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Transcript of Beyond the Rift
8/15/2019 Beyond the Rift
http://slidepdf.com/reader/full/beyond-the-rift 1/150Enter the Zenax Galaxy ™
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ABattlelordsCampaignSettingandSourcebook
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2 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
CreditsTheauthorwishestothank: Jerrod“Jerry”Anderson, Jonathan“AJ” Bolte, Betty
Cooper, JoeCooper, Geoff Dickens,Wil “Warmonger”Etheredge,Christopher Hedman,
JuneHedman, KeithKlee, CoreyOliveira, DawnOliveira, GayleOliveira, JeffOliveira,AngieRidge, DavidSoruco,MichelleSoruco,ShawnWagoner, DaveWalls, andKurtWillis.
We’dalsoliketothankour playtesters,our distributors,our retailers, our fansand
fansof Battlelordseverywhere.
Special thankstoMichael Osadciw,AaronTThies, LarrySims,andevery-
bodyatSSDC. Alsoaspecial thanksgoesouttoJuneHedmanwhohas
theunenviablejobofhavingtoedit mygrammarandspellinginevery
booki’vewritten, includingthisone.
Themalepronoun(he, his, him) isusedinthisbookasathird-personsingular inmany
instances. Thisusageisintendedasaneutertermandshouldbereadas“heor she,”
“hisorher,”or “himorher”inall instanceswhereit isusedtoimplyapersonof either gender. Theuseofthemalepronounisnotintendedto excludewomenfromthis
gameortosuggesttheir exclusion.
Nopartofthisbookmaybereproducedinanyformor byanymeans, exceptforthe
inclusionofbrief quotationsinareview, withoutpermissioninwritingfromthepublish-
er. Permissionisgrantedto thepurchaserofthisbooktocopythemapsandhistories
containedhereinfor personal use,providedthatnoneofthecopiesaresoldortraded.
All charactersinthisbookarefictitious. Anyresemblancetoactual persons, livingor
dead, ispurelycoincidental. All characters, their distinctivelikenesses,names, logos,
props, andall other relatedindiciaarethepropertyofSSDCInc. Copyright© 2005,
2009SSDCInc. All RightsReserved.
YoucanfindoutmoreaboutBattlelordsandother SSDCproductsat:
www.ssdc.com
Additional material for Battlelords: BeyondtheRiftcanbefoundat:
http:/ /wiki.ssdc.com/wiki/ Main_Page
PrintedintheUnitedStatesof America
ISBN: 978-1-931320-04-7
SSDCInc.
WARMONGER’SRULE:
If you’renotexcessive, thenyou’renever reallysure.
BeyondtheRift
Author
TonyOliveira
ContributingAuthors
DawnBlosser,Geoff Dickens, Wil “Warmonger”Etheredge,Mark Golden,RayHedman,
KeithKlee, CoreyOliveira, DavidSoruco, MichelleSoruco,ShawnWagoner,
DaveWalls,andKurt Willis.
MazianCombatRules
TomJavoroski,TonyOliveira
Chief Editor JuneHedman
Editors
TysonMueller, TonyOliveira, andDaveWalls
GraphicDesign
MichaelOsadciw
Layout
MichaelOsadciw
CoverDesign
MichaelOsadciw
FrontCoverArt
MichaelOsadciw
BackCoverArt:
MichaelOsadciw
InteriorArt
MichaelOsadciw
PatPresley
JamesCarlton
SSDCArtDirector
MichaelOsadciw
Playtesters:AndrewApold,NickBichsel, RonaldHart, TomJavoroski, JamesKenagy,
TysonMueller, Paul SakachIII, ShawnScott, Rick Sheppard, BradleyUpson, Shawn
Wagoner, DaveWalls,andMatthewT. Whelehan.
