Ship Archetypes
                                                                                                                [191]
        ACES
        Another way to increase the power of a CAPITAL SHIP’S           traits and systems, can be used whenever they would
        battlegroup is to assign it an ACE. ACES are powerful,          normally be used. Aces are considered to belong to
        specialized WINGS that enhance a battlegroup’s capabilities     the CAPITAL SHIP they’re assigned to for the purpose of
        and present memorable threats for players. Like ESCORTS,        effects and abilities, but can’t be used with any
        ACES have their own HP and their own selection of               commands that ship might give to its own
        maneuvers, tactics, traits, and/or systems, which are added     complement of WINGS; ACES stand apart from the rest.
        to their assigned battlegroup’s overall pool of options.
        Unlike NPC ESCORTS, ACES don’t have DEFENSE values.             Each CAPITAL SHIP can only have one ACE assigned to it,
        They can only be affected by weapons and abilities that         and each NPC fleet can only have one instance of each
        specifically affect WINGS; capital-tier weapons simply aren’t   ACE at a time. If one CAPITAL SHIP has a SOLAR VALKYRIE, for
        capable of effectively tracking such nimble targets. ACES,      example, then it cannot take any other ACES, and no other
        like all WINGS, are also immune to area-target damage.          battlegroup in its fleet may take another SOLAR VALKYRIE.
                                                                        ACES do not count toward a CAPITAL SHIP’S ESCORt limit.
        A CAPITAL SHIP with an ACE assigned to it may make
        one additional maneuver or use one additional tactic            If an ACE’S CAPITAL SHIP is destroyed, reassign it to
        during its turn, which must be one of the ones granted          another CAPITAL SHIP that doesn’t have one assigned.
        by that ACE. Attacks and abilities granted by an ACE            If there are no remaining CAPITAL SHIPS without
        are considered to have come from it for the purpose of          assigned ACES, or if all CAPITAL SHIPS have been
        systems and effect triggers. Other abilities, such as           destroyed, then the ACE surrenders or flees instead.
                                       ALBEDO CAVALIER                                                               HP       10
                                                              Wing
                                                Like a spark dancing atop a flame.
                    Section 4 // Ship Archetypes
[192]
ENDLESS COSMONAUT
                                                                         SHIP ARCHETYPES
                     Wing
  It does not want to die, and so it does not.
                                                               HP   6
                                     Section 4 // Ship Archetypes
                                                                        [193]
                         SOLAR VALKYRIE       Wing
                                                                   HP   10
                                 In blinding light, unconquered.
        Section 4 // Ship Archetypes
[194]
VIGILANT SHEPHERD
                                                                         SHIP ARCHETYPES
                     Wing
 Where they fly, death follows close behind.
                                                              HP   10
                                    Section 4 // Ship Archetypes
                                                                        [195]
SECTION 5
THE DAWNLINE INCIDENT
PLACES, EVERYONE               198
PORT OF CALL: DAWNLINE SHORE   200
CAMPAIGN ARCS                  208
        PLACES, EVERYONE
        The Dawnline Shore is a proximal expansion zone of         stopped; the war on New Creighton was bound to
        densely packed habitable worlds. A rich prize coveted      spiral out into the whole of the Dawnline Shore unless
        by the Karrakin Trade Baronies and Harrison Armory –       Union immediately intervened. When tasked with
        two rival interstellar powers nominally subject to         predicting the outcome of war across the Dawnline
        Union’s hegemony – the Dawnline Shore has                  Shore, GALSIM’s choir of bicameral artificial
        previously been a site of conflict, but under Union’s      intelligences, the Five Voices, entered a state of
        Third Committee, the Shore has largely remained a          protective calculation. This was an answer, of a sort:
        region of peaceful development and colonization.           the variables were too complex to model, the
        However, as terrestrial states have grown over the         outcomes too myriad. Action was necessary. Left
        centuries, local power struggles have fed into galactic    with no other choice, the Union Navy dispatched a
        appetites and ambitions. Just as Union prepares to         fleet to a distant front, prepared for war.
        activate the Dawnline Shore’s first blink gate, a long-
        simmering local conflict seems poised to draw the          Immediately, Harrison Armory and the Karrakin Trade
        galaxy into its first war between major powers…            Baronies raced to position their Shoreside forces for
                                                                   maximum advantage while engaged in hot conflict
        There are twelve habitable terrestrial worlds in the       across and above New Creighton from the end of
        Dawnline Shore. Among these is New Creighton, a            5019 through 5020u.
        world long torn between loyalties as it has, at various
        times, been ruled by either the Karrakin Trade             The year is now 5021u. Both the Armory and the
        Baronies or Harrison Armory.                               Baronies have multiple fleets engaged in open combat
                                                                   across the sector as they maneuver to annex worlds
        In 5016u, a group of Karrakin-aligned states on New        they have long desired. In the shadow of their navies,
        Creighton allied together to create a power-sharing        local powers fight along multiple tangled lines of
        bloc called the Concordant Administration. This            loyalty. Some are pledged to the aubergine banner of
        alliance is comprised of many developing nations and       the Armory, some to the Baronies, others to Union, and
        two major second-power nations seeking to create a         the rest to themselves. Only now does Union arrive in
        single world government, which would be able to join       strength, seeking to stop the conflict from growing
        Union under the protection of the Karrakin Trade           beyond the stellar borders of the Dawnline Shore.
        Baronies. In opposition to the Concordant
        Administration is New Creighton’s sole superpower,
        the Perfect Ministeriat, and its various territories and   THE ROAD
        protectorates on the world. The Perfect Ministeriat        The seeds for this latest iteration of an old conflict
        also seeks a unified world, but one unified under its      were planted well before the present day – in the
        banner as a Purview state of Harrison Armory.              4600s, when a young Harrison Armory clashed with
                                                                   the expanding Karrakin Trade Baronies. This was the
        In late 5019u, vanguard forces of the Concordant           First Interest War: a colonial expansion rush triggered
        Administration mounted a surprise attack on key            by Union’s growing blink network that turned into
        installations belonging to the Perfect Ministeriat and     open conflict between the two powers in the early
        its satellite nations. The move drew sharp                 years of the Third Committee’s administration. The
        condemnation from Harrison Armory, which had               war was quick and brutal, ending in a settlement
        personnel present in the territories that were             negotiated by Union – negotiations the modern
        attacked, and an immediate rebuke in the form of a         committee views as a misstep, a hurried series of
        series of surgical strikes on Concordant military          concessions and mollifications made to end a war and
        targets. These strikes killed dozens of Baronic            enter a peace-through-gritted-teeth, not a just end.
        personnel. The Karrakin Trade Baronies responded
        with its own retaliatory attacks on Ministeriat            With the First Interest War concluded and Union’s
        installations. Diplomatic channels on both ends            attention focused on the inner rings, a second war
        closed; war began on New Creighton.                        began, quieter and longer than the first. The Armory
                                                                   and the Baronies, not content with the modest
        Union responded quickly, shutting down the recently        holdings awarded to them by a hegemon whose
        activated (and as yet unnamed) Dawnline Shore blink        authority they did not yet recognize, carved up the
        gate to all traffic save for Union-flagged naval ships.    Dawnline Shore between them. They annexed whole
        Grim forecasts from GALSIM (Union’s secret, galaxy-        worlds with little more than pledges and assurances
        level forecasting and predictions department) noted        made to ThirdComm that they would be stewards,
        that the momentum behind this conflict could not be        comporting to the standards of this new Union, rather
                   Section 5 // Places, Everyone
[198]
                                                                                                                       PLACES, EVERYONE
                                                                                                                                          5
than colonial masters. While their representatives on     The Dawnline Incident threatens to upend that largely
Cradle negotiated terms of incorporation, both            peaceful work of integration-by-acceptance. Seeing
Harrison Armory and the Baronies oversaw proxy            thing, the Union Navy was dispatched following a
conflicts across the Shore; their diplomatic overtures    contentious, narrow vote orchestrated by a coalition
did not match the reality. To guarantee claims over       opposed to CentComm’s core non-interventionist
the worlds they desired, the two powers identified        wing. Union ground, air, and orbital elements in the
sympathetic local factions and cultivated them as         Dawnline Shore engaged Armory and Baronic targets
allies using common colonial manipulation tactics:        in combat almost immediately. Union’s mandate – to
exploitation of local power divisions, massaging of       be the “good” tyrant, the kind hegemony, the utopia –
existing factional interests, cultural conditioning       is chipped away with each bullet fired. The Central
through favoritism, granting material rewards to          Committee must find an end to this crisis in the
collaborators and sympathizers, and so on.                Dawnline Shore, and fast: war, horrible though it is,
                                                          may not be the worst outcome of this conflict.
Union, for its part, was not ignorant of these events
for long. Reports from forward-observation probes
across the human-inhabited galaxy flowed into the         TRAVEL TIME
Central Committee, proving what the                       If one were to flatten the Dawnline Shore onto a piece
corpropessimists among the revolutionaries feared:        of paper, the twelve worlds of the shore and their stars
across the galaxy, their utopian revolution had failed.   would be arranged roughly in a line, numbered one to
Like a king tide raging inland and then receding, their   12, from left to right. Though it isn’t the Shore’s
revolution made a utopia only of the Galactic Core.       astronomical “center”, New Madrassa (DS4) the entry
The Diaspora – the vast majority of humanity – was        point for most people coming from Union space as it is
not yet liberated. Even worse, the Core enjoyed the       the beneficiary of the sector’s only blink gate. However,
fruits of Union’s labor and gave nothing back. This       it is not uncommon for ships to arrive at the ports of
had to change. Motivated and clear-eyed,                  San Simeon (DS9) and Arkady II (DS2) from longer-haul
ThirdComm began the long, attritional work of             trips across the Long Rim. Though construction of
reconnecting the galaxy, building a new practice of       another blink gate isn’t planned to begin until the
liberation from the inside out.                           completion of the current gate above New Madrassa,
                                                          San Simeon will likely be host to the next blink gate,
In the Dawnline Shore, the Union Administrative           significantly reducing travel times end to end.
Department, acting on orders from CentComm,
embarked on a massive infrastructure and                  Of the worlds in the Dawnline Shore, DS1–DS6 are in
administrative integration plan, seeding the              closest proximity to one another, with an average
populated worlds of the Shore with Union personnel.       subjective travel time of three months between
At first, this was limited to administrative attaches,    worlds at .9 c nearlight speeds. Between DS6 and
auxiliary trainers, and various engineering and           DS7 is a gulf of space known as the Palisade Strait, a
bureaucratic personnel, then later representatives of     largely empty sector of space that takes about six
the Department of Justice and Human Rights, staff         months (realtime) to cross before reaching the next
and engineers from the Union Omninet Bureau, and          cluster of worlds, DS7 through DS12.
so on. The tide, once recessed, was now creeping
back in. The ocean would soon follow.                     End-to-end travel across the Dawnline Shore
                                                          (departing DS1 and burning for DS12) takes an
However, the sudden explosion of hostilities in 5019u     average of three to four years, realtime, depending on
threaten everything that ThirdComm has worked so          stops, course adjustments, and so on.
long to repair. Turning from its ancestors in the
Second Committee, ThirdComm built a connected
galaxy on the back of strict non-interventionist
practices and the slow work of offering something
better than what came before. Though its beginning
was bloody, the ideologues of ThirdComm prioritized
stubborn adherence to a distanced approach to
reconnection with the rest of the galaxy, assured that
the Utopian Pillars would see worlds returned to the
fold when they were ready. It has been a long and
imperfect process, but one that CentComm’s leading
parties believe has worked.
                                                                       Section 5 // Places, Everyone
                                                                                                                      [199]
        PORT OF CALL:
        DAWNLINE SHORE
        It is the early days of 5021u. The Dawnline Shore has          This flow of partisans, private security forces, and
        gone hot, and the next few months of maneuvering and           ordnance is steady, but alone it is not enough to give
        engagements will decide whether or not the conflict            either side the edge. For the forces of the Baronies, the
        spreads out to the rest of the galaxy.                         Armory, and – to a lesser degree – Union already in the
                                                                       sector, their major lifelines are their home ports: heavily
        With the outbreak of fighting on and above New                 defended worlds with established infrastructure and
        Creighton, Union has shuttered the Shore’s sole blink          supply lines capable of supporting naval groups.
        gate, isolating the sector from the rest of the galaxy.
        The Armory and the Baronies have each sent a fleet             This section lays out some of the key ports and
        to the Shore; if they aren’t called off, these fleets will     worlds in the Dawnline Shore that are relevant to this
        arrive toward the end of 5022u. Meanwhile, ships               conflict. It includes a brief summary of the primary
        already traveling through the Long Rim continue to             ports of interest to each faction, some detail on the
        arrive daily. As the gridlock around the blink gate            world itself, and a short list of the defenses in place
        grows more and more desperate, Union struggles to              at the beginning of the campaign.
        contain the steady flow of ships. Both the Armory
        and the Baronies have begun using this to their own
        advantage: omninet comms are still online, and both
        powers have tapped their contacts in the Rim – pirate
        groups and Enterprises both (see The Long Rim for
        more information) – to smuggle equipment,
        personnel, and even ships into the Shore.
         WORLDS OF THE DAWNLINE SHORE
         The table below lists the worlds of the Dawnline Shore (detailed later in this section) and provides
         a broad overview of their affiliations. These affiliations will help you decide what naval forces are
         likely to appear where in the course of a campaign.
           DESIGNATION        LOCAL/UNION NAME               ARMORY NAME                 BARONIC NAME            AFFILIATION
               DS1                    Wali                 Harrison’s World                 Rosegift                 HA
               DS2                    Barr                       Arkady II               Underthrone                 HA
               DS3                   Hadii                  Cruz’s Landing               Stone Harbor                HA
               DS4              New Madrassa                New Madrassa                New Madrassa                Union
               DS5                 Verdevilla               Emerald Harbor                  Viridian                 KTB
               DS6                  Lluvilla                     Langley                   Longmont                  KTB
               DS7                   Jabal                   Montcalhoun                 Crowngarden                 KTB
               DS8              Upper Laurent                Upper Laurent              Upper Laurent                KTB
               DS9               San Simeon                   San Simeon                  San Simeon                 KTB
              DS10                  Maseca                     Dosantos                    Crossland                 KTB
              DS11                   Mesa                      Legionrest                    Gloria                  KTB
              DS12                 Odeland                  New Creighton                   Odeland                  HA
                R1                 Terminal                      Solar 3                    Solar 3                 KTB
         DS = Dawnline Shore; HA = Harrison Armory; KTB = Karrakin Trade Baronies; R1 = Ring 1. Ring 1 is a partial-
         ring habitat located at New Madrassa Lagrange 4 and providing power for New Madrassa. It is a KTB
         mega-engineering project that has been underway since the Second Expansion Period and is currently an
         independent polity under protection of the KTB.
                     Section 5 // Port of Call: Dawnline Shore
[200]
KEY ARMORY PORTS
                                                                                                                                  PORT OF CALL: DAWNLINE SHORE
HARRISON’S WORLD (DS1)
Harrison’s World was the Armory’s first territory in the
Dawnline Shore. Taken during the First Interest War, it has
since been transformed from a failed, desolate colony into
a bustling industrial center with a population numbering
                                                                       ARKADY II (DS2)
                                                                       Like its sisters, Harrison’s World and Cruz’s Landing
                                                                       (DS3; a largely non-industrial center for commerce
                                                                       and diplomacy), Arkady II considered to be fully
                                                                       within the Purview. Much of Arkady II outside of its
                                                                                                                                                                 5
around 1.2 billion souls. Harrison’s World is a common                 capital city, Arkady, is a derelict rock dotted with
recruitment site for Dawnline Shore–local colonial legions             meteorological monitoring stations, power plants,
and naval groups, and features one of the only large-scale             and communication relays. However, Arkady II’s
chassis fabrication facilities in the Shore. DS1 is known as           poles are rich with water ice; because of this, the
Rosegift by the Karrakin Trade Baronies and Wali by                    world is an important fueling and freshwater site for
Union. The capital city of Harrison’s World is Orontez, and            both Armory vessels arriving from the Long Rim
its chief officer is Executive Director Augil deCosta.                 and in-sector naval groups. Arkady II is known as
                                                                       Underthrone by the Karrakin Trade Baronies and
LOCAL POWER                                                            Barr by Union. Its capital city is Arkady, and its chief
Harrison’s World is guarded by two defensive satellite                 officer is Executive Director Blythe Beck.