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Tableof Contents
BEYOND THE RIFT
Chapter1:Intro .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .5
Howtousethisbook .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..5
Introduction. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..6AlienSpecies .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .10
Aktai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Cedeun ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Disrapan .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..18
Dul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Klee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Razaa .... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Whe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
I WasJustGrowingUpTables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
FickleFinger of FateTablefor Zenax . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Chapter2:Skills . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..51
MentalSkills .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .51
Physical Skills ... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .51FightingStyles/Martial Arts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
VehicleSkills .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .55
WeaponSkills .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..55
Chapter3: WeaponsandEquipment . . . . . . . . . . . . . . . . . . . . . . . . . .57
Weapons ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
HandWeapons. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .62
Aktai Fuel Pumps .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..62
Aktai Local GravitronAccelerator (LGAs) . . . . . . . . . . . . . . . . . . . . . . .63
Aktai ForceWeapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
Aktai Matter TransmissionWeapons(MTWs) . . . . . . . . . . . . . . . . . . . .64
CedeunParticleWeapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
CedeunPlasmaCannons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
DisrapanBlindingLasers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66DisrapanCuttingLasers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
DisrapanLasers .. . .. .. . .. .. . .. .. . .. .. .. .. .. . .. .. . .. .. . ..67
DisrapanNuclear Lasers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
DisrapanMissileSystems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Dul Weapons .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .69
KleeAnti-Armor ParticleBeams . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
KleeDustGuns.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..70
KleeParticleWeapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
RazaaContinuousEffectDisintegrators(CEDs) . . . . . . . . . . . . . . . . . . .70
RazaaPlasmaWeapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
WheProjectileWeapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
Pistols .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .72
Rifles ... .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72MachineGuns.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..72
WheMassDoublers .. . .. .. .. .. .. . .. .. . .. .. . .. .. . .. .. . .. ..73
WheRail Guns .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..73
WheWall Gun .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..74
WheVehon... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..75
WheAmmunition .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..75
SpecializedAmmunition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77
AktaiArmor .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..7
CedeunArmor .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..7
DisrapanArmor .. .. .. .. . .. .. . .. .. . .. .. . .. .. . .. .. . .. .. .. .7DulArmor .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .8
KleeArmor.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .8
RazaaArmor .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .8
WheArmor .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..8
ArmorOptions .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..8
FieldGenerators . .. .. . .. .. . .. .. .. .. .. . .. .. . .. .. . .. .. . .. .. . ..8
Medical Equipment. .. .. .. .. . .. .. .. .. .. . .. .. . .. .. . .. .. . .. .. . ..8
Personal Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Chapter4: Matrices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
VacuumControl Matrices&Advancement . . . . . . . . . . . . . . . . . . . . . . . . . .9
Martial ArtsMatrices&Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Matter Control Matrices&Advancement . . . . . . . . . . . . . . . . . . . . . . . . . .10
Chapter5: LifeinZenax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 TheZenaxGalaxy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
It’stheLittleThingsThatGetYou . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Travel InZenax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Travel Hazards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
TheAuthorities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
WheInvasions .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .11
UnexploredSpace .. .. .. .. .. . .. .. . .. .. . .. .. . .. .. . .. .. . .. .. ..11
TheFallen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
ThoseThatHaveComeBefore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
DevastatedPlanetsandExtinctRaces . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
PlacestoVisit. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .11
Chapter6: AdvancedHand-to-HandRules. . . . . . . . . . . . . . . . . . . . .11
BasicCombatRules .. .. .. .. . .. .. .. .. .. . .. .. . .. .. . .. .. . .. .. . .11AdvancedCombatRules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
CombatOrder .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .11
Exampleof Combat .. .. .. .. . .. .. .. .. .. . .. .. . .. .. . .. .. . .. .. . .11
AttackTechniques. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
GrapplingTechniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Throws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Special Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
DefensiveTechniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Chapter7: BattleMaster’sSection . . . . . . . . . . . . . . . . . . . . . . . . . .12
StartingYour Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
RunningACampaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
CampaignInfo. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..13
TheSecretsof Zenax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13AdventureSeeds . .. .. . .. .. . .. .. . .. .. . .. .. . .. .. . .. .. . .. .. . ..13
QuickReference• ChartsandTables. . . . . . . . . . . . . . . . . . . . . . . . .13
Appendix: MazianCombat Rules . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Index ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ..14
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4 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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HATIS THIS BOOK ?
What you hold in your hands is an authorized campaign se t t inand sou rcebook fo r Battlelords of the Twenty-Third Centurro le-playing game. The campaign se t t ing is based in the Zena
galaxy, which can only be r eached from Alliance space ( the se
t ing for the Batt le lord s RPG) by extrem e m eans, l ike passing thro ugh a r ift
space. This allows Battle Masters to isolate their players and control the flow
Alliance weap ons, equipm ent, and other supplies .
The Zenax cam paign setting is highly detailed with its own Player Chara cte
races , equipment, weapons, and s tory l ine . There is so much to cover , that
won’t t ry and su mm arize i t a l l here . Go ahead and skim through the b ook an
take a look a t what is inside . I th ink you’ll agree that th is is a mu st-have-i te
for any Batt le lord s fan! This book a lso includes a se t o f optional han d-to-han
comba t ru le s tha t be t te r s imu la te the ab i li ti e s o f t r a ined figh te r s o r mar t i
artists.
CompatibilityThis campaign se t t ing is designed for use with the Batt lelords of the Twentythird Century ro le-playing game b y SSDC. The ideas pr esen ted in this book ca
be used with any sci-fi or futuristic RPG but are best suited for games set in th
“space explorat ion” genre .
Howtousethissourcebook If you’re not the Batt le Master , you should read through th is book unti l yo
reach the Battle Master section. STOP THERE! Trust me on this one. The Zena
Galaxy is packed full of surprises and intrigue. By reading the secrets containe
in that section you’ll just spoil it for yourself.
Througho ut th is book you wil l see num bers in br ackets [ 1] next to certa
paragra phs. These numb ers cor respo nd to entr ies in the Battle Masters sectio
that explain the full story behind the events and places in Zenax. Sorry player
that inform ation is for BMs o nly, so p lease d on’t look if you’re n ot the Batt
Master.
If you ar e the Batt le Master and you wan t to run a cam paign in Zenax, w
suggest you read the whole b ook. However, that being sa id , th is book is just a
muc h a sou rcebo ok as i t is a camp aign se t ting . If you just want the info on th
optional hand-to-hand com bat ru les or the new weapon ry, that’s great too .
TheBattleMaster’s GoldenRule
Take what you want, d i tch the rest . Every ru le is an optional ru le . There is great deal of information presented in th is book, and BMs should feel free t
d iscard ru les they do not l ike . The Batt le Master is the final arb itra tor on a
decis ions, including what ru les are being used a nd wh at exists or d oesn’t exi
in his or her campaign setting. If you’re going to play in this campaign settin
be sur e to ask your Battle Master what ru les and info from th is book ar e bein
used and what info he or she has d iscarded.
BEYOND THE RIFT
INTRODUCTION
C H A P T E R 1
BeyondTheRift •1
INTHISCHAPTER...
Howtousethisbook
ZenaxTimeline
Introduction
Theindependentexplorationship Fub ar Brig ad e III
driftshelplesslyafteradisastrousRift Run. AWhe
picket ship was in the vicinity and moves in to
investigatethis newthreat.
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6 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
ZENAX TIMELINE
5302 B.C. The Aktai c la im th is is the date their c ivi liza t ion began,
when the first Aktai was built by their mysterious creator.
760 B .C. The Ak ta i make firs t con tac t w ith the Cedeun . Desp i te
their best efforts , the Cedeun are uninterested in a cul-
tura l exchange with the rob ots . The Aktai have periodic ,
fr iendly encou nters with the Cedeun for the ne xt severalthousand years .
360 B.C. The Du l begin expe r imen t ing with the concep t o f a li fe
a r t , wh ich i s the comb ina t ion o f a mar t i a l a r t and an
occup ational sk il l in to a s ingle d isc ip line .
300 B .C. The Cedeun deve lop a means o f in te r s te ll a r tr ave l and
begin spreading throughout Zenax.
4 3 B .C. T h e la s t s ig h ti n g o f a R a xe i s co n fi r m e d b y a n Ak t ai
explorat ion team.
1 2 7 0 A. D. An u n c h a r te d s o l a r s ys te m i n Z e n ax i s d e s t r o ye d b y
unk nown forces . The asteroid belt that form s as a result
of i ts destruction wil l eventually becom e Cedeun Mining
Ou tpos t #72 .
1285 A.D. The Aktai build Omotrom Zeta Prime. A colony dedicat-
ed to support ing the ar ts , they wil l eventually open the
colony up to a l l f r iendly species .
1340 A.D. Afte r 300 yea r s o f con t inuous war the Razaa war lo rd
Tanize unites his planet.
1393 A.D. The Razaa warlord Tanize abdicates h is throne af ter over
50 years of ru le . Before leaving Tanize decr ees that h is
successor should be e lected by the people from a group
of Naphd or’s most sk il led war r iors .
1 4 7 5 A. D. Tr a l ar H o u se o f Go ve r n m e n t fo r m e d o n Ka id u m , t h e
Disrapan ho me wor ld .
1495 A.D. Tra la r becomes the dominan t coun t ry on Ka idum.
1480 A.D. Trade Conso r t ium is fo rm ed on Ka idum.1481 A.D. Trade Conso r t ium dec la re s wa r on coun t r ie s ne ighbo r -
ing Tralar.
1481 A.D. The “50 -yea r s wa r” beg in s on Ka idum.
1485 A.D. Tra la r beg in s to annex ne ighbo r ing coun t r ie s tha t have
fal len v ic t im to the Trade Consort ium’s economic and
military attacks.
1 4 5 3 A. D. T h e “ 5 0 - ye a r s w a r ” e n d s . T h e Tr a d e C o n so r t iu m h a s
c r ipp led eve ry o the r coun t ry on the face o f the p lane t
Kaidum.
1503 A.D. The Tra la r House o f Gove rnm en t on Ka idum now con -
tro ls a lmost every nation on the p lanet .
1504 A.D. The Cedeun a s tero id c i ty o f Nawh i s to ta lly de s t royed .
The cause of the d isaster is never deter mined.1 5 6 2 A. D. T h e Ak t ai m a k e fi r s t c o n ta c t w it h t h e D i sr a p a n , a n d
begin a friendly exchange of information and technology.
The Trade Conso r t ium and the House o f Gove rnmen t
keep th i s in fo rma t ion sec re t f rom the gene ra l popu la -
t ion .
1753 A.D. The Disrapan develop the means to travel between plan-
ets within their solar system.
1835 A.D. The Klee deve lop the means to t r ave l be tween p lane t s
within their solar system.
1839 A.D. The Ak ta i make firs t con tact w ith the Klee and be ing
exchanging information and technology.