(DefSat) constellations located at its northern and southern
lines of latitude. DefSat constellations are series of orbital,        LOCAL POWER
networked defense platforms built to shield a world from               As a portable water supply world, Arkady II enjoys
natural threats (debris, asteroids, etc) and hostile forces.           a healthy defensive network and a steady stream
                                                                       of naval groups:
Two Hippolyta-class DefSat constellations:
• Northern Constellation – Tropic of Industry                          • One Hippolyta-class DefSat constellation:
• Southern Constellation – Tropic of Grit                                Ogmios Equatorial
                                                                       • One battlegroup-strength detachment on
Harrison’s World is defended by two naval battlegroups:                  permanent patrol: 1st Arkady, Planetwatch
• 1st Harrison’s World, Planetwatch                                    • Additionally, there is a local legion garrison:
• 2nd Harrison’s World, Planetwatch                                      Legion I Arkady II.
Harrison’s World has three legions on the ground:                      WORLD BRIEFING
• Legion I Orontez                                                     Arkady II’s capital city is Arkady, a socket arcology
• Legion II Maquinera Industrial                                       built into and above the world’s northern pole. Vast
• Legion III Antiomenes                                                water-ice mining operations spread out from the
                                                                       arcology, reaching deep into the crust ice of the
WORLD BRIEFING                                                         terrestrial poles. This critical endeavor guarantees
Harrison’s World has a dominant biome defined by tropical and          Armory ships and legions in the Dawnline Shore
subtropical grasslands, prairies, savannas, and broadleaf              have a reliable supply of potable water. The city’s
forests. Its cities are mostly clustered around the equator, which     stepped domes are large enough to modestly
enjoys consistent rainfall and off-year monsoons. The Armory’s         increase Arkady II’s geometric albedo.
major military presence on Harrison’s World is relegated to the
southern pole, where desolate high-altitude plains allow for           The interior of Arkady proper is primarily
quick shuttle flights between orbit and the world’s surface.           residential and urban – it is where the permanent
                                                                       population and those on shore leave live, spend
Orontez, the capital city of Harrison’s World, is a dense              their leisure time, trade, raise new generations,
metropolis built into and between the columnar islands and             study for their socials, and engage in non-
islets of a titanic equatorial bay. A popular destination for          extractive, service, and other professional
in-sector naval officers and legionnaires, Orontez is known            industries. This is also where the planetary
for its gambling, nightlife, and unique local cuisine, which           administration keeps its offices, and where the
features bioluminescent dishes sourced from the                        Armory legion keeps its barracks.
crustaceans native to Harrison’s World’s equatorial oceans.
                                                                       Arkady II is one of the few ThirdComm-era worlds built
Harrison’s World’s most important feature is the Maquinera,            with land-anchored space elevators. The Armory’s
often just called the Maq, a sprawling, largely automated factory      mission on the world demands industrial commitment,
complex as big as a city. The Maq produces roughly 50 percent          and the installation of heavy-lift elevators was
of all Armory chassis in the Dawnline Shore; as well, it is the        necessary to meet the logistical demands of the
primary storage site for the Armory’s dormant, in-system NHP           Armory’s plans for the Dawnline Shore. Both of
cores. It is heavily defended by orbital platforms and ground-         Arkady’s elevators, Polar North and Polar South,
based security forces. The Maq is located in the northern              link to the Ogmios Equatorial constellation.
hemisphere and is serviced by the nearby city of Antiomenes.
                                                                     Section 5 // Port of Call: Dawnline Shore
                                                                                                                                [201]
        KEY BARONIC PORTS
        UPPER LAURENT (DS8)
        DS8 is the primary Dawnline Shore campus of the House         Upper Laurent is home to the Boulder Company’s
        of Stone. Around the size of Cradle, DS8 features a mix       main garrison in the Dawnline Shore. The
        of biomes and a rich indigenous history stretching back       company doctrine of the Boulder Company
        to the First Expansion Period, well before it was             mandates that seven centuries be garrisoned on
        colonized by the Baronies. Now, DS8 hosts the local           Upper Laurent at all times, unless a greater
        capital of House di Khayradi, of the House of Stone, and      mobilization is necessary.
        the main garrison of its military force, the Boulder
        Company. Upper Laurent’s population has surged in             As one of the BUC’s major Dawnline Shore
        recent years owing to the significant social, civic, and      campuses (second only to San Simeon), Upper
        military investment that the House of Stone has poured        Laurent also has a standing guard of roughly 1
        into the world, and is now home to a staggering 10            million soldiers, with another 2–3 million in
        billion. The BUC’s main secondary campus is located on        reserve through ignoble readiness programs.
        Upper Laurent, as are a number of the Federal Karrakin
        Monarchy’s shipyards.                                         WORLD BRIEFING
                                                                      In many ways, Upper Laurent is the opposite of
        Outside of rawmat and industrial goods, Upper Laurent’s       the House of Stone’s homeworld, Khayradin.
        primary exports are foodstuffs, spices, textiles, inks, and   Lush and not yet picked over by centuries of
        precious luxury minerals. The House of Stone considers        extractive resource harvesting, Upper Laurent
        its most important export to be personnel and cultural        enjoys a healthy flow of tourists and pleasure
        capital.                                                      craft in addition to military traffic.
        All powers active in the Dawnline Shore acknowledge           Canopy City, in the north, is the primary garrison
        Upper Laurent as the formal name for DS8. Upper               for the Boulder Company. It also serves Canopy
        Laurent’s capital city is Canopy City, and its planetary      Lombard, Upper Laurent’s northern statite.
        governor is Stonelord Hermine Atlia, of House Atlia.
                                                                      Constantinopolis, in the southern hemisphere,
        LOCAL POWER                                                   serves Canopy Constantine and houses the
        Upper Laurent is covered by two polar canopy statites         primary BUC garrison on Upper Laurent.
        (canopy-style defensive installations unique to the
        Baronies, often deployed in permanent orbit over polar        Laureline is an autonomous commune spread
        caps) and an equatorial defense constellation:                across an archipelago of hundreds of islands in
        • Northern Pole Statite – Canopy Lombard                      Upper Laurent’s equatorial sea. It is one of the
        • Southern Pole Statite – Canopy Constantine                  few vassal-states in the Baronies that retains its
        • Equatorial Defense Constellation – EDC I, colloquially      own governors and limited sovereignty.
           called “Le Mur”
        Additionally, Upper Laurent has three light-proximity
        defense installations with picket groups in rotation:
        • Cabaret LP1
        • Theater LP1
        • Opera LP1
        Upper Laurent is protected by four battlegroup-
        strength detachments:
        • Naval Group 1 Canopy City
        • Naval Group 2 Lombard
        • Naval Group 3 Constantine
        • Naval Group 4 Laurentine
                   Section 5 // Port of Call: Dawnline Shore
[202]
                                                                                                                       PORT OF CALL: DAWNLINE SHORE
SAN SIMEON (DS9)
San Simeon is the center of Baronic power in the
Shore, a Core-status world with a single state, the
self-styled House of Promise, which is currently in the
                                                            San Simeon is a common R&R stop for house
                                                            company forces rotating in and out of the Shore. At
                                                            any given time, it plays host to several centuries from
                                                                                                                                                      5
process of becoming the Baronies’ newest major              any of the house companies deployed to the
house. The House of Promise is comprised of minor           Dawnline Shore.
houses founded in the Dawnline Shore during the
first Baronic expansion into the sector along with a        San Simeon is not just a second-line deployment site
minority of recent immigrant houses.                        for BUC ground and naval forces in the Shore, but
                                                            the BUC’s single largest recruitment base in the
With a population of around 6 billion on a world only       sector. Around 1 million active-duty BUC soldiers – a
90 percent the diameter of Cradle, San Simeon is a          mix of local troops and those on deployment from the
densely populated planet, heavily trafficked by             Concern – are garrisoned on San Simeon, with
Baronic personnel from all major houses. The bulk of        another 3–4 million reservists within reactivation
the Baronic naval forces in the sector count San            windows.
Simeon as their home port, and its orbital structures
are heavily defended by layers of gun platforms,            WORLD BRIEFING
orbital defense ships, and BUC naval groups on rear-        San Simeon’s capital city is Ignatius. Located in the
line duty.                                                  world’s southern hemisphere, Ignatius is known for
                                                            its ten peaks and its wide bay. The governing bodies
DS9 is known as San Simeon by all powers active in          of the House of Promise keep their main
the Dawnline Shore. Its capital city is Ignatius, and its   administrative buildings in Ignatius.
planetary governor is Governor Gaizka Otxoz. As
Governor Otxoz is a Karrakin Republican, they do not        The other major cities on San Simeon are Baliza,
belong to any minor house but are an elected                Euria, Zuhaitz Altuak, and Baratzeak. Most cities are
representative of the House of Promise.                     located between the world’s tropics; Zuhaitz Altuak is
                                                            the only major city in San Simeon’s northern
LOCAL POWER                                                 hemisphere.
San Simeon is protected by multiple layers of orbital
defenses. Two canopy statites cover the poles and a         San Simeon’s major civilian spaceports are stationed
mobile statite orbits the equator. Five light-proximity     above Ignatius and Euria. The BUC has a heavy
defensive installations patrol the world’s orbital space    presence in Baliza, where it keeps the majority of its
(three at LP1 and two at LP2)                               chassis and armor fleets. Representatives of the major
                                                            houses can be found in all of San Simeon’s cities.
Three canopy statites:
• Northern Pole Statite – Canopy Promise                    A loose ring of BUC airdocks and shipyards encircle
• Southern Pole Statite – Canopy Fortune                    San Simeon; military personnel use these stations as
• Mobile Equatorial Statite – Canopy Singer                 their primary starports.
  Equatorial
Five light-proximity installations:
• Antzerkia LP1
• Dantza LP1
• Aretoa LP1
• Kluba LP2
• Kluba 2 LP2
San Simeon is protected by four battlegroup-
strength detachments:
• Naval Group 1 Ignatius
• Naval Group 2 Baliza
• Naval Group 3 Ruia
• Naval Group 4 Baratzeak
                                                             Section 5 // Port of Call: Dawnline Shore
                                                                                                                      [203]
        GLORIA (DS11)
        Gloria is the Shoreside capital of the House of              Gloria is home to the main base for the House of
        Remembrance and a popular destination for                    Remembrance’s house company, the Crimson
        representatives of the minor houses looking to curry         Memory, as well as the BUC’s primary shipyard,
        favor with House Alexander, the minor house that rules       central armory, and NHP repository in the Dawnline
        the House of Remembrance back on Arrudye. Once a             Shore. As such, it is heavily defended by the BUC,
        burgeoning trade capital in proximity to the Long Rim,       with many layers of orbital defense platforms and
        Gloria was bitterly contested during the First Interest      planetside hardened bunkers.
        War. The series of battles fought across and above
        Gloria were some of the first to pit early Armory            WORLD BRIEFING
        legions against pre-chassis house companies. The             Gloria bears the scars of an old war and the industry of
        world was devastated by these battles, its indigenous        the next. Its population is concentrated in three major
        populations and rich biomes scoured by long,                 cities: Riyya, Aumberjede, and Hannagloria, all founded
        attritional ground warfare. In the wake of the First         by House Alexander after the First Interest War. House
        Interest War, Gloria has been rebuilt, but scars remain,     Alexander’s main campus on Gloria is in Riyya. The
        and its position as a strategically important source of      federal Karrakin government maintains offices and
        fresh water and air has only been heightened by the          war colleges in Aumberjede and Hannagloria.
        BUC’s campaign of militarization on the world.
                                                                     Deconstruction continues in Gloria’s old capital,
        Gloria has a population of 1.2 billion, and is known to      Mesa City, which was all but leveled during the war.
        the Armory as Legionrest, and to Union as Mesa.              Much of the continent is still crossed with old trench
        Gloria’s capital city is Riyya, and its planetary governor   lines and crater lakes; salvage is a thriving industry,
        is High Lord Vysia Alexander, of House Alexander.            though dangerous. Those ruins not scheduled for
                                                                     deconstruction and salvage have been converted to
        LOCAL POWER                                                  BUC mock-fire training and acclimatization grounds
        San Simeon is protected by multiple layers of orbital        for recruits from the Dawnline Shore and new arrivals
        defenses, screening the world from high orbit to low.        to the region.
        These static installations are bolstered by a high
        rotation of inbound Karrakin fleets, as well as four
        local native battlegroups and plentiful ground forces.
        Three canopy statites:
        • Northern Pole Statite – Canopy Gloria
        • Southern Pole Statite – Canopy Alexander
        • Mobile Equatorial Statite – Canopy Crimson Orbital
        Six light-proximity installations:
        • Casilda LP 1
        • Oriol LP 1
        • Didacus LP 2
        • Isidore LP 2
        • Theodemer LP 3
        • Olegarius LP 3
        Gloria is protected by four battlegroup-strength
        detachments:
        • Naval Group 1 Riyya
        • Naval Group 2 Riyya
        • Naval Group 3 Aumberjede
        • Naval Group 4 Aumberjede
        • Naval Group 5 Hannagloria
                    Section 5 // Port of Call: Dawnline Shore
[204]
                                                                                                                     PORT OF CALL: DAWNLINE SHORE
KEY UNION PORTS
DLS BLINK GATE (BLINK 1)
The Dawnline Shore’s newly completed blink gate
awaits a formal name: for now, it is informally called
Blink 1. The blink gate is a ThirdComm standard
                                                           LOCAL POWER
                                                           Blink 1 features a robust defensive suite tasked with
                                                           covering incoming Union and civilian ships, as well as
                                                           a number of battlegroups and a persistent legion. The
                                                                                                                                                    5
pattern: a stack of toroid habitats built around a         commanding officer of Union’s naval forces in
realspace anchor, which is tethered to a stabilized        Dawnline Shore is Vice Admiral Noe Estienne. The
dyson panel. The toroid habitats are known                 gate has the capacity to dock and support two more
collectively as “Beachhead Station”. The functional        battlegroup-strength forces, and to transport at least
components are the realspace anchor and the dyson          two more battlegroups per day into the Dawnline
panel, the latter of which powers the station and its      Shore. Local defenses include:
blink infrastructure. Blink 1 has sufficient capacity to
transit thousands of ships per day, if it were active.     • Portcullis Garrison: A network of three free-orbit
Likewise, its skyscraper-stack toroid habitat rings          defense platforms, which provide additional
could house roughly twenty million souls at capacity.        firepower alongside forward coordination and
Its local population currently numbers in the low            guidance for station-mounted batteries.
millions (not counting military personnel), with only      • Spikenet EWAR Installation: Spikenet
one of the six toruses active. The civil director of         installations are Union signals intelligence and
Blink 1 is Colette Saunier.                                  electronic warfare facilities, commanded by a
                                                             persistent legion and a corps of synthetic and
Blink 1 and its immediate environs represent Union’s         organic operatives.
zone of control in the Dawnline Shore. With access to
the gate limited only to Union vessels and the facility    Additionally, Blink 1 has two battlegroups
itself under Union command, it is a constant, active       assigned to the station:
terminal for all auxiliary and regular personnel in        • Battlegroup Griffon
transit between their gates of origin and the Shore; it    • Battlegroup Thunder
is heavily defended by both dedicated patrols and
whatever battlegroups happen to be in local space.         WORLD BRIEFING
                                                           Blink-1 is a self-contained station, and as such has
Despite the isolation of the gate from the greater blink   few (siloed-off) biomes. The bulk of the station’s
network, non-Union ships still arrive at Beachhead         mass is given over to the maintenance, generation,
almost daily via conventional travel. Transit corridors    and day to day running of the blink station; its
through the Long Rim aren’t “closed” – it is,              habitable area is miniscule in comparison.
essentially, impossible to close space – but Union
attempts to track and intercept all ships inbound to       The population centers of the station are the
the Shore. This steady accumulation of civilian and        habitable, spin-gravity toroids built around the
corpro vessels at Beachhead is a logistical nightmare      station’s realspace anchor. There are six toroids
for Union, and some ships, inevitably, break through       stacked on top of each other, numbered one through
the blockade. The Armory and the Baronies both use         six. These habitats hold the entirety of the local and
this to their advantage, directing friendly elements in    transient population of the station, as well as all
the Long Rim to smuggle supplies, personnel,               maintenance, administrative, commercial, logistical,
ordnance, and ships into the Shore.                        and infrastructural facilities. There are two ports on
                                                           the station: one on Toroid 1, the currently populated
                                                           toroid, and another at Toroid 6, which has recently
                                                           been opened to handle the influx of refugees and
                                                           military personnel from all sides.
                                                            Section 5 // Port of Call: Dawnline Shore
                                                                                                                    [205]
        NEW MADRASSA (DS4)
        New Madrassa is a fulcrum world in the              WORLD BRIEFING
        Shore and the closest world in proximity to         The Armory’s main foothold on New Madrassa is Green Zone
        Union’s new blink gate, Blink 1. New                Alhambra, an eight by eight kilometer block across the Alhambra
        Madrassa’s capital city, Avicenna, is home to       and Oldtown districts of Avicenna. It is centered around the
        around 21 million people. New Madrassa’s            Grand Stupa Royal Hotel, an Armory-owned luxury resort near
        sovereign government is called New                  the city’s bay, and access is prohibited to anyone not cleared by
        Madrassa United (NMU), a metagovernment             the Armory’s legionnaires or internal security forces. Citing a
        that acts as a high-level legislative body for      responsibility and right to protect Armory personnel from attack,
        various constituent states across the globe.        the Armory has begun to dispatch “counterterrorism” patrols out
                                                            into New Madrassa. This has prompted widespread protests and
        Before the outbreak of hostilities on New           calls for NMU to respond with force.
        Creighton, New Madrassa was in the process
        of petitioning for Core status. As such, it hosts   Green Zone Alhambra’s checkpoints are under constant
        diplomatic and military representatives from        pressure from permanent protest camps set a few hundred
        both Harrison Armory and the Karrakin Trade         meters back from the gates. The situation is steadily
        Baronies on opposite sides of Avicenna. The         deteriorating as the Ungratefuls and other local resistance
        Armory has carved out a walled “green zone”         groups have become more brazen in their attacks on Armory
        across parts of Avicenna’s Alhambra and Old         personnel and the green zone itself. Likewise, Armory patrols
        Town districts. The Baronies have an embassy        have become far more aggressive, and there have been some
        in Avicenna’s Averroe district, on the opposite     instances of Armory legionnaires trading fire with ground
        side of the city.                                   troopers from the Boulder Company – House of Stone
                                                            security forces employed by the Baronic embassy. Union has
        Union, the Armory, and the Baronies all             yet to mount a ground campaign beyond peacekeeping and
        know DS4 by the name New Madrassa, and              civil support forces, but speculation assumes that some
        it is governed by Premier Adham Radi.               measure of intervention is imminent.
        ORBITAL DEFENSES                                    The primary Baronic presence on New Madrassa is in Baron
        New Madrassa is defended by a                       Hardy Plaza, a quiet, open campus in Avicenna’s Averroe district,
        constellation of defense platforms and              almost on the opposite side of the city from Green Zone
        skyhooks strung around the equator and              Alhambra. Baron Hardy Plaza is a public park in the wealthy
        cap stations at its north and south pole.           Khamseen neighborhood, overlooked by the historic Plaza
        Additionally, New Madrassa is defended by           House estate, which now serves as the Baronic embassy on
        a planetary defense force with a small navy,        New Madrassa. Unlike the embattled Green Zone Alhambra,
        as well as a Union battlegroup.                     Baron Hardy Plaza and the embassy are both heavily, peacefully
                                                            trafficked by Madrassans and Baronic personnel both. Viceroy
        • The NMU Dayside Defense Fleet (DDF) is            Hardy-Alto is the Baronic ambassador on New Madrassa; he
          New Madrassa’s first-line “lightsky” orbit        keeps Plaza House as his ambassadorial residence.
          fleet, tasked with defense of the world in
          low, medium, and high orbits, as well as          Madrassa Uplift is New Madrassa’s main spaceport, located
          limited local-space patrol. The DDF fields        around 100 km outside of Avicenna. Madrassa Uplift also hosts
          a battlegroup-equivalent force of GMS             Camp Crown, the main BUC base on New Madrassa. Camp
          ships comprising frigates, two carriers,          Crown is a joint base, hosting NMU security forces, BUC soldiers,
          one battleship, and a number of subline           and dragoons from the Boulder Company. Despite hosting
          squadrons.                                        Camp Crown, Madrassa Uplift is not a military spaceport.
        • The NMU Nightside Defense Fleet (NDF) is
          New Madrassas’s reserve force, made up            NMU is led by Premier Adham Radi, who is serving his
          largely of older subline ships, heavy fighter     second term in that role. Radi is tolerated by the people of
          wings, and mil-spec civilian vessels. Old but     New Madrassa, who see him as trying to navigate a third path
          operational, NDF units either operate in          when sides must be chosen in the street battles between the
          support of DDF ships engaged in low- to           Armory, the Baronies, various New Madrassan independence
          medium-orbit operations or on their own as        movements, and local factions affiliated with the great
          a low- to medium-orbit police and search          powers. He keeps a close correspondence with Administrator
          and rescue force.                                 Park Jun-seo, Union’s highest-ranking civil representative in
        • Battlegroup Palladium, a Union                    the Dawnline Shore. Prior to the current hostilities, NMU was
          battlegroup, is currently assigned to the         petitioning Union for Core status.
          defense of New Madrassa.
                    Section 5 // Port of Call: Dawnline Shore
[206]
                                                                                                               PORT OF CALL: DAWNLINE SHORE
OTHER ENTITIES IN THE DAWNLINE SHORE
The Dawnline Shore is a dense bit of space. Territories are well defined and interests
clearly staked, but there is still room for other actors to get involved – those looking to
carve the stars for their own gain, and those who cross space with different missions.
LOS VOLADORES
                                                                                                                                              5
There have been several sightings of a group of los Voladores crossing New
Madrassa’s orbital plane. Their ship, the Ojala, is a conventional Volador vessel: part
market-station, part traveling home. It measures just over a thousand meters in length
and seven hundred meters in width. Incapable of atmospheric flight, the Ojala can be
accessed via chaperoned shuttle when it is in-system and los Voladores are accepting
trades. Specifics around trade goods and rituals can be
found in The Long Rim (pp. 26–27). The Ojala’s suite of
weapons is unknown. If attacked, it will carve away.
THE ALBATROSS
Also present in the Dawnline Shore are
forward elements of an Albatross
makteba, MK Siha. Following the outbreak
of hostilities between the Armory
and the Baronies, MK Siha
dispatched two patrol-strength
groups of corvettes and mounted
mechs to act as a rapid-response
force to monitor and, if necessary,
intervene in the fighting to protect
civilians. These patrols can be
combined into a single battlegroup-
strength force. Their commander is
Loyal Wing Farda Baia-4990.
ENTERPRISES
Two of the Long Rim’s enterprises,
Mastodon and the Brigade Legion, are
operating in the Dawnline Shore in small
numbers. Mastodon units have been
sighted providing security for Baronic
personnel at Beachhead, while Brigade
Legion security personnel have been seen
doing the same for Armory executives.
IPS-N
IPS-N has also recently established a single
starbase in the Dawnline Shore: Lighthouse
Station, a trade port that caters to
resource haulers and
Cosmopolitans serving the
Dawnline Shore. It is open to all
who dock there (with clearance
from the harbormaster, of course)
but it is not a luxury getaway.
                                                                  Section 5 // Port of Call: Dawnline Shore
                                                                                                              [207]
    CAMPAIGN ARCS
        Below are three parallel campaign arcs that take             each beat examines the same basic events from the
        place in the Dawnline Shore from 5019u to 5022u.             point of view of the players’ faction. These beats can
        These arcs outline the scope of the conflict between         serve as battlefronts (see Campaign Play, p. 158)
        Harrison Armory and the Karrakin Trade Baronies in           containing one or more engagement, and together
        the Dawnline Shore, plus Union’s efforts to quell the        they can serve as a framework for a campaign running
        conflict before it spirals out of control. Each arc          from the beginning of the Dawnline Shore conflict to
        represents one faction’s point of view of this conflict      its ultimate conclusion, determined by your group.
        and contains a series of story beats that move player
        groups through the course of the crisis. As these            Beats may also include suggested sitreps to use
        campaign arcs are intended to run in parallel,               during combat (see Sitreps, p. 152), environmental
        whichever one you and your players decide to run is          modifiers (see The Field of Battle, p. 149), or other
        the “canon” campaign.                                        unique objectives and engagement parameters.
        The simplest way to play through this story is to            BEGINNINGS
        choose one campaign arc and play through it with             Each of the campaign arcs provided here assume
        your group, mapping each beat of the one campaign            that the players’ commanders are officers present in
        your group plays to missions your GM draws up.               the Dawnline Shore before the first beat occurs.
                                                                     Depending on which campaign arc you choose, they
        BEATS                                                        will be officers of either Union (“Controlled Burn”, p.
        Each arc is broken into five beats – story moments that      209), Harrison Armory (“A More Perfect Union”, p.
        mark a “before” and “after” in the course of a campaign.     212), the Karrakin Trade Baronies (“A New Throne”,
        These campaigns are intended to run in parallel; thus,       p. 214), or the local allies of one of these powers.
         RANKS
         Use the table below as a reference for ranks across the different navies. The asterisk (*) next to some Armory
         ranks indicates commissions that can be purchased, avoiding the lengthy meritorious or “time-in”
         progression otherwise necessary to attain them. Union ranks are identical across regulars and auxiliaries.
            UNION NAVAL DEPARTMENT                ARMORY NAVAL COMMAND                BARONIC UNIFIED COMMAND
                     RING ADMIRAL                          EXECUTIVE*                              ARMADIER
                        ADMIRAL                            LORD DIRECTOR                          FLEETMASTER
                      VICE ADMIRAL                            DIRECTOR*                        VICE FLEETMASTER
                   FLEET COMMANDER                        LORD COMMANDANT                        LORD CAPTAIN
                    LINE COMMANDER                         GROUP CAPTAIN*                         LINE CAPTAIN
                      COMMANDER                             STRIKE CAPTAIN                     LANCE COMMANDER
                        CAPTAIN                             COMMANDANT                            COMMANDER
              CHIEF WARRANT OFFICER (4-5)              CHIEF PETTY OFFICER (5)                  MASTER CHIEF (5)
                 WARRANT OFFICER (1-3)                   PETTY OFFICER (1-4)                       CHIEF (1-4)
                       LIEUTENANT                            LIEUTENANT                            LIEUTENANT
                    LIEUTENANT, JR.                        LIEUTENANT, JR.*                         ATTACHÉ
                         ENSIGN                             DECK OFFICER*                            ENSIGN
                     ENLISTED (1-6)                         ENLISTED (1-6)                       ENLISTED (1-6)
                   Section 5 // Campaign Arcs
[208]
                                                                                                                              CAMPAIGN ARCS
CONTROLLED BURN
UNION AND NEW MADRASSA UNITED
Union knows that both Harrison Armory and the
Karrakin Trade Baronies have devised flimsy legalistic
justifications for the hostilities following the flare-up
                                                             BEATS
                                                             BEAT 1: OPERATION CORRIDOR GOLD – LATE
                                                             5019U
                                                                                                                                              5
on New Creighton. However, in the interest of                Vice Admiral Estienne tasks her frontline battlegroups to
preserving galactic peace, CentComm demands a                establish and hold an evacuation corridor off of New
measured approach to address this conflict.                  Creighton for civilians and Union personnel to evacuate
Documentation, peacekeeping, prioritizing the                the world. While the Armory and the Baronies fight on
protection of local states, and so on, will ensure           and above the world, Union works to protect New
Union’s position is as strong as possible when high-         Creighton’s people. Union’s rules of engagement prohibit
level negotiations conclude. The only acceptable             its forces from launching preemptive or hostile attacks;
outcome is a cessation in hostilities, a drawdown of         they can, however, fight defensively. Right now, the plan
forces, and reconciliation – not the elimination of the      is to observe engagements between the Armory and the
Armory or the Baronies, despite what some elements           Baronies, gather data, and ensure the evacuation
in CentComm desire. Achieving this peace will take           corridor is established and held; it is very likely that this
time – though it can be achieved.                            conflict will, regardless of what Union does here or back
                                                             in Core space, spiral out of control. It is in this context
Until then, it’s the Union Navy’s job to put a stop to, in   that, as Union ships hold the corridor open, an Armory
the words of Vice Admiral Noe Estienne, “this bullshit”      battlegroup approaches with a demand to intercept a
as fast and professionally as possible. This is going to     shuttle: the vessel holds hostile targets of interest, ones
be a hard job, as the Navy faces down a plethora of          Armory command wishes to capture and interrogate.
complicating factors: with only a handful of                 Union refuses, and the Armory ships open fire…
battlegroups in the system, their people will need to
stop two large, technologically advanced, strategically      The PCs will be the only battlegroups around New
competent, and tactically sound antagonists with             Creighton for this beat, arriving after the world has
robust in-system ground and naval strength, supply           burst into war, and their orders require them to hold
lines, and personnel from burning down twelve                an evacuation corridor open for personnel evacuating
populated worlds in their attempts to conquer them.          New Creighton. Treat this as a normal combat
Mission success in this theater is going to be a             engagement, but due to the proximity of civilian
balancing act involving peacekeeping, dispersal,             traffic as well as the planet itself, both the Collateral
evacuation, deterrence, and the precise application of       Damage and Threading the Needle environmental
force. The first step in achieving this occurs prior to      modifiers are in play.
the first beat of the campaign: Union orders the
Dawnline Shore blink gate shuttered. Save for comms
via the omninet (which Union decides against closing,
as that would negatively affect the unaffiliated states in
the Shore alongside the Armory and the Baronies),
Union’s forces in the Shore are on their own.
Union’s only administrator currently in the Dawnline
Shore is Administrator Park Jun-seo, who is assigned
to New Madrassa. Union’s top naval commander in the
sector is Vice Admiral Noe Estienne. There are three
Union battlegroups in the Dawnline shore in addition to
the player groups: Battlegroups Griffon, Thunder, and
Palladium, which together make up the 1st Dawnline
Response Fleet. Union’s strongest local ally is New
Madrassa United, the metagovernment of New
Madrassa, a world in the Shore that is nearing Core
status and is in close proximity to Union’s blink gate.
                                                                             Section 5 // Campaign Arcs
                                                                                                                             [209]
        BEAT 2: OPERATION WINGCLIPPER – EARLY 5020U                BEAT 3: OPERATION SUNRUNNER – LATE 5020U
        Sparks flare up across the Dawnline Shore, combining       A rapid communique from the Union Intelligence
        into a conflagration. This is a war. Union needs to        Bureau to Vice Admiral Etienne sees Union forces
        respond in the interest of local forces and escalate its   dispatched to Terminal, a ring station above New
        advantage: the Navy decides to launch a surgical           Madrassa, arriving just in time to catch Harrison
        strike against the Armory’s major chassis fabrication      Armory and the Karrakin Trade Baronies engaged on
        facility located on Harrison’s World – the Maquinera.      and above the station’s habitable band. With
        The Maq is a massive, largely automated factory            Battlegroup Palladium held in reserve, Union attempts
        complex run by Harrison Armory; a targeted strike          to strike and recover a VIP hunted by both the Armory
        against it will massively slow down the Armory’s ability   and the Baronies. The vice admiral is adamant that
        to produce mechanized chassis and reinforce existing       this VIP must be recovered, but is not allowed to tell
        ground units, as well as destroying a major supply of      her officers why this person is so important…
        NHP cores. It is heavily defended by local naval
        patrols and geosynchronous orbital defenses and is         The PCs are ordered to intercept and rescue a critical
        nestled far behind enemy lines: the last place anyone      VIP that is being pursued by both Armory and
        would expect a hit-and-run strike…                         Baronic forces. Choose one of these forces to be
                                                                   holding the VIP when the PCs arrive, and treat this as
        The objective of this special sitrep is to strike the      an Extraction sitrep.