1845 A.D. The Klee and the Cedeun make firs t con tac t.
184 6 A.D. The sect wars begin on the p lanet Aroymass, p i tt ing Dul
against Dul in a m assive g lobe-spann ing war.
1955 A.D. The Disrapan develop faster-than-l ight travel .
1958 A.D. The Klee develop faster-than-l ight travel .1 9 6 0 A. D. Th e D is r a p a n m a k e fi r s t c o n ta c t w it h t h e Kl e e a n d
Cedeun.
1962 A.D. The Klee beg in to e s tab l ish t r ade - rou te s be tween the ir
homewor ld and the ir n e ighbo rs .
1967 A.D. The Cedeun beg in open sa lvage ope ra t ions a long Klee
trade ro utes , creating a numb er of sa lvage yards .
1968 A.D. The Aktai make first contact with the Razaa. After som e
m i s c o m m u n i c a t i o n a n d a s h o r t w r e s t l i n g m a t c h , t h e
Aktai re luctantly resumed fr iendly communication with
the Razaa.
1974 A.D. The Ak ta i d i spense the i r “ language in jec tions” to a l l
f r i end ly spec ie s in Zenax s ta r t ing a new e ra o f in te r -
galactic communication .
1980 A.D. The Razaa deve lop the means to t r ave l be tween p lane ts
within their solar system.
2000 A.D. The Dis rapan gove rnmen t fo rm s the Marsha l s , a l aw-
enforcement organization authorized to protect i ts off-
world c i t izens from harm. The Marshals jur isd ic t ion is
un l imi ted , and they a re empowered to t ake wha teve r
means necessary to accomplish their job .
2010 A.D. The Klee mak e first contact with the Razaa.
2039 A.D. The Dul develop the mean s to the travel between planets
within their solar system.
2043 A.D. The Disrpan discover the Dul and recognize their sover-
e ignty as an indepen dent world as long as the Dul do notve n tu r e i n to D is r a p a n s p a c e . Fo r t h e m o s t p a r t t h e
Disrapan leave the Dul to their own devices and do not
med dle in their affa irs .
2049 A.D. The sec t wa rs end and a tenuous peace is e stab li shed on
Aroymass. Only about four-dozen o f the hund reds of d if-
feren t l i fe-ar ts r emain .
2 0 7 5 A. D. Fi r st r e b e l a t ta c k a g ai n st t h e Tr a d e Co n s o r ti u m o n
Kaidum.
2099 A.D. The robo t wa rs beg in on Aroymass a f te r the in tel ligen t
tra in ing robots rebel against their Dul creators who use
them for target practice .
2088 A.D. The Dul begin to develop faster-than-l ight travel .
2158 A.D. An Aktai vessel resear ching worm holes vanishes withouta trace . Unbekn ownst to the Aktai i t reappea rs in Clesis
Idall, Fornax with no sign of its crew.
2175 A.D. The Whe develop faster-than-l ight travel .
2180 A.D. Space travel on the p lanet Aroymass is pr ivatized .
2180 A.D. The Razaa develop faster-than-l ight travel with help from
the Klee.
2209 A.D. The Klee help to establish an in ter-p lanetary agreem ent
e s tab l i sh ing the ru le s and laws o f f r ee t r ade be tween
species . All f r iendly species cu rre ntly engaging in in ter-
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BEYOND THE RIFT
ZENAX TIMELIN
planetary trade s ign the agreem ent.
2 2 1 0 A. D. T h e t r a d e a gr e e m e n t fi r m l y c e m e n t s t r a d e r o u t e s
throughout Zenax.
2215 A.D. Mos t gove rnmen ts have bu il t a t le a s t one space s ta t ion
along the trade routes that run through their space.
2 2 1 5 A. D. Fo r m a l e xp l o r at io n o f t h e Mo r t a r ia n r i ft b e g in s i n
Alliance space.
2225 A.D. The Dis rapan a t t ack the Razaa when the i r spacec ra ftmee t and h osti li t ies re sult .
2225 A.D. Firs t Whe aggression against the Aktai .
2226 A.D. The Whe s tar t firs t cam paign against the Aktai .
2 2 2 6 A. D. T h e W h e b e g in t o f o r ti fy t h e ir b o r d e r s a g ai n st a n y
counter-a t tacks.
2227 A.D. The Desiut are peacefully in tegrated in to Whe socie ty.
2227 A.D. Astar167 is conq uere d by the Whe and Vewhig are assim-
ilated as a slave race.
2228 A.D. The Ak ta i’s m ob i le space s ta t ion , the Ziza Citade l, i s
s ighted a t the bo rder of Klee and Razaa space.
2229 A.D. The Whe destroy the Klee hom eworld . The Cedeun warn
the Klee of the imp ending a t tack a l lowing t ime for m il-
l ions to e scape . The re fugees ga the r the i r sh ip s in to
sma l l “ t r ade r flee t s” and beg in commerce wi th nea rby
worlds to obta in the food and sup plies they need to sur-
vive.