        Maquinera from orbit and then eject. To accomplish
        this, they'll need to punch a hole through its orbital     Under the rules of engagement for this operation,
        defenses in order to have a unimpeded shot at the          death of the VIP is not an acceptable outcome
        facility on the ground. Prepare enemy forces as            regardless of circumstances, and will constitute a
        normal, and then add an additional NPC battlegroup         failure. Should this happen, the PCs can expect to be
        consisting of a Triton with the Giant template, along      seriously reprimanded, but the developing situation in
        with 1-2 additional ESCORTS and/or 1 ACE                   the Dawnline Shore is too critical to relieve them of
        accompanying it to represent a portion of the              command. Nonetheless, it will remain a black mark
        Maquinera's defenses.                                      on their records.
        At the beginning of the 5th round, if the Triton has
        been reduced to half HP or less, then the PCs have
        achieved a strategic victory; though unable to
        decisively hold an orbital bombardment position for
        long, the Maq still suffers significant damage in the
        resulting strike and the Armory’s production will suffer
        major setbacks as a result. If the Triton has been
        destroyed then the victory is a decisive one, with the
        PCs shutting down the Maquinera completely. They
        are then able to eject from the engagement without
        needing to roll on the Nearlight Ejection Table.
        Losses of PC ships may adjust these victories
        somewhat depending on how costly the operation
        was. Failure is defined by dealing insufficient damage
        to the Triton before the beginning of the 5th round or
        being defeated altogether.
                   Section 5 // Campaign Arcs
[210]
                                                                                                                         CAMPAIGN ARCS
                                                                                                                                         5
BEAT 4: FULL CONTAINMENT NECESSARY                 BEAT 5: OPERATION GUILLOTINE – LATE 5021U
– EARLY 5021U                                      The Armory launches a “liberation” attack on New Madrassa,
Union’s long-range stations detect incoming        seeking to secure Green Zone Alhambra by pacifying the
Armory and Barony reinforcements nearlighting      NMU government and the Baronic forces there, both of
in via multiple documented routes across the       which the Armory sees as hostile combatants targeting their
Long Rim. Vice Admiral Etienne reserves            legally occupied land. The BUC counterattacks, deploying
Battlegroup Palladium for the defense of New       the banner companies of the Houses of Stone,
Madrassa and Blink 1, and dispatches               Remembrance, and Promise to the world, with naval forces
Battlegroups Griffon and Thunder to stop the       engaging Armory ships above. Union must now fight on
encroaching Armory forces at the Long Rim          three fronts: on the ground, supporting the NMU against the
nadir beachhead. A tense wait plays out as         Armory and against the house companies, and above New
representatives from the two forces meet with      Madrassa, against the clashing fleets of the Armory and the
the relevant Union admirals in the no-man’s-       Baronies. This battle might produce odd allies: either way,
lands between them, negotiating entry into the     the sovereignty of New Madrassa is paramount.
Shore past the Union fleets; meanwhile,
Baronic forces arrive at the Long Rim apex         This is the final engagement of the Dawnline Incident. The
beachhead, where they are promptly engaged         Armory nominally seeks to relieve its ground forces on New
by Armory forces. Union forces there step in to    Madrassa, which are encircled in an 8x8 km “green zone” by
stand both sides down, and the first three-way     a mix of local and Baronic ground forces. The Baronies
battle of the Dawnline Incident begins.            cannot let them do this: New Madrassa, owing to its
                                                   immediate proximity to the Dawnline Shore’s blink gate, is
Treat this as a Holdout sitrep to represent the    the most critical world in the Shore. To let the Armory claim
sheer volume of ships that the PCs must stand      it, directly or indirectly, is to let it own the Shore. Union does
against during this chaotic three-way battle.      not want either faction to have command over New
Narratively the Armory and Baronic forces will     Madrassa, so they are operating in support of the NMU.
also be engaging each other in addition to         Union’s targets are the Armory’s invasion orbitals and
attempting to break past the Union blockade.       Baronic fleet command; the fight on the ground is, for now,
                                                   out of the Navy’s control.
Failure in this beat means the players will face
stronger resistance during the next beat.          To begin with, the PCs will face a normal combat
                                                   engagement to establish theater control within proximity of
                                                   New Madrassa. A failure during Beat 4: Full Containment
                                                   Necessary will mean the PCs will be harder pressed to
                                                   deal with the freshly reinforced Armory and Baronic forces,
                                                   represented by the Ambush environmental modifier. Other
                                                   environmental modifiers may be brought into play as well.
                                                   Success here begins to stem the tide of battle. Following
                                                   hasty repairs and resupply, the PCs are then ordered to
                                                   reinforce the NMU defensive line in orbit, supporting their
                                                   orbital defenses against Armory naval forces seeking to punch
                                                   a hole through them. Treat this as a Defense sitrep. If the PCs
                                                   failed or only achieved a Pyrrhic victory during the previous
                                                   engagement of this beat, the situation becomes increasingly
                                                   unstable and an emergency evacuation of critical personnel is
                                                   ordered. The PCs are charged with securely evacuating one of
                                                   these VIPs ahead of the Armory’s ground invasion of New
                                                   Madrassa. Treat this as an Escort sitrep.
                                                   An overall defeat here will mean that the Armory is able to begin
                                                   their invasion of New Madrassa in earnest. With their orbital
                                                   dominance above the planet, Union and Baronic forces have
                                                   no choice but to retreat. A brutal ground campaign ensues,
                                                   with the defenders facing overwhelming odds until
                                                   reinforcements can be mustered. Should success be achieved,
                                                   however, both the Armory and the Baronic navies withdraw,
                                                   routed or standing down. Union is then free to turn its attention
                                                   directly towards the ground war on New Madrassa, awaiting
                                                   naval reinforcements due within months via Blink 1…
                                                                         Section 5 // Campaign Arcs
                                                                                                                        [211]
        A MORE PERFECT UNION
        HARRISON ARMORY & THE PERFECT MINISTERIAT
        At the outbreak of hostilities in 5019u, Harrison         BEATS
        Armory rushes to defend its ally, the Perfect             BEAT 1: NOVUS ORDO SECLORUM – LATE 5019U
        Ministeriat. Though the overt cause is the defense of     Harrison Armory and its local ally, the Perfect Ministeriat,
        their ally, some elements deployed to the Shore act       begin their campaign on and around the world of DS12
        with a more predatory purpose: the frontier is ripe for   (New Creighton). Here, the Armory’s fleet, the 1st
        the taking, and the chance to outmaneuver the             Dawnline Shore, engages the Karrakin forces, Naval
        Baronies is too great an opportunity to ignore.           Group 1 & 2 Riyya (dispatched from DS11) in orbit
                                                                  above the world. As New Creighton burns with
        The Armory’s push is prompted by the machinations of      widespread conflict on the ground and in low orbit, the
        the Steward Council. Immediately following the flare in   Armory attempts to win a decisive early victory by
        hostilities on New Creighton, the Council calls upon      defeating the Baronicc naval forces above New
        the legal power of per nomen Dei to declare the           Creighton, ensuring victory on New Creighton below…
        Dawnline Shore a protected region of the Purview - the
        Armory’s sovereign territory, essentially - citing the    Treat this as a normal combat engagement. Success
        treaties and obligations won after the end of the First   in this beat is not determined by victory condition;
        Interest War, a conflict fought centuries ago between     the next beat will occur regardless of whether or not
        the Armory and the Baronies.                              the players achieve a victory, Pyrrhic victory, or
                                                                  defeat. Outcomes here may set the tone for later
        Union immediately calls upon the Armory to cease its      beats, however, as commanders that struggle to
        maneuvers in the shore. The Steward Council drags         establish a solid foothold early can expect
        its feet, pointing to absence of the current leader of    heightened pressure from above.
        the Armory as a barrier to negotiations with Union.
        This engagement in the Dawnline Shore, the Council
        argues, is internal politics, not something Union         BEAT 2: HOMELAND SECURITY – EARLY 5020U
        needs to worry about. As the Council sees the             After the Battle of New Creighton, both sides hurry to
        Dawnline Shore as part of the Purview, aggression by      activate their reserves in the Shore. There is little
        Baronic proxies is well within the Armory’s rights to     room for stealth in deep space; within days of the
        police; any escalation is evidence of Baronic guilt.      Armory firing up its shipyards on DS1 (Harrison’s
                                                                  World), the Shore is cut off as Union halts blink
        As negotiations continue, Armory forces in the            access to the sector. Immediately following this
        Dawnline Shore begin their campaign under the             development, the Armory’s monitoring stations detect
        direction of Lord Director Angel Bernal.                  a Baronic fleet on approach. A defense is necessary
                                                                  or vital shipyards will be destroyed, Union’s calls for
                                                                  peace be damned…
                                                                  To succeed in this beat, the players will need to
                                                                  defend the shipyards above Harrison’s World from
                                                                  the attacking Karrakin forces. Treat this as a Defense
                                                                  sitrep: Defeat in this beat quiets the Armory for
                                                                  months, and should find the players facing stiffer
                                                                  opposition from the Baronies in in Beat 3: Terminal
                                                                  Engagement.
                   Section 5 // Campaign Arcs
[212]
                                                                                                                             CAMPAIGN ARCS
                                                                                                                                             5
BEAT 3: TERMINAL ENGAGEMENT – LATE 5020U                   BEAT 5: ANNUIT COEPTIS – LATE 5021U
An Armory strike force realigns into realspace from        With the bulk of Union’s naval forces in the Shore beaten
nearlight travel above R1 (Terminal), far from the         back and the 2nd and 3rd Expeditionary Fleets at their
current battle lines, and launches landing vessels         full operational strength, the Armory decides to launch a
crowded with Armory legionnaires. This strike force is     strike on New Madrassa (DS4). Though this is nominally
in a hurry: they’re hunting a key target of interest on    to liberate the Armory’s embattled green zone on the
Terminal. Terminal is under Baronic command, and           world, it is clear that it is an attempt to take the world.
soon Baronic naval forces are tasked to intervene…         Union and the Karrakins join forces against the Armory.
                                                           This is the final battle of the war: the winner will control
While Armory ground troops fight across Terminal,          New Madrassa, pushing their foes off the world and
Armory naval forces must keep Baronic ships from           holding the Dawnline Shore under their command – until
providing ground support to their own soldiers.            Union can muster a response, if its leaders dare…
Additionally, once the legionnaires have completed
their objective, the players must escort them and          This is the final battle of the Dawnline Incident. Armory
their captive off the installation and cover the strike    high command seeks to relieve its besieged forces
force until it bolts away. Treat this as an Escort         inside Green Zone Alhambra, an 8x8 km, walled-off
sitrep. Baronic forces will stop at nothing to retrieve    complex built into the heart of New Madrassa’s capital
the VIP, and have diverted some of their most              city; once relieved, the Armory plans to establish orbital
advanced solid-state ships to intercept the PCs.           and aerial command over the world and begin a
Treat this as an NPC battlegroup comprised of a            campaign to defeat the local opposition forces. New
Cornicen accompanied by Battlethreads, along               Madrassa is the most important world in the shore, as
with 1-2 additional ESCORTS and/or 1 ACE                   it is the closest to Union’s blink gate: after this
accompanying it. This can be in addition to the            resumption of hostilities, it is unacceptable that the
standard number of NPC battlegroups if an                  Baronies be the dominant force there.
additional challenge is desired.
                                                           The Armory’s fleet is massive, composed of multiple
Defeat in this beat sees the Karrakins rescuing the        battlegroups operating in support of numerous legions
VIP. The PCs will be reprimanded for this failure, but     as they gear up for a ground invasion. To begin with, the
the ongoing fight is desperate, and their battlegroups     PCs will face a normal combat engagement to establish
will continue to be first on the line. Success,            theater control within proximity of New Madrassa. A
however, will be an intelligence coup for the Armory’s     failure during Beat 4: So Below will mean the PCs
further efforts in-system.                                 face stiffer resistance from Union and/or Baronic
                                                           forces as well as the Defensive Emplacements
                                                           environmental modifier. Other environmental modifiers
BEAT 4: SO BELOW – EARLY 5021U                             may be brought into play as well.
The Armory’s 2nd and 3rd Expeditionary Fleets arrive
via the Long Rim nadir transit route, encountering         A success here rallies Armory forces, and word is handed
Union’s blockade at the termination shock line before      down that the PCs are, after hasty repairs and resupply (or
DS2 (Arkady II). Union orders the ships to turn back;      in the case of destroyed ships, reinforcements), ordered to
Lord Director Bernal orders them forward. The Armory       spearhead a bold and decisive decapitation strike to
engages Union’s Battlegroups Griffon and Thunder           remove an enemy fleet commander from the picture,
directly in order to defend the 2nd and 3rd Fleets as      preferably alive in order to secure diplomatic concessions.
they warm up from their long stasis. These are key         Treat this as a Hijack sitrep against the naval commander
reinforcements, so defending them from Union               of either the Union or Baronic forces, whichever one is
interdiction is critical; dealing Union a bloody nose to   currently in the strongest narrative position. Should the
remind the hegemony of its limits is a nice bonus…         PCs have failed or only achieved a Pyrrhic victory during
                                                           the previous engagement of this beat then a more
Treat this as a Holdout sitrep. The PCs are tasked         conservative approach is adopted, and they are instead
with defending the inbound Armory Expeditionary            tasked with protecting Armory orbital platforms as they
Fleets from the Union blockade. Success in this beat       work to drop soldiers and armor into GZ Alhambra while
means that the allied ships are bought enough time         holding off enemy forces. Treat this as a Defense sitrep.
to shake down from stasis and bolt to safety. Failure
in this beat means the players will face stronger          Overall failure of this beat results in the Armory withdrawing
resistance during the next beat.                           from New Madrassa, given no choice but to abandon its
                                                           ground forces to fight unsupported against the combined
                                                           strength of local opposition and BUC soldiers. The
                                                           Steward Council resumes active negotiations, sensing
                                                           that they have lost the Dawnline Shore – for now.
                                                                            Section 5 // Campaign Arcs
                                                                                                                            [213]
        A NEW THRONE
        THE KARRAKIN TRADE BARONIES & THE
        CONCORDANT ADMINISTRATION
        In 5019u, the situation in New Creighton explodes            BEAT 2: WEIGHT OF STONE – EARLY 5020U
        into all-out war. Baronic Unified Command (BUC)              While the bulk of the Baronic naval forces push to trap
        scrambles forces in support of the Concordant                the Armory’s strength at DS1, thousands of transport
        Administration, the Baronies’ planetside ally. The           ships struggle to ferry the combined forces of the
        BUC was caught off guard by the Administration’s             Boulder Company, the BUC’s ground troops, and a
        sudden attack on the Perfect Ministeriat, but with the       number of other free companies up from DS8 (Upper
        Armory escalating the Baronies has no choice but to          Laurent) before an Armory interplanetary missile strike
        match and overwhelm its rivals.                              hits the world. These soldiers are bound for New
                                                                     Creighton and, secretly, DS4 – New Madrassa –
        Struggling under the weight of its old Concern, the          making a successful defense of the operation critical…
        Baronies seek to ride the momentum of this sudden
        flare-up to secure its holdings in the Dawnline Shore        Success here is predicated on the PCs destroying an
        – thus expanding its territory into a new frontier with      inbound kill vehicle containing a payload of orbit-to-
        room to house its massive population. Baronic                surface missiles and destroying it before they can hit
        representatives on CentComm point to Armory’s                Upper Laurent. Treat this as an Intercept sitrep. Failure
        aggressive response as a casus belli for Baronic             may not impact the naval battle above New Madrassa
        escalation; with this justification, they argue they are     in later beats, it certainly impacts the ground fighting
        fighting a defensive war and are thus entitled to            that will happen there as evacuating Baronic forces
        respond in a swift and devastating fashion.                  suffer heavy losses in the bombardment.