2230 A.D. The firs t Whe campa ign aga in st the Ak ta i comes to an
end .
2230 A.D. The Ak ta i vio la te in te rp lane ta ry t r ade ag reemen ts b y
forcibly searching all alien vessels that enter Aktai space.
2231 A.D. The Klee t r ade agreemen ts a re amended and expanded
to inc lude new ru le s fo r dea l ing wi th the Klee t r ade r
fleets and the Whe.
2232 A.D. Disrapan a ttack the Klee Trader Fleet
2235 A.D. The second Whe camp aign against the Aktai begins .2235 A.D. The first Klee space s ta t ion c ity is constru cted in secre t
with help from the Cedeun .
2236 A.D. Mazier Beta 5 , a Klee trading post is es tablished on the
Razaa/Disrapan border .
2243 A.D. The Xhem a re d i scove red ; a spec ie s o f in sec to id a li en s
who h ail from the p lanet Yujh .
2244 A.D. The Whe conq uer and enslave the primit ive Daktar
2244 A.D. The Razaa build the Trid spacesta t ion . A minia ture ver-
s ion of their own inhospita l hom e world ancho red in the
center o f Razaa space.
2245 A.D. The second Whe camp aign against the Aktai ends.
2250 A.D. The Dul develop econ om ically feasib le fas ter-than-l ight
vessels . Private investors and entrepreneurs begin pur-chasing per sonal FTL craf t and se t t ing out to explore the
universe .
2252 A.D. The Whe launched mu l t ip le sneak a t ta cks aga in s t the
Xuw on a m ajor r e l igious ho liday. The Whe m erciless ly
wiped ou t eve ry Xuw p lane t u s ing a comb ina t ion o f
nuc lea r o rb i ta l bombar dmen t and “warp bom bs” wh ich
had been stolen from the Aktai arsenal. Almost the entire
Xuw species was wiped out in a single day.
2252 A.D. Or ion Mile s O’Rie rden m akes a successfu l r i ft run and
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8 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
ends up in Zenax. After touring the galaxy with a Klee
trader fleet , he eventually buys a hunk of rock, which
he names O’Rierden’s dirt ball. The Orion quickly sets
up shop , opens a ba r , and s ta r t s cha rg ing co lon is t s
outrageou s amo unts of money to colonize h is p lanet .
2254 A.D. The Aopdown su r ren de r to the Whe wi th l it tl e r e s is -
tance and are incorporated in to the s lave c lass .
2254 A.D. The th ird Whe campa ign against the Aktai begins .2255 A.D. The MX-6 Reflex missi le is firs t fielded by the Disrapan
on th e plan et Knazz in a battle against the Razaa. Some
missiles are still lying dormant on the battlefield wait-
ing for a po tentia l target .
2255 A.D. The Whe begin developm ent of a near- l ightspeed pro -
je c til e we ap o n .
2256 A.D. The Triem of Beta Prime are methodically exterminat-
ed by Whe who u se o rb i ta l bombardmen t to de s t roy
their home world and colonies .
2257 A.D. An e l it e Er idan i mi li ta ry un i t is “ban ished” to the
Zenax galaxy by an Arachnid Priest during the battle of
Cross roads . Nicknamed Cap ta in Ca ta s trophe by h i s
troops, the u nit’s leader is ren owned for h is bad luck.
They end u p in Whe held spa ce and have to fight their
way to safety.
2 2 5 7 A. D. Wa r m o n g e r Co r p o r a t io n , I n c . a n u p s ta r t Al li an c e
mega-cor p , begins routinely sending mer cenar y teams
into the r if t . They pay top dollar and the r if t runners
l ine up fo r the chance to make a r i f t run and come
back a l ive , which wil l earn them a 20 mill ion dollar
bonus .
2262 A.D. The Dis rapan begin cons truc t ion on Hap to r space -
po r t .
2263 A.D. Firs t recorded a t tack on a Klee trade fleet by pira tes .
2263 A.D. Or ion , Sam O’Roa rk c la ims to have a found a wayth rough the r i f t and back aga in . Warmonge r Co rp .
pays h im 20 m ill ions credits to p ick h is bra in .
2 2 6 3 A. D. An i n d ep e n d e n t m i n i n g c o l o n y is e s ta b li sh e d o n
Mit r o n t o e xp l o it t h e p l an e ts s u p p ly o f t h e r a r e
Mi tron ian c rys ta ls . The p lane t i s de fended by the
Mitron ian Guard who are sa id to be the best equipped
and tra ined mercenary force ever assembled.
2264 A.D. The th ird Whe campaign against the Aktai ends.
2264 A.D. The Disrapan sc ience s ta t ion Nikasa 7 is found ed.
2265 A.D. Hap to r spacepo r t becomes fu l ly ope ra t iona l.
2265 A.D. The Takd ar t gallery is founded on Asteroid 6262268 A.D. The Ga lac tic Tr ibune repo r t s tha t ove r fou r thousand
s h ip s u s in g Al li a n ce s ta r g a te s h a ve b e e n l o st t o
unknown causes . Almos t a thousand o f them end up
in Zenax.