        The Baronic forces in the Dawnline Shore are under
        the command of the BUC’s Fleetmaster Alia                    BEAT 3: PROMISE RING – LATE 2020U
        Boudelier. The house companies of the Houses of              Armory forces land on Terminal, the massive ring
        Stone, Remembrance, Water, and Promise in the                habitat and power station above New Madrassa. This
        Shore are activated, their mounted chassis tasked to         unexpected assault on the Baronic backline prompts
        Fleetmaster Boudelier’s command. Though                      a swift call for reinforcements to intercept and destroy
        independent while deployed on the ground, they are           the Armory strike force above the ringworld. In the
        powerful naval assets while in transit. Unified on the       course of this defensive action, a coded communique
        field of battle for the first time since their loss in the   comes in from Baronic Intelligence: this is not just a
        First Interest War centuries ago, the Baronic forces         simple attack on New Madrassa’s infrastructure, but
        fight not only for land, but revenge, glory, and the         a targeted strike on one of their VIPs. It is critical that
        restoration of Karrakin honor.                               this VIP does not fall into Armory hands, no matter
                                                                     what it takes…
        BEATS                                                        To succeed in this mission, the PCs must stop the
        BEAT 1: CASUS BELLI – LATE 5019U                             Armory forces from escaping with the VIP by carrying
        The Concordant Administration, the Baronies’ allies on       out a daring rescue operation before the enemy can
        New Creighton, launch a global attack on their               bolt away. Treat this as an Extraction sitrep.
        longtime enemies, the Perfect Ministeriat. Furious at
        their reckless actions, the BUC nonetheless steps up         In extremis, the PCs can opt to destroy the ship with
        to support them, engaging the Armory 1st Dawnline            the VIP aboard rather than letting them fall into
        Shore Fleet above the planet while attempting to             Armory hands, but this is far from an ideal outcome.
        support Baronic and Concordant forces on the ground.         While their superiors will ultimately stand by such a
        New Creighton is the bellwether: if they fail here,          decision as better than the alternative, the VIP’s
        confidence in the BUC will be shaken at home…                familial relation to a powerful and influential figure
                                                                     within the Baronic nobility will result in political fallout
        Treat this as a normal combat engagement. Success            and consequences for the PCs both within this
        for the PCs in this beat is predicated on defeating the      campaign and further on in their careers. Success, on
        Armory’s forces. Victory, whether total or Pyrrhic, is       the other hand, will both earn them praise and open
        enough. Losing here shakes noble confidence in the           several doors for them.
        BUC and might lead to disciplinary actions (if the
        PCs’ commanders even survive), but is not a major
        setback for the Baronies’ campaign in the Dawnline
        Shore: there are many more ships and many
        thousands more soldiers to throw at the problem.
                    Section 5 // Campaign Arcs
[214]
                                                                                                                     CAMPAIGN ARCS
                                                                                                                                     5
BEAT 4: AS ABOVE – EARLY 5021U                   BEAT 5: VIVAT REX – LATE 5021U
At long last, Baronic reinforcements arrive      The long-expected invasion comes at last. Armory forces,
via two major nearlight routes: the Long Rim     bolstered by reinforcements, arrive in numbers above New
apex route, a public route used by all           Madrassa, broadcasting on all channels that they have come to
factions and defended by Union, and a            relieve the “siege” of Green Zone Alhambra – the Armory’s
second, more direct route linking the Baronic    embattled terrestrial base. Unmoved by this obvious ploy, the
Concern to DS11 (Gloria) – this one              BUC declares that it will defend New Madrassa from the
defended by the Armory. Shoreside BUC            Armory’s invasion forces. The NMU and Union call for peace;
forces are tasked with meeting and escorting     as the guns of the opposed fleets open up in the skies above, it
their allies, defending them as they             is clear that peace is not an option…
shakedown from stasis…
                                                 This is the final engagement of the Dawnline Incident. The
Choosing to punch a hole through Union’s         Armory nominally seeks to relieve its ground forces on New
defenses is the more straightforward of the      Madrassa, which are encircled in an 8x8 km “green zone” by
two options, as the Union commanders             a mix of local and Baronic ground forces. The Baronies
along the Long Rim apex beachhead have           cannot let this happen: New Madrassa, owing to its
been spread thin. Treat this as a normal         immediate proximity to the Dawnline Shore’s blink gate, is the
combat engagement, though a next-                most critical world in the system. To let the Armory claim it,
generation Union battlecarrier design has        directly or indirectly, is to let it own the Shore.
recently been deployed to this route to
bolster its defenses. Treat this as an NPC       If the PCs opted to fight the Armory instead of Union during
battlegroup comprised of a Paladin with the      Beat 4: As Above then Union offers them assistance in the
Den Mother template, along with 1-2              form of three banked dice that can be spent by any players
additional ESCORTS and/or 1 ACE                  during this beat to either add ACCURACY to their own single-
accompanying it. This can be in addition to      target attack rolls or add DIFFICULTY to enemy single-target
the standard number of NPC battlegroups if       attack rolls. Otherwise, Union forces are more focused on
an additional challenge is desired.              escorting civilians as they flee the world.
If the players choose to battle the Armory,      To begin with, the PCs will face a normal combat engagement
they’ll also have to contend with an             to blunt the first wave of Armory ships arriving to invade New
experimental vessel boasting unusual             Madrassa. A failure during the previous beat will mean the
gravitic/blinkspace manipulation capabilities.   PCs face stiffer resistance from Armory forces, and that the
Removing this vessel from the equation is        wreckage of the first-wave ships and defense platforms has
imperative in order to allow allied              formed a Debris Field environmental modifier. Other
reinforcements to safely spool up to             environmental modifiers may be brought into play as well.
nearlight. Treat this vessel as a Needleship
with the Mastermind template, along with         Success here throws the Armory’s naval advance into disarray
1-2 additional ESCORTS and/or 1 ACE              and places them on the back foot. Forced to settle in for a
accompanying it. Treat this engagement as a      more protracted siege, they begin maneuvering orbital
Hijack sitrep, with the target vessel being      platforms into position to begin dropping reinforcements
the Needleship. Destroying the target ship       directly into Green Zone Alhambra, and following repair and
creates a morass of gravitic anomalies and       resupply the PCs are ordered to spearhead an assault to
blinkspace wormholes that disrupt ship           destroy these platforms before they can begin deployment.
systems and dangerously interfere with           Treat this as an Intercept sitrep. If the PCs failed or only
transit through the route until they subside,    achieved a Pyrrhic victory during the previous engagement of
counting as a failure.                           this beat, then the Armory presses forward implacably and it
                                                 falls to them and the remaining defenders to stem the tide
Failure in this beat means the players will      before it’s too late. Treat this as a Holdout sitrep.
face stronger resistance during the next
beat. Choosing to defend against Union in        Overall defeat here sees Baronic forces retreating to San
this beat will also mean they lose additional    Simeon, Union pulling back to the blink gate, and the Armory
assistance during the next beat as well.         establishing control over New Madrassa, beginning a brutal
                                                 ground war to pacify the world. Baronic, Union, and local
                                                 ground forces join together against the Armory, but the fight is
                                                 likely to be hopeless as the Armory controls the skies. Baronic
                                                 representatives move to protest in CentComm, demanding
                                                 intervention to hold the Armory’s aggression on New
                                                 Madrassa. Union, slow to act, begins to plan a more direct
                                                 method by which to stop the Armory’s maneuvers…
                                                                         Section 5 // Campaign Arcs
                                                                                                                    [215]
SITUATION REPORT
10 HOURS TO ATTACK
Donec mollis justo
sed justo
pellentesque
sollicitudin. Duis
Duis bibendum
adipiscing nibh.
Maecenas diam
           DAGGERFLIGHT WING
           Threat risk: Low
           LEGION advice:
           Keep busy with
           BATTLETHREAD clouds
        At this point, you’ve got everything you
        need to play Battlegroup and dive into       STATE CHARACTER STATE ORGANIZATION
        the Dawnline Shore conflict. For those
        who want to read more, this section           1-2     Tyrannic                       1-2    Monarchy
        contains additional details about the
        navies and naming conventions of the          3-4     Egalitarian                    3-4    Oligarchy
        various galactic powers, as well as
        assorted worldbuilding tools, random          5-6     Democratic                     5-6    Theocracy
        tables, and setting information
        pertaining to naval matters within the        7-8     Communal                       7-8    Anarchy
        world of Lancer.
                                                      9-10    Tribal                        9-10    Federation
        DIASPORAN STATES                             11-12 Plutocratic                      11-12   Confederation
        Diasporan fleets are rarely large enough
        to contend with the great powers of the      13-14 Imperialist                      13-14   Hegemony
        galaxy. Even SSC, which maintains a
        comparatively small standing navy,           15-16 Dynastic                         15-16   Corporate
        outclasses and outnumbers all but the
        most developed Diasporan fleets.             17-18 Ancient                          17-18   Republican
        Regardless of this disparity, some
        Diasporan states have the organizational     19-20 Revolutionary                    19-20   Protectorate
        capacity and resources to deploy and
        maintain fleets of appreciable size and
        strength, maintain regular battlegroup-      STATE AFFILIATION                                          ROLL 1D20
        sized patrols, and go toe-to-toe with
        other major players.                                  1-2           None – Isolated/FirstComm
        You can use the following tables to                   3-4           None – Pariah
        generate the character, organization, and
        affiliation of any non-canon Diasporan                5-6           None – Split Allegiance
        state. Character describes the current
        prevailing national tone, history, and                7-8           Union – SecComm
        dominant culture. Organization describes
        the current and prevailing governmental              9-10           Union – ThirdComm
        structures. Affiliation describes any
        diplomatic relationships it has.                     11-12          Union – ThirdComm (Derivative/Offshoot)
        Additionally, you may choose to further
        complicate the current politics or culture           13-14          Harrison Armory – Colony
        of this generated state by choosing either
        the Interesting Times or From the                    15-16          Harrison Armory – Purview
        Ashes of the Old modifier.
                                                             17-18          Karrakin Trade Baronies – Concern
                                                             19-20          Karrakin Trade Baronies – Interest
                                                     OPTIONAL MODIFIERS
                                                     Interesting Times Roll twice for State Organization: the first
                                                                       result is the old form of state power, the
                                                                       second is the emerging form.
                                                     From the Ashes of Roll or choose from State Organization,
                                                            Old        then roll twice on the State Character table.
                                                                       The first roll is the old character, the second
                                                                       roll is the emerging one.
                   Section 6 // Campaign Arcs
[218]
                                                                                                                  CAMPAIGN ARCS
OBJECTIVE VESSELS & VERY IMPORTANT PERSONS
Use these tables to quickly generate an objective vessel or VIP for missions, sitreps, and narrative purposes.
 ICONIC TRAIT                                                                                     ROLL 1D20
                                                                                                                                  6
   1-2    A storied vessel, this ship (or its namesake) has a venerable history that goes back centuries.
   3-4    This vessel is fresh from the shipyard, perhaps undergoing shakedown or on her maiden voyage.
   5-6    Something about this vessel is deceptive; it may appear to be a different class, or possess
          hidden capabilities a ship of its type isn’t ordinarily expected to.
   7-8    This ship is considered to be cursed by those who’ve served aboard her, with a history of
          misfortune following in her wake.
   9-10   A prototype vessel, this ship is equipped with experimental cutting-edge technology of some sort.
  11-12 The history of this ship is a grim one, a participant in numerous bloody engagements in which no
        quarter was given.
  13-14 One of the PCs has a personal history with this ship, a memorable encounter or even a rivalry.
  15-16 A particularly ostentatious and opulent vessel, as much a symbol of prestige (or vanity) as it is a
        warship.
  17-18 The design of this vessel matches no known class or manufacturer; it could be bespoke or the
        product of an unknown shipwright.
  19-20 According to records, this ship once belonged to another navy, perhaps even your own, before
        being captured or salvaged after battle.
 ICONIC VIP                                                                                       ROLL 1D20
   1-2    The ship’s captain
   3-4    One of the ship’s crew, such as a senior officer or engineer
   5-6    A defector, to be extracted or protected
   7-8    A scientist responsible for top-secret technology
   9-10   A diplomat whose safety is paramount
  11-12 A spy, one of yours or one of theirs
  13-14 A prisoner of war, in need of transport or rescue
  15-16 A noble scion or high-ranking official
  17-18 An NHP, either the ship’s own or a different one
  19-20 A fleet admiral, traveling aboard the ship in question
                                                                            Section 6 // Campaign Arcs
                                                                                                                 [219]
        SHIP NAMING CONVENTIONS
        Ships are known by their names in addition to their deeds; in fact, their names usually precede their deeds.
        You can use this table to narrow down the naming scheme of player or NPC ships if necessary.
         THEME                                                                                             ROLL 1D20
             1    Mythic heroes and places
             2    Cities, states, and administrative districts
             3    Alphanumeric designations (i.e., “B-384” or “A24-V” and so on)
             4    Rivers, lakes, and oceans
             5    Creatures associated with air, the sea, and space
             6    Mountains, valleys, and craters
             7    Famous generals and admirals from history
             8    Famous politicians, monarchs, and nobles from history
             9    Valor, piety, and other virtuous traits
            10    Gods and demigods
            11    Mythic items, relics, or artifacts
            12    Aspirational qualities associated with state character
            13    Qualities, nouns, and virtues associated with state organization
            14    Painters, sculptors, or composers
            15    Ironic phrases, maxims, and puns
            16    Victorious or commemorated battles
            17    Famous leaders, currently alive
            18    Months, named years, ages, weather phenomena, and seasons
            19    Short code phrases composed of two nouns
            20    Demons, devils, and gods of death or chaos
                   Section 6 // Campaign Arcs
[220]
                                                                                                                            CAMPAIGN ARCS
GENERAL HOOKS AND COMPLICATIONS
If you need Lancer-flavored hooks and complications on the fly, you can use this table to quickly establish a
narrative framework to build from.
 HOOK
  1 Beset by pirates, you have no other option but
                                                                                                         ROLL 1D20
                                                        11 Out along the terminal shock, the enemy battlegroup that
                                                                                                                                            6
    to turn and fight…                                     you’ve been tracking disappears, via some advanced
                                                           stealth tech or something else. The only way you’ll
  2 A corrupt station keeper has refused to let your       know where they went is if you go hunt them down…
    ships depart after completing paid-for repairs
    and refittings. Surrounded by their guardships,     12 You realign at nominal distance from the enemy shipyard;
    you decide to fight your way out…                      despite larger numbers of enemies on your scope
                                                           than you expected, the attack must still go through…
  3 A VIP and their retinue has hired your ships to
    escort them to their destination. They told you     13 The eggheads planetside are sure of it: the asteroids
    to expect trouble, but you didn’t expect that to       hurtling toward the planet are on a collision course.
    include Union chasing you…                             First, your ships will have to deal with them; then,
                                                           you’ll have to deal with whoever threw them…
  4 You intercept a distress call from a floundered
    Trunk Security cutter and head to assist. En        14 A dead ship appeared in local space, and every boat
    route, you detect another group of ships               above the world died. After it blinked away and you
    heading their way, weapons hot…                        spent a week on repairs, your ships were ready. Now
                                                           all that remains is to track it down via its conspicuous
  5 While you’re chartered to escort a caravan of          nearlight radian…
    mining rigs from their plots to a nearby
    processing station, a desperate group of            15 The battle rages around your ships, allies and enemies
    pirates attack…                                        trading fire on all sides. You’ve navigated your
                                                           battlegroup through the sprawling mess, and now the
  6 You’re smuggling supplies and weapons to               enemy’s flagship lies vulnerable before you – or would,
    Free Sanjak when a Baronic Unified                     if it weren’t for its retinue of ships. One last fight…
    Command patrol starts getting suspicious. As
    they come in close to board and inspect, you        16 There is a secret war boiling in Purview space, with
                                                           rebels taking a stand against the appetite of the
    prepare for a close-up fight…
                                                           Armory’s legions; you’ve just nearlighted into the
  7 Your gig ferrying low–social credit citizens           middle of the fight, and the Armory’s guns have
    through the Purview has been sweet; however,           decided you’re hostile…
    when some “taxmen” and their ships come
                                                        17 A group of gas miners held hostage aboard their
    calling, you have no choice but to shoot your
    way out…                                               platforms wait for rescuers that are fighting deck to
                                                           deck to free them. You and your ships must hold a
  8 A spin-colony ship being towed for                     cordon against the pirates’ inbound relief forces…
    decommissioning suddenly lights up, flying on
    its own. The ship refuses to respond to remote      18 An Armory force projection unit has launched without
    autopilot commands, and worse, when a team             notifying flight control of their intent to depart. They have
    boards to attempt to wrest manual control, it          aligned along a trajectory well outside of any acceptable
    jumps away, leaving a flight of hostile drones         flight plan, and – according to records back at port, have
    behind. After mopping them up, your group has          outfitted themselves for combat deployment. No one
    been tasked to hunt the “stolen” ship down…            knows where they’re headed, and they’re not
                                                           responding to any hails. Time to investigate…
  9 You’re on a boring but important duty:
                                                        19 A Trunk Security unit has requested assistance taking
    escorting a fully loaded water-ice mining
                                                           down a notorious interstellar pirate group. You arrive
    convoy from the field to the larger fleet. Surely
                                                           at the rendezvous point to find the “pirate group”
    nothing will happen on this milkrun…
                                                           flying Karrakin flags…
 10 A life-flight of polytemporal Cosmopolitans is
                                                        20 In the course of a normal cruise, a damaged Volador
    bound for an IPS-N realignment world.
                                                           ship snaps into realspace realignment. Before you can
    Normally, this wouldn’t call for anything more
                                                           hail it, a Constellar Skyhook appears and orders you
    than regular security; however, one of the
                                                           to stand down as it spools up their guns. Los
    Cosmopolitans on board is carrying a secret –
                                                           Voladores, meanwhile, message you to ask for help…
    a secret SSC is willing to kill for…
                                                                              Section 6 // Campaign Arcs
                                                                                                                           [221]
        NOTABLE SHIPWRIGHTS
        JANUS COMBINE                                                  ARMADA SHIPYARDS
        The Janus Combine is a conglomerate of scientific              A venerable, middle-tier shipwright now operating as
        foundations and deep-space engineering firms based             an autonomous subsidiary wholly owned by IPS-N,
        on Umara, the capital world of the House of Water, in          Armada Shipyards produces a vast number of
        the Karrakin Trade Baronies. Devoted to the                    functional, no-frills, and affordable hulls marketed
        development of parasubjective strategic solutions that         toward developing Diasporan states. Armada, like IPS-
        blend operator and platform together in lossless               N’s internal Titan-Enceladus Field Project, is run as a
        harmony, the Janus Combine is a moderately powerful            lithe corpro that can develop new products
        player in the field of non-NHP inorganic minds.                independent of IPS-N’s larger bureaucratic structures,
        Primarily commissioned by the Baronic Unified                  while benefiting from its vast resource libraries.
        Command (BUC), some Diasporan states have
        purchased fleet orders of Janus Combine hulls,                 Fleet licenses with Armada Shipyards are subject to a
        subalterns, and cogent minds. Under the Federal                lengthy evaluation process overseen by the Union
        Karrakin Monarchy’s Agreements on the Rights and               Naval Department’s Diasporan Licensing Board (and
        Duties of Noble Ventures, the Janus Combine provides           a nominal approval process by Armada and IPS-N).
        30 percent of its annual production for use by the BUC         Of the several Diasporan states that enjoy long-
        and other federal deep-space ventures. The remaining           standing contracts with Armada, the most notable
        70 percent of the Combine’s output is leased for               are New Madrassa United and San Simeon, both of
        private sale, usually fleet contracts to Diasporan states      which are key worlds in the Dawnline Shore.
        and private entities with the necessary funds.
                                                                       CORREGIDOR GROUP
        SYNGIN-DUAT                                                    After Ras Shamra and IPS-N, Harrison Armory’s third
        Syngin-Duat is an independent, minor corpro affiliated         most prolific naval supplier is the Corregidor Group,
        with a gnostic–monastic HORUS sect endemic to                  an enclave corpro founded under Harrison II and
        SSC’s Constellation. Syngin-Duat technology is widely          bequeathed to his niece, Emile Salvacruz, of the 2
        used aboard Skyhook-class vessels and Constellar               percent Creighton-Cruz forking line.
        Gendarme and Midnight subliners. Primarily a producer
        of systems and materials, Syngin-Duat does produce a           The Corregidor Group produces two distinct hull
        range of limited-release monocoque hulls popular with          lines: The first is made up of licensed IPS-N clones
        EWAR specialists and navies that adhere to more                built to Ras Shamran specifications. The second is
        esoteric doctrines. Syngin-Duat monocoques can be              bespoke vessels for the Armory’s steward classes
        encountered among SSC’s gendarmerie, in use as                 and officers wealthy enough to purchase
        private yachts for the security forces of Karrakin nobility,   commissions and supplement their existing
        and among the ranks of the BUC’s EWAR vessels.                 commands. Built to accept Legion-standard fittings,
                                                                       munitions, and powerplants, Corregidor Group hulls
        In addition to their own proprietary technologies,             are considered by Ras Shamran high command as
        Syngin-Duat vessels utilize many Union Science                 complementary to existing, state-produced vessels; if
        Bureau-cleared HORUS technologies and systems.                 one is wealthy enough to add specialized Corregidor
        Documentation shows no clear link between SSC                  Group hulls to their state-provided command, the
        and Syngin-Duat, though the connection between the             legion will allow it, and prestige likely demands it.
        two corpros is plainly visible.
                    Section 6 // Notable Shipwrights
[222]
                                                                                                NOTABLE SHIPWRIGHTS
ATELIER CELESTE
Of the Constellation’s ateliers, Atelier Celeste is the
most venerable and lauded supplier of Skyhooks and
                                                                                                                      6
chassis mounts to the diplomatic and security arms
of Smith-Shimano’s Constellar Congress. The Atelier
(though there are many, Atelier Celeste is referred to
simply as “the Atelier”) can trace its roots back to the
founding of SSC, where it began as the firm’s in-
house design studio for engineers and designers
working on producing reliable long-distance vessels
and exo-suits for deep-space operations.
Building from a core series of pre-Union Cradelian
plans enhanced by access to SSC’s library of
materials, construction methods, and signature
design notes, the Atelier’s Skyhook-class vessels are
unmatched in build quality. Each Skyhook is hand-
built by Atelier craftspersons and then finished by
Atelier furnishers, outfitters, and designers. No more
than 100 are produced each local year.
Skyhooks made by an atelier – whether Atelier Celeste
or another – are rare and valuable, not only for their
exclusivity and opulence but for their ability to operate
in stable low orbit, and serve as transit points for
atmospheric ships entering and leaving space.
UNION NAVY
Even in its scaled-down form under the Third
Committee, the Union Navy is the largest and most
capable navy in the galaxy by orders of magnitude. It
has outposts, docks, installations, battlegroups, and
patrols in almost every sector of space – those in
which it does not have a presence, it can reach with
priority access to the blink network. Union naval
strength is best imagined as an inexorable
accumulation rather than a limited resource: without
fail, Union has the strength to respond to a threat or
provocation – the only constraint on the application
of such force is the amount of time it takes for
battlegroups to arrive. Union can field any vessel of
any type, from the largest, most unique
dreadnoughts, to the smallest fighters.
                                                            Section 6 // Notable Shipwrights
                                                                                               [223]
        BATTLEGROUPS
        Battlegroups are led by officers of commander rank
        or higher and are the standard force composition in        UNION               RING FLEETS
        the Union Navy. The workhorses of Union’s fleets and       Union ring fleets (URFs) are the largest naval forces a
        the most common structure for patrols, battlegroups        hostile power could expect to engage. Encompassing
        are equipped to respond first to any distress calls,       the entire naval and ground strength of a ring, a URF can
        provocations, or flashpoints within Union’s sphere of      bring thousands of capital ships to bear alongside tens of
        influence within a month. If Union is dispatching an       thousands of subline ships. A URF, should it be called, is
        auxiliary peacekeeping force, an interdiction force, or    commanded by a ring admiral, a temporary rank created
        a DoJ/HR liberation team to address a critical             specifically for such a purpose. In most cases, the ring
        scenario, it will be a force of battlegroup strength.      admiral reports directly to CentComm and NAVCOMM,
                                                                   and enjoys priority access to GalComm iteratives. No
        The presence of a Union battlegroup in an area acts        threat faced by Union has yet justified the deployment of
        as a demonstration of Union’s ability to rapidly transit   a URF, though contingency plans do exist based on low-
        forces to the theater: a battlegroup, even on its own,     confidence GalComm forecasts. For the Union Naval
        is never really alone; it is almost always in constant     Department, the URF is more of an administrative
        omninet communication with its parent fleet, which is      designation than a strategic or tactical one.
        in turn in communication with the ring fleet to which it
        belongs (see below). Though the full strength of           On paper, it is possible to engage and defeat a URF,
        Union’s naval forces might never be brought to bear        though unlikely and not without knock-on complications.
        in an engagement, each battlegroup represents just         While not all of Union’s 11 rings are as built up as those
        the point of a much mightier spear.                        closer to Cradle, any one of them could respond with
                                                                   strength should a URF from a neighboring ring be
        In addition to blink codebooks that allow them to          defeated. Another consideration is that, when engaging
        bypass public queues at blink gates, Union’s               Union directly, one must plan to lose access to the
        battlegroups also benefit from onboard NHPs, which         omninet and blinkspace. As it stands, these
        assist with navigation, ship management, strategy, and     advantages enjoyed by Union – size, communications,
        tactics. A battlegroup’s NHPs also have the ability to     and logistics – make it all but impossible for an
        form a gestalt subjectivity called a fleet legion. The     enemy force to chart a course to total victory.
        presence of a legion allows for near-perfect, instant
        information-sharing between ships, coordination, and       Should a URF be deployed, it would be far too large
        power management, as well as predictive targeting          to deploy in one massed battle (even acknowledging
        and defense beyond what isolated NHPs can handle.          that the overall scale of engagements would be much
        Additionally, many battlegroups carry large                larger than in conventional interstellar warfare). URFs
        detachments of marines and mechs aboard their              stream into combat theaters in a steady, increasing
        carriers for conducting ground operations; even those      accumulation of battlegroups and fleets. Bolstered by
        battlegroups that are more purely naval in purpose still   unfettered access to the omninet and blinkspace,
        have decent complements of marines.                        URFs do not suffer from the logistical hazards and
                                                                   pitfalls one would expect from a fleet of such size;
        Battlegroups are typically composed of two to six          fighting one would not just mean fighting the
        capital ships and their escorts, not counting strike       collected strength of an entire ring, but fighting
        craft such as fighters or bombers. When multiple           against the very infrastructure of what makes
        allied battlegroups operate in a theater, they are         interstellar travel and communication possible in the
        collectively referred to as a fleet, which is itself       galaxy. Should a URF come into play, then, it is best,
        commanded and coordinated by an admiral. These             to represent it with a clock or otherwise accumulatory
        ad hoc fleets are distinct from ring fleets, which are     defeat condition, not necessarily as an enemy for
        made up of the combined forces of an entire ring.          players to fight (save for, say, pivotal scenes involving
                                                                   particularly important events, locations, or NPCs).
         RINGS AND LINES
         Rings are the concentric circles used to mark out
         Union’s territorial and administrative divisions.         SHIP DESIGNATIONS
         They are also known as lines (i.e., the Andes             Union naval vessels have the following designations:
         Line, the Himalaya Line, the Annamite Line, etc.;         • Frigates: UNS-LS (Union Naval Ship – Line Ship)
         see Lancer, p. 340). There are currently 11 rings         • Carriers: UNS-CV (Union Naval Ship – Carrier Vessel)
         in Union’s administrative space.                          • Battleships: UNS-BB (Union Naval Ship – Battleship)
                   Section 6 // Battlegroups
[224]
                                                                                                                   BATTLEGROUPS
NAMING CONVENTIONS
Whether they are operating under the direct
                                                         SUBLINE SHIPS
                                                         Subline ships draw on a vast range of possible
                                                                                                                                  6
command of the Union Navy or in support of DoJ/HR        naming schemes, from cities and towns, to figures
missions, the names of specific Union ships,             and creatures of legend and myth – anything deemed
battlegroups, and fleets themselves tend to fall on      appropriate by the Union Naval Department Board of
the “dry” (or “professional”) side. They are usually     Names and Registers.
named after figures or events from history,
geographic and geologic features found on Cradle,        WINGS
and other proper nouns. While there is some              Wings are typically given an alphanumeric
variance, some principles tend to remain true.           designation: a letter based on their division
                                                         placement (i.e., a ship’s first wing would be “A”) and
BATTLEGROUPS AND FLEETS                                  a number based on their proximity to their command
Union battlegroups typically adopt single-word           element (the commanding officer of a wing, for
codenames, usually proper nouns. There are few           fighters, bombers, and mounted mechs, or the
restrictions. Fleets are named in the order that they    commanding ship in the case of larger subline
are raised.                                              vessels; i.e., “1” for the commander). For example,
                                                         the command element (“1”) of the UNS-CV Tompkins
Battlegroup examples: Battlegroup Comet,                 Square’s first wing (“A”) would be “A-1”. In voice and
Battlegroup Ceremony, Battlegroup Orchard.               text comms, the officer or command vessel would
                                                         likely respond to a phonetic corresponding to their
Fleet examples: 1st Fleet, 2nd Fleet, 3rd Fleet.         “A” designation. As a wing, they would be known as
                                                         “Able-One”, “Assassin-One”, “Archer-One”, or
FRIGATES                                                 something along those lines.
Frigates are generally named for inland seas and
lakes found on Cradle, seasons and months on             All other wings in the A group would be numbered
Cradle, cities (extant or long gone) found on Cradle,    consecutively from their command element: A-2, A-3,
and folk heroes and figures from labor history.          A-4, and so on. Individual pilots are referred to by
                                                         their callsign, save for the wing commander, who is
Frigate examples: UNS-LS Tahoe, UNS-LS                   referred to as “[phonetic] Actual” (i.e., Able Actual,
November, UNS-LS Kinshasa, UNS-LS Joe Hill.              Assassin Actual, Archer Actual, etc).
CARRIERS
Carriers are generally named for rivers and canals
found on Cradle, forests on Cradle, folk heroes and
events in labor history, capital cities (extant or
ancient) on Cradle, and so on.
Carrier examples: UNS-CV Nile, UNS-CV Daintree,
UNS-CV Tompkins Square, UNS-CV New York.
BATTLESHIPS
Battleships are generally named for naturalists and
environmentalists, mountain peaks and canyons on
Cradle, large geographic features on Cradle, theorists
and writers, and so on.
Battleship examples: UNS-BB William Keith, UNS-BB
Shasta, UNS-BB Highveld, UNS-BB Friedrich Engels.
                                                                          Section 6 // Battlegroups
                                                                                                                  [225]
        KARRAKIN TRADE BARONIES
        The combined strength of the Karrakin Trade                 considerations – logistics, navigation, and space/
        Baronies is second only to Union in terms of potential      orbital combat – are handled so that the house
        fleet size; however, as a uniquely structured               company (or companies) billeted aboard its ships can
        federation of states and noble dominions, bringing          perform their duties.
        the total united strength of the Baronies to the field
        would be an unprecedented undertaking. Regardless,          Most house company missions consist of between
        each Karrakin world is capable of fielding a                eight and twelve ships of the line and their escorts.
        tremendous amount of naval power, whether alone or          Unlike most BUC naval groups, house company
        within a temporary strategic structure.                     missions often field carriers laden with house
                                                                    company soldiers, chassis, and ground personnel.
        By Karrakin law, warships can only be authorized and        Such missions are still commanded by BUC group
        fabricated by the Federal Karrakin Monarchy and             commanders, though they likely have the command
        organized under the BUC. The federal Karrakin               staff of the house company they are escorting
        armed forces crews and commands the Karrakin                breathing down their neck.
        navy. Although it is technically illegal for the noble
        houses to possess naval forces of their own, many           Union considers house companies to be private
        do in the form of converted yachts, barges, and other       organizations; as such, they have no priority access
        pleasure-craft armed for “self-defense.”                    in blink gate queues.
        NAVAL GROUPS                                                FREE COMPANY EXPEDITIONARY
        The most common naval force structure found in the          GROUPS
        Concern and the Interest is that of the BUC-                Unlike house companies, the Free Companies are wholly
        commanded naval group. House companies are not              private entities. As such, Baronic law entitles them to
        allowed to field their own naval-tier ships; thus, the      field their own naval ships and personnel as long as their
        responsibility for pursuing the interstellar ambitions of   full strength is registered with the BUC, they are
        the Baronies falls to the BUC – the Federal Karrakin        maintained to BUC readiness standards, and they will
        Monarchy’s own forces. The BUC controls both the            comply with any calls to arms from the BUC, if ordered.