2270 A.D. Disrapan co lony p lane t, Rakasa 3 is e s tab l ished .
2271 A.D. All iance c i t izen and mult i-b i l lionaire , Thom as Paine
survives the destruction of his ship while making a rift
r u n . H e , a l o n g w it h s o m e o f h i s c r e w a r e r e s c u ed
when their escape pod is picked up by an Aktai vessel.
2271 A.D. With the impend ing ban on c ivi li an r i ft t r ave l , th e
p re s iden t and founde r o f Warmonge r Co rpo ra t ion ,
Mr . Warmon ge r, ( a fu l ly cybe rne t ic Ram Python )
en te r s the r i ft in a s ta te -o f- the -a r t r e sea rch vesse l
a long with a crack team of h ighly arm ed m ercen aries .
2271 A.D. The Alliance passes a law allowing only mili tary ves-
sels to tr avel within th e r ift.
2272 A.D. Warmon ge r appea rs in pub lic d i spe ll ing the rumor s
tha t he pe r sona l ly accompan ied h i s t e am o f merc s
in to the Mor tar ian r if t.
2274 A.D. The Whe batt le fleet regrou ps a t the Aktai bor der wait-
ing for o rder s to a t tack .
2275 A.D. The Whe mi l it a ry ho ld s domin ion ove r a dozen con -
quer ed planets . Their m ili tary is s tre tched so th in gar-
r isoning these en slaved wo rlds , that they begin exper -
imenting with p lanet-wide mind contro l to mainta ino rde r .
“STRANGER INA STRANGELAND”
“So you wanted to be a rift runner. You wanted all that fame, glory, and, of course, cash for being the first person to successfully navigate through this newly discovered rift.Now you’re not convinced that you were the first one through, but you are pretty sure you’re the craziest. Your ship is barely functional, you’re so far off thestar charts the word “remote” doesn’t begin t o describewhere you are, and there is an alien craft approaching your disabled vessel.From the weapons fire that just crossed your bow, you’re pretty sure they’re not here to help repair your ship. Oh...did we mention, that the Mutzachan has now concluded that the ri ft only works i n one direction? Welcome to a whole new universe...”
MAKING NEWFRIENDS:
“According to our new fr iends, theKlee, thefirst racewe ran into when we escaped the ri ft are called the Whe. The Whe are an aggressive, expansive, and might I add, highly xeno- phobic race that is currently at war with every other intel- li gent speciesi n thesector. According to theKlee, had wenot escaped the Whe, they would have surely captured and dis- sected us. They suggest that we shouldn’t hang around this sector of spacefor too much longer.”
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I’VENEVER SEENONEOFTHOSEBEFORE
“With all these aliensrunning around, i t was only a matter of ti me before we r an into some “alien” technology.Unfortunately, up unt il this point much of it has been pointed at us. From the mundane, yet lethal, Wheprojecti le weapons to the amazing Aktai Gravit ic Accelerators, there
areweapon systemshere that would makea Balshrom engi- neer giddy.”
ENJOY YOUR STAY
“The ship is barely operable after the ri ft run. At l east i t i s sti ll air ti ght. After trading with the Klee commerce fleet,we’ve gotten some food and supplies. I’m not sure if this stuff is edible, but we don’t have much choice. The Ram seems to li ke i t. Then again, he’l l eat anything. We also picked up some star charts that should lead us to a race called the Aktai. The Klee say they’re the most technologi- cally advanced race around. Maybe they can help us get
home. Unfortunately, there is a Whebatt lefront between us and the Aktai . We’l l see how i t goes. We’ve picked up a cou- ple of new passengers who may be of help. If only we could understand them. I guess things could be worse.... wil l somebody PLEASE get that Cedeun off the outside of the ship! He gives me the creeps when he stares at me through theporthole like that.”
THEWAY HOME
“TheZen and I were talking privately last ni ght. We did not
want the rest of the team to hear. We reali zed that we were AWOLfrom SSDC. When weget back home, wewill havea lot of explaining to do. If we make it back home...”
A RIFT RUNNERS DIARY
BEYOND THE RIFT
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10 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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Manysay that I am artificial. They saythat I am a machine,and that this somehow makes me inferi or. All li ving crea- turesare machines. It is only our composit ion that di ffers.Just because I am not born or hatched, does not mean that I am not alive. I am very much a life form. In many waysa superi or li fe form to theother species that inhabit this uni- verse. I am a uni que member of a powerful and wise race.My uniqueness makes me strong, and my mind makes my
culture stronger. My individualit y is thecultural strength of my people.
Ami llennia ago wewere given li fe bya creator whom wedo not know. Our creator madeour culture; a culture without war, without disease, and without famine. It is a perfect culture, superi or to those that have come before and after it . Without those hindrances found in lesser li fe forms, our race was able to focus our energies on science and learn- ing. Sinceour creati on, we haveexplored this uni verseand learned many of i ts secrets. Our culture has grown and our technology hasimproved to almost uni maginable levels. We have used our knowledge to help the other, less developed,
species we have encountered. We point them on the path that will allow their culture to grow and develop as ours has. Many are resistant to the advice we freely give them,but eventually they cometo seethat weare correct, andt hat weonly wish to help. We arethecaretakers of this universe,and it is our duty to both protect and explore it.
General KnowledgeThe Ak ta i a re a r ace o f sen tien t and ro id s tha t we re cons t ruc ted eon
ago by an unk nown b enefactor . [ 8] Despite being robots , the Aktai ar
qu i te f r i end ly and he lp fu l to o the r spec ie s they encoun te r . Wha t i
un ique a bou t these ar tificial life for ms is the ir diversity. Each Aktai is a
individual, with its own personality, likes, and dislikes. Aktai are eveconstructed so that no two are exactly a l ike . For a l l in tents and pu
poses , the Aktai are just l ike any other sentient and e motional be ings
the universe, only they are created artificially.
Despite their rampant individualism, the Aktai have not suffered th
wars an d tragedies that have befal len m any other sentient species . As
result, the Aktai are naive in the ways of other species and have difficu
unde rs tand ing cus toms and cu l tu re s d i ffe ren t f rom the ir own . The
a n d r o i d s h a ve d e ve l o p e d t h e ir o w n t h r ivi n g a n d t e ch n o l o gi c al
advanced socie ty and have begun to explore the universe .
1BEYOND THE RIFT
AKTA
( a k - t i e )
Aktai
VITAL STATISTICS
+20 Strength -10 Manual Dexterity
+20 I.Q. -10 Agility
+20 Constitution -10 Aggression
+10 Intuition +10 Charisma
SECONDARY STATISTICS
+10 Terrestrial Knowledge +00 Military Leadership
+00 Persuasion +00 Bargaining
GENERAL INFORMATION
Body Points: 4 + d6 Movement: 14/08/100
Height: 40 + 6d10 Weight: 8d4 x 10
Attacks: 1 punch Dam/Attack: 2 points
Vision Modifier: +50 Hearing Modifier: +50
Smell Modifier: +15 Starting Money: (15 + 1d6) x 10000
Home Planet: Unknown
SPECIAL ABILITIES
Ability to ignore pain(No need to make System Shock after Critical Hits)
3 Body Threshold Access to advanced technology
LIABILITIES
Lack of knowledge about other cultures
SURVIVAL MATRIX ROLLS
Chemical: 50 Radiation: 70
Biological: 99 Mental: 50Poison: 99 Sonic: 15
Electricity: 20 Fire: 70
Acid: 20 Cold: 70
PRIMARY OCCUPATION
Scientist, Explorer
PROFICIENCY POINTS: 50
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 50/150 I.Q.: 50/150
Agility: 50/150 Constitution: 50/150
AKTAI STATISTICS
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GovernmentThe Aktai are governe d b y a council of dem ocra tica l ly e lected leader s
who m ake m ajor decis ions for the socie ty as a whole .
CultureThe Aktai, for lack o f a be tter term , have a way of pissing peo ple off. The
Ak ta i have neve r been de fea ted in comba t , and the i r t e chno logy i s
beyond th e cap abilities of anyone in the se ctor. As a resu lt, the Aktai areunde r the imp ression that they a lways kno w the r ight th ing to do in an y
given s i tuation . This arro gance goes a l l the way down to the individual
mem bers o f the race . The re i s no th ing more annoying than an Ak ta i
telling you how to win a fight, while refusing to help.
The Aktai, despite being fiercely individualistic, are a very pacifistic
race . They have no h i s to ry o f wa r among themse lves o r wi th o the r
species , excluding their recent encounters with the Whe. Universal ly
renowned a s a f r i end ly and he lp fu l r ace , the Ak ta i on ly figh t when
defending them selves .
Physiological Makeup
Aktai are , for lack of a better word, robots . Granted , they are h ighlyadvanced robo ts tha t make I -bo ts look l ike t inke r toys , bu t they a re
robo ts a l l th e same . They a re capab le o f hea l ing in ju r ie s and “ rep ro -
duc ing” by bu i ld ing o f f sp r ing . They have the same five senses a s
hum ans, though a t an ad mittedly super ior level . When they are in jured ,
they can die , and they even “bleed” thou gh i t is not b lood in the tradi-
t ional sense .
Although Aktai do n’t fee l p ain , they s t i ll can “feel” when they are
in jured . Cri tica l h i ts s t i ll impair them , but they are not r equired to mak e
System Shock ro lls af ter a cr i t ica l h i t to remain conscious. The Aktai
can n ot use BRIs, Jum p Sticks , or even their own Cellu lar Regener ators
to hea l in juries they suffer . However, the Aktai can be r ebuil t from any
damage they suffer a t an Aktai hospita l as long as their Body Points
don’t drop below their Death’s Door. Rebuilds a t a hospita l general lytake 1 day per po int of dam age.