        Baronic navy and any ground forces that fall outside
        of the house company system. It is responsible for          Free Company ships run the gamut from
        the every element of the Baronies’ naval                    professionally crewed, purpose-built ships of the line
        infrastructure, from logistics to force application.        built by master shipwrights, to cheap, converted
                                                                    civilian vessels upgraded with various weapons and
        BUC naval groups are usually outfitted for a wide variety   tactical systems. The quality of the ships in a group is
        of possible encounters. They range in size from a handful   directly proportionate to and indicative of the power
        of ships to many dozens, though most contain six to         of its company: the larger, wealthier, more powerful,
        ten ships of the line and their escorts. Each naval         and better connected the company is, the better their
        group is commanded by a group commander.                    supporting ships are likely to be.
        Although BUC naval groups do tend to use NHPs,
        they don’t have blink codebooks. As military vessels        SHIP DESIGNATIONS
        belonging to a recognized state in Union, they may enjoy    Baronic naval vessels have the following designations:
        some faster cycling through blink queues, but they
        certainly don’t have unfettered access to the network.      • Frigates: FKS-RE (Federal Karrakin Ship – Rasée)
                                                                    • Carriers: FKS-CV (Federal Karrakin Ship – Carrier)
                                                                    • Battleships: FKS-BC (Federal Karrakin Ship –
        HOUSE COMPANY MISSIONS                                        Battlecruiser)
        Baronic house companies must lease ships from the
        BUC if they mean to engage in naval warfare or              For example, the full designation for the Baronic
        interplanetary maneuvers. The house (or houses)             battlecruiser Invincible is “FKS-BC Invincible”.
        hoping to lease ships must submit a detailed
        application to the BUC describing the extent of the
        intended mission and must pay the salaries of the
        personnel that will crew and command the ships.
        Assuming a mission is approved, the BUC enjoys
        total oversight and, for its part, ensures that all naval
                    Section 6 // Battlegroups
[226]
                                                                                                                       BATTLEGROUPS
NAMING CONVENTIONS
BATTLEGROUPS AND FLEETS
Baronic fleet-strength forces are called “armadas”,
while battlegroup-strength detachments are called
“naval groups”. Both types of force are numbered in
                                                          SUBLINE SHIPS
                                                          Like frigates, Baronic subline ships carry the names
                                                          of genera, species of flowering plants, and ignoble
                                                          officers who have retired from the service or been
                                                                                                                                      6
the order in which they are raised, following which is    killed in battle.
a name. Naval groups are either given the
designation “Federal”, named after the house with         WINGS
which their commanding officer is associated, or          Wings are numbered according to their position in
named after the house company they are supporting.        their carrier’s (or group’s) deck organization and carry
Armadas take the name of the world to which their         the name of their parent carrier, sometimes
commanding fleetmaster is sworn. For example:             abbreviated for convenience. For example, wings
                                                          assigned to the carrier FKS-CV Baron Bilal would,
Naval group examples: Naval Group 2 Federal,              beginning with the uppermost command element, be
Naval Group 1 Yond, Naval Group 33 Boulder.               designated 1-Bilal, 2-Bilal, etc.
Armada examples: Armada 1 Khayradin; Armada 5 Bo.         Individual pilots are referred to by their callsign, save
                                                          for the wing commander for that ship, who is referred
FRIGATES                                                  to as “[carrier] Leader” (i.e., Bilal Leader). Baronic
Baronic frigates are referred to as “rasées”. They are    pilots place a great deal of importance on their
usually named after families, genera, and species of      callsigns, and performing notable deeds is often
flowering plants. They may also be named for ignoble      accompanied by a ceremony in which their callsign is
officers who have retired from the service or been        “graduated” to reflect this personal glory. The
killed in battle.                                         exception is the wing commander whose callsign
                                                          always remains the same, as the honor of leading a
Frigate examples: FKS-RE Dendrobium, FKS-RE Didier        wing is considered great enough to not require
Haillet, FKS-RE Berthe Bonnel, FKS-RE Aberrans.           further elevation.
CARRIERS
Baronic carriers are named for heroes of Karrakin
myth and history, legendary weapons, and cities
across the Concern. Carriers may also be named for
living Karrakin nobles.
Carrier examples: FKS-CV Anaxandron, FKS-CV
Alouette, FKS-CV Baron Bilal.
BATTLESHIPS
Baronic battleships are called “battlecruisers” and are
named for heroes of Karrakin myth and history, worlds
of the Concern, warrior virtues, and the major signs of
the Karrakin deck of fates. Battleships may also be
named for living figures of Karrakin high nobility.
Battleship examples: FKS-BC Passacaglia, FKS-BC
Umara, FKS-BC Valor, FKS-BC Broker’s Demand.
                                                                            Section 6 // Battlegroups
                                                                                                                      [227]
        HARRISON                      ARMORY
        Harrison Armory is a robust, centralized corpro-state       NAMING CONVENTIONS
        with an incredible ability to punch above its weight.       BATTLEGROUPS AND FLEETS
        Proven in numerous critical battles against Baronic         Armory battlegroups are numbered based on the
        forces, the Armory enjoys unparalleled logistical and       order in which they were raised and named for the
        strategic vision backed by powerful, cutting-edge           world from which they were raised, followed by their
        weaponry. Centuries of imperial expansion have              role (i.e., planetwatch or force projection). They may
        driven the Armory’s military development, creating a        also have an agnomen, depending on their history.
        martial culture that produces disciplined officer corps     Armory fleets are temporary force organizations, as
        and professional enlisted soldiers. Its broad territorial   legion commanders can be territorial about their
        holdings are directly administered by its central           command, and are named for the task they are
        government on Ras Shamra.                                   formed to accomplish.
        The Armory’s entire naval power is comparable in size       Battlegroup examples: 3rd Ras Shamra,
        to the federal naval forces allotted to a single Baronic    Planetwatch; 1st Cordoban, Force Projection.
        world, but the Armory’s command over logistics,
        strategy, and center-point tactics makes it a nimble,       Fleet examples: 1st Expeditionary Fleet, 2nd
        comparatively fearsome threat with the ability to win       Expeditionary Fleet, 5th Purview Defense Fleet.
        wars in a single, rapid strike.
                                                                    FRIGATES
                                                                    Armory frigates are named for heroic figures of human
        BATTLEGROUPS                                                and Armory myth and history, warrior virtues valued by
        Modern Armory battlegroups evolved from orbital             the Armory, and ranking legionnaires, as well as c-suite
        support fleets. Only recently has Ras Shamra began to       Armory executives.
        produce naval forces organized for full-scale combat.
        As a result, while the Armory’s ships and personnel are     Frigate examples: PCV-L Marco Polo, PCV-L
        equipped with some of the finest technologies,              Alacrity, PCV-L Praetor Charles Clemens, PCV-L
        systems, and weapons in the galaxy, they are largely        Director Joseph Columbus.
        unproven in real battle. The fluid state of Armory naval
        doctrine manifests in a tendency toward the adoption        CARRIERS
        of radical, unconventional strategies – and, just as        Carriers are named for heroic figures from ancient
        likely, the potential for disaster.                         Cradle, virtues, and heroes and executives of the
                                                                    Armory. They may also be named for “matronly”
        Armory fleets are organized according to one of two         adjectives and qualities, Purview metropolises, and
        doctrines: planetwatch and force projection.                women of myth.
        Planetwatch fleets are configured to support Armory
        ground legions and ensure total theater dominance.          Carrier examples: PCV-GC Gawain, PCV-GC
        Force projection fleets, meanwhile, are the Armory’s        Steadfast, PCV-GC Dutiful, PCV-GC Fearsome.
        standard naval groups, meant to engage in a range of
        ship-to-ship actions.                                       BATTLESHIPS
                                                                    Armory battleships are called “dreadnoughts” and are
                                                                    named for leaders of the Armory, as well as monarchs,
        SHIP DESIGNATIONS                                           conquerors, and composers from Cradelian history and
        Harrison Armory naval vessels have the following            myth. They may also be named for heroic or virtuous
        designations:                                               qualities, worlds of the Purview, and gods of power and
                                                                    import from various human religions and mythologies.
        • Frigates: PCV-L (Purview Command Vessel – Line)
        • Carriers: PCV-GC (Purview Command Vessel –                Battleship examples: PCV-DN Creighton II, PCV-
          General Carrier)                                          DN Charlemagne, PCV-DN Indefatigable, PCV-DN
        • Battleships: PCV-DN (Purview Command Vessel –             Orwell, PCV-DN Odin.
          Dreadnought)
                                                                    SUBLINE SHIPS
        For example, the proper designation for the Armory          Armory subline ships are named for minor cities in
        frigate Hannibal is Purview Command Vessel – Line           the Purview, minor heroes of Cradelian myth, and
        Hannibal, or, PCV-L Hannibal.                               middle-tier Armory executives.
                    Section 6 // Battlegroups
[228]
                                                                                                                                 BATTLEGROUPS
                                                                                                                                                6
WINGS
Armory wings are alphabetically designated in order of          Individual pilots are referred to by their callsign, save for
their position on the carrier’s force organization chart        the wing commander for that ship, who is referred to as
and named for their parent ship, sometimes                      “[carrier] One” (i.e., Gawain One). When in flight with a
abbreviated for convenience. For example, wings                 wing, this can also be combined with that wing’s own
assigned to the carrier PCV-GC Gawain would,                    designation. For example, when in flight as part of
beginning with the uppermost command element, be                Gawain-A, the wing commander’s callsign would more
designated Gawain-A, Gawain-B, etc. In voice and                formally be Gawain One-A or Gawain One-Alpha,
text comms, the officer or command vessel may                   though in common practice this is often elided.
assign a phonetic corresponding to their alphabetic
designation, such as Gawain-Alpha, Gawain-Beta, etc.
NORTHSTAR GALACTIC COMMAND
Northstar Galactic Command (NGC) is a proactive                 SHIP DESIGNATIONS
security force recently revived by IPS-N to manage              NGC vessels are deputized by the faction, group, or
the transportation and reactive defense of clients,             entity that has contracted them. In addition to
goods, and resources outside of the Galactic Core.              bearing the flag and designation of their client, NGC
                                                                vessels have their own internal designations.
Unlike the ships produced by clients through IPS-N’s            The proper designation for an NGC vessel on
commercial hull licensing schemes, NGC vessels are              contract conforms to the client’s organizational
owned and operated by IPS-N at all times, even when             structure; the proper internal designation for an NGC
contracted to clients. When contracted out to a state           vessel is based on NGCs own markers:
or entity, NGC vessels continue to be maintained and
operated by IPS-N staff, but are integrated into the client’s   • Frigates: NGCS-FF (Northstar Galactic Command
command structure, operating much like mercenary forces.          Ship – Frigate)
                                                                • Carriers: NGCS-CV (Northstar Galactic Command
The burgeoning conflict in the Dawnline Shore will be             Ship – Carrier)
NGC’s first test. For the first time, NGC detachments           • Battleships: NGCS-BB (Northstar Galactic
have been brought on by groups of private citizens and            Command Ship – Battleship)
various Karrakin houses to provide security and
interplanetary transportation in the sector. NGC’s forces       For example, the full internal designation for the NGC
in the Dawnline Shore are widespread, but contracted            frigate Professional would be NGCS-FF Professional.
out to multiple parties. Because of this, although NGC
may be strong in a one-off fight, it is not considered to be
a threat on par with Union, the Baronies, or the Armory.        NAMING CONVENTIONS
                                                                NGC ships adopt the naming conventions and
IPS-N also oversees Trunk Security, a galaxy-wide               designations of their clients for the duration of their
anti-piracy force tasked primarily with reactive                contracts. Internally, they follow the same naming
defense of interstellar shipping lanes, as well as              conventions as Trunk Security and other IPS-N vessels.
limited proactive operations.
                                                                FLEETS
                                                                NGC does not operate independently; its ships
ESCORT/SECURE PREMIER PACKAGE                                   integrate into the organizational structure of their
The standard interplanetary escort and VIP package              clients. Trunk Security, on the other hand, is
that NGC offers to new clients, the Escort/Secure               structured as a policing and reactive security force,
Premier (E/S-P) package, is built around a core pair of         rather than a proactive force projection navy. Its
carriers, escort mech wings, rapid defense frigates,            battlegroup-strength forces are called “force patrols”,
and a healthy complement of marines. E/S-P                      and are named according to their area of operation
packages are intended to defend and rapidly transport           and the order in which they were raised. Trunk
NGC’s clients, with the ships outfitted accordingly.            Security does not have a fleet-strength organization,
                                                                but multiple force patrols are grouped into divisions.
                                                                Trunk Security battlegroup examples: Dawnline
                                                                Force Patrol 15, Charlie’s Gap Force Patrol 2.
                                                                                   Section 6 // Battlegroups
                                                                                                                                [229]
        FRIGATES                                                    SUBLINE SHIPS
        NGC frigates are named for simple qualities                 NGC subline ships are named for large or
        associated with IPS-N virtues and mythic creatures          carnivorous fish, sharks, and aquatic mammals found
        associated with flight or the sea.                          across the galaxy.
        NGC frigate examples: NGCS-FF Keen,                         Trunk Security subline ships have a wide variety of
        NGCS-FF Thunderbird.                                        names, but are denoted first by a four-character
                                                                    alphanumeric key, split by a hyphen, with one letter in
        Trunk Security frigates are identified with simple two-     the second digit: 9A-38, or 2B-99, or 8Z-21, and so on.
        or three-digit alphanumeric tags, with additional
        phonetics to differentiate between frigates with            WINGS
        duplicate numbers.                                          Wings are named following their parent ship,
                                                                    sometimes abbreviated for convenience, and
        Trunk Security frigate examples: 34-Charlie, 56-            numbered according to their order on the flight deck.
        Kilo, 203-China.                                            For example, wings assigned to the carrier NGCS-CV
                                                                    Chaac would, beginning with the uppermost
        CARRIERS                                                    command element, be designated Chaac-1,
        NGC carriers borrow their names from North, Central,        Chaac-2, etc. Trunk Security wings use the
        and South American gods and mythologies. Additionally,      accompanying phonetic of their parent ship where
        they are often named using qualities related to IPS-N’s     applicable. For example, wings assigned to the
        internal virtues.                                           carrier 1900-Gold would be designated Gold-1,
                                                                    Gold-2, etc.
        NGC carrier examples: NGCS-CV Chaac, NGCS-
        CV Honest Deal.                                             Individual pilots are referred to by their callsign, with
                                                                    wing commanders given specific callsigns that are
        Trunk Security carriers are identified with simple, four-   particular to their parent ship. For example, the wing
        digit alphanumeric tags, with additional phonetics to       commander aboard the NGCS-CV Chaac is always
        differentiate between carriers with duplicate numbers.      designated THUNDER, while the wing commander
                                                                    aboard the carrier 1900-Gold is always designated
        Trunk Security carrier examples: 1100-Kilo, 1900-           JACKKNIFE.
        Gold, 1001-Hotel.
        BATTLESHIPS
        NGC battleships are named for islands found across
        Cradle and IPS-N’s conservation worlds; they may
        also, like frigates and carriers, be named for qualities
        related to IPS-N’s internal virtues. Trunk Security
        does not field any battleships.
        NGC battleship examples: NGCS-BB Gibraltar,
        NGCS-BB Ithaca, NGCS-BB Unshakable.
                    Section 6 // Battlegroups
[230]
                                                                                                                        BATTLEGROUPS
CONSTELLAR SECURITY
Constellar Security is the official body responsible for
a number of Smith-Shimano Corpro’s security and
intelligence organizations (both on-book and off-
book), organizing them within a single force structure
for operations outside of the Constellation. Constellar
                                                           NAMING CONVENTIONS
                                                           FLEETS
                                                           Constellar Security does not have a fleet-equivalent
                                                           force structure. Its largest force organizations are
                                                           around battlegroup size. These forces are referred to as
                                                                                                                                       6
Security itself is an arm of the Constellar Congress,      “missions” (abbreviated to “M.”) and given code names.
Smith-Shimano’s civic governing body; as such,
Constellar Security groups, vessels, detachments,          Battlegroup examples: M. Capital, M. Signet, M.
and so on, are organized under the auspices of the         Crown.
Constellar Congress, not Smith-Shimano.
                                                           CARRIERS
Most Constellar Security forces in the Dawnline            Skyhooks are, by function, carrier ships. Constellar
Shore are based on the ground. Tasked with                 naming follows internal SSC bicode terms,
providing security for Constellar Congressional            combining two nouns into a code phrase.
delegations, diplomats, and development officers,
these forces operate from unique, low-orbit mobile         Carrier examples: C-HK Sightline Green, C-HK
platforms – Skyhook-class carriers. Constellar             Canopy Atlas, C-HK Pinnacle Dome.
Security only fields few other ships: a mix of
corvettes and mounted chassis wings, all rated for         SUBLINE SHIPS AND WINGS
atmospheric and vacuum operations.                         Constellar Security identifies both subline ships and
                                                           wings as “gunboats” , and both carry the same
Agents of the Constellar Midnights – SSC’s off-book        prefix: GB. They are differentiated by a marker
deniable operations force – are rumored to be              character, either “C” for large subline vessels or “W”
operating in the Dawnline Shore. As of yet, this has       for fighters, bombers, and mechs, and are named in
not been confirmed.                                        reference to their Skyhook. For example, C-GB
                                                           Pinnacle 1, C-GB Pinnacle 2, and C-GB Pinnacle 3
                                                           are corvettes assigned to the C-HK Pinnacle Dome.
SKYHOOKS                                                   W-GB Canopy 1 and W-GB Canopy 2 are two fighter
Large ships that blur the line between space station       wings assigned to the C-HK Canopy Atlas.
and carrier, Skyhooks have massive internal and
external carrying capacity: in transit, a Skyhook can      Individual strike-craft pilots are referred to by their
support a dozen mounted mech wings stored                  callsign, save for the wing commander for that ship, who
internally and multiple externally mounted corvettes       is referred to as “[carrier] Alpha” (i.e., Canopy Alpha).
and gunboats, along with up to a thousand personnel
in well-equipped and comfortable quarters.
When deployed, Skyhook carriers allow for long-
term, self-sufficient ground-to-space transportation;
when converted for space travel, they are suitable for
interplanetary and interstellar long-hauls.
SHIP DESIGNATIONS
Skyhooks are denoted by the designation C-HK
(Congressional - Skyhook).
                                                                             Section 6 // Battlegroups
                                                                                                                       [231]
        COMMS CHATTER
        If you’re playing Battlegroup via text (whether in real   IDENTIFYING SPEAKERS
        time or play-by-post) and want to be “in character” or    In ALLCOMMS messages, the speaker is indicated
        write an after-play summary, this section offers some     by a three-letter label and parenthetical official
        tips on presenting your communications in the style       designation, all within square brackets, following the
        of in-game comms chatter, much as would play out          open comms marker, like so:
        during an engagement.
                                                                  >//[AUG(UNS-LS_03272)]:: SEND MESSAGE
        OPEN COMMUNICATIONS                                       In this example, the message originates from a Union
        Open-channel, ship-wide, and fleetwide                    frigate, UNS-LS_03272 August. The ship’s short
        communications – ALLCOMM (or ACM) text – share a          identifier, AUG, comes from its name (August), and its
        simple format, usually dictated by commanding             official designation, UNS-LS_03272, stands for “Union
        officers or those authorized to issue such messages.      Naval Ship – Line Ship, hull number 03272”. The
        In ALLCOMM text, messages are relayed in all-caps         identifier and the message are separated by two colons.
        and new speakers are introduced with an open
        channel symbol: >//                                       Initial responses follow the same format (i.e., a three-
                                                                  letter label and a parenthetical official designation,
        ALLCOMM text is a catch-all designation for all types     both contained within square brackets). After this, both
        of communications, and is specific enough for the         parties shift to an abbreviated format for condensed
        kinds of communications that tend to take place in        transcripts. In standard Union transcripts, the
        Battlegroup. Other formats – some more private,           abbreviated format only lists the three-letter designation
        some coded differently, and so on – do exist, but         and the last two digits of the official designation, like so:
        ALLCOMM is the Union-space standard
        communications format.                                    >//[AUG(UNS-LS_03272)]:: SEND MESSAGE
                                                                  >//[MKH(UNS-LS_03738)]:: RECEIVE
                                                                  >//[AUG72]:: WE HAVE YOU ON LRD SWEEP
        MARKERS                                                                MKH38+++DO YOU SEE US?
        ALLCOMM communications happen in real time,               >//[MKH38]:: AFFIRM+++WE SEE YOU
        meaning they don’t need to be introduced with date,
        time, or location markers; however, if you would like     In subsequent messages, formal ALLCOMM
        to add markers (either at the time or in retrospect),     conventions stipulate that the speakers be addressed
        then note the date, the purpose of the message, and       using this shortened form.
        the issuing authority using the following template:
        TIMESTAMP:                                                IN-LINE PUNCTUATION
        CODE+++PURPOSE:                                           Instead of standard written punctuation, ALLCOMM
        DISTRIBUTION:                                             chat uses a blend of replacement symbols and 1:1
        MESSAGE TO FOLLOW:::                                      punctuation marks drawn from written English (as a
                                                                  side note, Battlegroup, like Lancer, is written in
        You might fill this marker out as follows:                American English, though the actual linguistic
                                                                  constructions used in the setting may be different).
        TIMESTAMP:                  (4.3.5016u 0600 CrST)
        CODE+++PURPOSE:             TOWER GOLD+++MISSIVE          The most important replacement symbol to know for
                                    TO BATTLEGROUP                accurate ALLCOMM chatter is that the period (“.”) is
        DISTRIBUTION:               TAG “BG_COMET”                replaced with a series of three unspaced plus
        MESSAGE TO FOLLOW:::                                      symbols (“+++”). This mark can function as a break
                                                                  and as a full stop, but, as in the following example, is
        Here, “CrST” stands for Cradle Standard Time, a time      not needed to end a message:
        system used throughout the Milky Way. Cradle
        Standard Time uses a month/day/year format for            >//[AUG72]:: WE HAVE YOU ON LRD SWEEP
        dates, but you can use whichever format works best                     MKH38+++DO YOU SEE US?
        at your table.                                            >//[MKH38]:: AFFIRM+++WE SEE YOU
                                                                  By contrast, commas (“,”), question marks (“?”), and
                                                                  exclamation point (“!”) all remain the same in
                                                                  ALLCOMM text.
                   Section 6 // Comms Chatter
[232]
                                                                                                                         COMMS CHATTER
LISTS
Lists of objectives, units, navigational points, and so
on, are frequently found in ALLCOMM text. The
beginning of a list is indicated three unspaced colons
                                                              >//hello world
                                                              >>//hello you
                                                              >>>//hello all
                                                              >>>>//goodbye
                                                                                                                                         6
(“:::”), with the list itself appearing in parenthesis and    >//goodbye
individual items separated by commas, like so:
                                                              In subtext, it is not usually necessary to indicate in-
>//[AUG72]:: [MKH38] PROCEED VIA THE                          text who is speaking, as the number of arrows fills
             FOLLOWING ROUTE:::(NAV 1, NAV                    this role. As with normal text communications,
             2, NAV 3)+++CONFIRM                              though, subtext can differ in format depending on the
>//[MKH38]:: WILCO+++PROCEEDING                               users interacting with it!
Some commanders forego the formal construction                Subtext tends to use normal, American English
and simply separate their lists with “+++”. This is           punctuation (i.e., no “+++” or “===” notation,
acceptable, though it can make for difficult record           necessarily) and tends to be presented only in lower
keeping down the line. If one were to apply this less         case, though case change is acceptable.
formal method to the above text, it would look like this:
>//[AUG72]:: [MKH38] PROCEED VIA THE                          EXAMPLE CONVERSATION
             FOLLOWING ROUTE+++ NAV 1+++NAV                   Below is an example of what a standard, formal
             2+++NAV 3+++CONFIRM                              ALLCOMM text conversation looks like rendered on the
>//[MKH38]:: WILCO+++PROCEEDING                               page, with the “end transmission” punctuation (“===”)
                                                              included. This punctuation is used in transcription to
                                                              indicate that a connection has been broken and
ABBREVIATIONS                                                 transmission from the speaker has ceased.
The text of messages following the speaker tags is
abbreviated wherever possible; however, do note that          TIMESTAMP:                 (4.3.5016u 0600 CrST)
text isn’t abbreviated simply for the sake of shortening      CODE+++PURPOSE:            TOWER GOLD+++MISSIVE
messages, but to remove extraneous text while                                            TO BATTLEGROUP
preserving the intended meaning (i.e., “objective” is         DISTRIBUTION:              TAG “BG_COMET”
often shortened to “obj”, “torpedo” to “torp”, etc).          MESSAGE TO FOLLOW:::
There is nothing official about what is abbreviated and       >//[AUG(UNS-LS_03272)]:: SEND MESSAGE
what isn’t; abbreviations (as well as acronyms,               >//[MKH(UNS-LS_03738)]:: RECEIVE
nicknames, and so on) are often implicitly agreed upon        >//[AUG72]:: WE HAVE YOU ON LRD SWEEP
by the groups that use them. Text can also include                          MKH38+++DO YOU SEE US?
links to data packets, formatted as necessary.                >//[MKH38]:: AFFIRM+++WE SEE YOU
                                                              >//[AUG72]:: [MKH38] PROCEED VIA THE
                                                                            FOLLOWING ROUTE+++ NAV 1+++NAV
SUBTEXT                                                                     2+++NAV 3+++CONFIRM
Unlike ALLCOMM messages, which are a simple back-             >//[MKH38]:: WILCO+++PROCEEDING
and-forth, private communications between officers on         >//[AUG72]:: FLASH COMMS WHEN YOU ARRIVE
the same ship or officers in the same battlegroup or                        [MKH38]
fleet play out as threaded comments under an original         >//[MKH38]:: WILCO+++COMMS AT ALL NAV
or opening post. This is the officers’ subtext: a thread of                 POINTS?
comments shared by officers in private or open                >//[AUG72]:: CORRECT+++COMMS AT ALL NAV
conversation amidst the clamor and general comms of                         POINTS
battle. There are usually no more than two people             >//[MKH38]:: WILCO+++REDSHIFTING, [MKH38]
engaged in any given thread, although a third or fourth                     CLOSING COMMS
may sometimes be brought in.                                  >//[MKH38]:: ===
                                                              >//[AUG72]:: ===
In any given subtext thread, the original post appears
first and is identified with a single right arrow (“>”)
followed by the usual two slashes (“//”). The next
speaker is marked as “>>”, the third as “>>>”, and
the fourth as “>>>>”, like so:
                                                                            Section 6 // Comms Chatter
                                                                                                                        [233]
    INDEX
        Advancement                                    General Rules Terminology
          Commendations                          121     Accuracy                                 7
          Legacies                               126     Attacks                                  7
          Reputations                            128     Checks                                   7
                                                         Commander                               19
        Backgrounds                               20     Damage                                   8
                                                         Difficulty                               7
        Boarding                                         Engagement                               8
          Commands                                42     Hit Points/HP                        8, 55
          Deploy Boarders Tactic                  42     Interdiction                         7, 56
          Issuing Commands                        42     Scene                                    8
          Multiple Boarders                       43     Traits                                  19
          NPC Boarders                            43
          Repelling and Recalling                 42   Gyre
                                                         Range Bands                            46
        Building a Battlegroup                           Tipping Point                          45
          Battleships                             88
          Capital Ship Classifications            65   Kill Table                               53
          Capital Ship Summary                    97
          Carriers                                80   Narrative Play
          Frigates                                66     Advanced Narrative Play Rules          11
          Hull Statistics                                Consequences                           10
             Defense                              63     Uptime Checks                          10
             Escorts/Wings                        63
             Hit Points/HP                        63   Naval Combat Terminology
             Systems                              63     Ally/Allied                             55
             Traits, Maneuvers, and Tactics       63     Attack                                  55
             Weapons                              63     Battlegroup                             55
          Leftover Points                         62     Bolstered                               55
          Manufacturers                           65     Capital Ship                            55
                                                         Counters                                55
        Dawnline Incident, The                   198     Critical Hit                            55
          Campaign Arcs                          208     Fleet                                   55
             A More Perfect Union                209     Flagship                            55, 62
             A New Throne                        211     Hostile                                 55
             Controlled Burn                     213     Lock On                             41, 65
          Dawnline Shore                         200     Maneuvers                           40, 56
             Key Armory Ports                    201     Movement                                56
             Key Baronic Ports                   202     Ships                                   38
             Key Union Ports                     205     Tactics                         40, 41, 56
          Other Entitied in the Dawnline Shore   207     Turns                                   38
          Travel Time                            199     Weapon Types
                                                         Area Target                            57
        Detail of a Round                         38        Auxiliary                           57
                                                            Primary                             57
        Engagement                                       Single Target                          57
          Action Phase                            40        Superheavy                          57
          Boarding Phase                          42     Uptime                                 56
          Logistics Phase                         38
          Impact Phase                            39   Nearlight Ejection                       54
          Order of Events                         38
          Retreat                                 39   NonPlayer Character Battlegroup
          Surrender                               39     Aces                                  192
          Turn Order Quick Reference              42     Actions and Turns                     164
                                                         Capital Ships                         166
                   Section 6 // Index
[234]
                                                                                                          INDEX
  Escorts
    Destroyed Capital Ships
    Escort Groups
    Special Tags
                                                 182
                                                 182
                                                 182
                                                       Sitreps
                                                            Reinforcements
                                                            Sitreps and Boarding Actions
                                                                                                   152
                                                                                                   153
                                                                                                   153
                                                                                                                  6
  NPCs and Information                           165   Structure of a Battle
  NPC Profiles                                            Example Objectives                        34
    Boarders/Greywash                            165      Stage One: Briefing                       33
    Boarding                                     165      Stage Two: Forecast                       35
    Charge/Reloading                             165      Stage Three: Preparation                  35
    Payload                                      165      Stage Four: Engagement                    35
    Range                                        165      Stage Five: Aftermath                     36
    Systems                                      165
    Traits                                       165   Weapons and Upgrades
  Position and Movement                          164     Escorts and Wings
                                                           Ace Squadrons                           118
Posture and Uptime Actions                                 Escorts                                 111
  Posture                                         48       Wings                                   114
  Uptime Actions                                         Systems                                   104
    Consult Gunnery and Engineering               49     Weapons
    Consult Navigation and Intelligence           50       Auxiliary                               103
    Consult Senior Officers                       50       Primary                                 100
    Plot a Course                                 51       Superheavy                               98
    Power At a Cost                               51
    Set a Posture                                 49   Weapon and Upgrade Tags
                                                         Accurate                                   57
Reserves                                          52     Boarding                                   57
                                                         Charge X                                   57
Running Battlegroup                              140     Critical                                   58
  Battlegroup and Lancer                         163     Escort                                     58
  Campaign Play                                  158     Greywash                                   58
  Environmental Conditions and Modifiers         149     Inaccurate                                 58
  Rules of War                                   148     Legionspace                                58
                                                         Limited X                                  58
Setting and Worldbuilding                                Overkill                                   58
  Artificial Intelligence and NonHuman Persons    13     Overshield                                 58
  Battlegroup and Naming Conventions                     Payload/Payload X                          58
     Constellar Security                         231     Reliable X                                 59
     Harrison Armory                             228     Reloading X                                59
     Karrakin Trade Baronies                     226     System                                     59
     Northstar Galactic Command                  229     Tenacity                                   59
     Union                                       224     Unique                                     59
  Comms Chatter                                  233     Wing                                       59
  Communications                                  12
  Diasporan States                               218
  General Hooks and Complications                221
  Gravity                                         13
  Fleet Legions and Legionspace                   14
  Notable Shipwrights                            222
  Objective Vessels & Very Important Persons     219
  Robotics and Drones                             14
  Ship Naming Conventions                        220
  Society and Culture                             12
  Travel and Time                                 12
  War and Conflict                                13
                                                                              Section 6 // Index
                                                                                                         [235]