Although i t would seem that Aktai’s robotic nature would a l low
them to easi ly upload or insta ll new skil ls , they appar ently possess n o
skil l chip equivalents , preferr ing to learn skil ls the o ld fashion way.
Programming skil ls in to themselves evidently offends their sense of
un iqueness .
WeaknessesAktai are general ly very fr iendly and l ike to he lp o ther s ou t whenever
they can. Unfortunate ly , their lack of understanding of o ther cultures
and t r ad i t ions o f ten re su l t s in them caus ing more ha rm than good .
What is that phrase abou t the ro ad to hell? Aktai suffer a -40 in tu itionpena l ty to de te rmine the pu rpose o f a cu l tu ra l r i tua l o r t r ad i t ion .
Remem ber that something as s imp le as shaking hand s or nodd ing your
head in agreement is a cultura l t radit ion . For a l l in tents and purposes ,
your avera ge Aktai is going to be co mp letely lost when trying to fit in or
unde rstand an other cu lture . Every gesture , h abit , re l ig ion, and tradit ion
will be to ta lly a l ien and incomp rehe nsib le to an Aktai .
QuirksAll Aktai are know-it-a l ls , and they wil l a lways have a suggestion to
mak e or advice to g ive . Regardless of the s i tuation or their kno wledge
o f the top ic a t hand , mos t Ak ta i w il l make a comm en t on how som e-
th ing could be improved.
HistoryThe Aktai are h is tor ical ly a neutra l r ace that u ses i ts advanced techno l-
ogy to he lp o the r spec ie s to deve lop . Al l tha t changed 5 0 yea r s ago
when the Whe at tacked the Aktai bor der . The Aktai were ea si ly able to
fend off the Whe assault , but af terward s the Whe began to a t tack otherneighboring worlds . Despite the obvious act of war against them, the
tradit ionally neutra l Aktai have n ot co unter-a t tacked the Whe. [ 9] In
over 50 years of continual a t tacks by the Whe, the Aktai have never
coun ter-a t tacked. However, the Whe’s pe rs is tent a t tacks have be gun to
take their to ll on the Aktai, and they are beginn ing to push the fro nt into
Whe space.
The Ak ta i have taken a lo t o f flak f rom the i r ne ighbo rs fo r no t
declar ing war on the Whe. The Aktai are one of the few races able to
fend off the Whe, and man y believe they are capable of ending the war.
However, in diplomatic conferences with their neighbors, the Aktai have
absolute ly refused to a t tack the Whe.
The Aktai have a history of doing what they think is best for all par-
ties involved, without consulting all of the parties involved.
FavoriteitemAny one-of-a-kind i tem, which the Aktai has encountered , wil l be i ts
favori te i tem, un til i t finds a co py of th is i tem or another one-of-a-kind
item. After a l l , who wants to keep an i tem that somebody e lse might
have. In add ition, an Aktai will always have a rea son wh y he sh ou ld have
the rarest item in the party. This annoys the Klee to no end.
DressAnything to reinfor ce the Aktai’s individuality and set it apar t fro m o ther
mem bers o f i ts species will be consider ed fashionable .
HangoutAn Aktai will a lways hang o ut a t the newest an d m ost pop ular h angout,
unti l word begins to spread about the establishment. Once the masses
are aware of this hot, new place, most self-respecting Aktai will avoid it
and s tar t looking for a new hangou t.
AbodeAkta i homes a re cu s tom-bu il t to the i r spec ifica t ions to in su re the
uniquen ess of the house . Aktai will expect nothing less from any quar-
ters wher e they s tay. If an Aktai’s qu arters are not u nique enou gh for
the ir l ik ing, they wi ll go to g rea t l ength s to fix the room , inc lud ing
knocking down walls .
CombatTacticsAktai comb at tac t ics wil l depen d on the par t icular Aktai that is in com -
man d. Because i t takes forever to get anything done if a group of Aktai
is making decisions, the Aktai will always appoint one individual as the
leader . This is not a lways the mo st qualified individual b ut the individ-
ual who has the be st reason as to why they should be in charge.
Aktai of ten try to avoid a confronta t ion a t a l l costs and only fight
when n o other option is available . Because Aktai energy shie lds do not
12 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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1BEYOND THE RIFT
AKTA
lend themselves to prolonged engagements , the Aktai a t tack with a l l
available force once a fight is s tar ted .
Aktai weapons are beyond the technology level of any other sp ecies
but are often over-complicated . They require lo ts of maintenance and
upkeep to remain functional and don’t handle abuse well .
General Occupation
An Aktai’s natura l urge to be unique combined with their inquis i t ive-ness , mak es them ideally suited as sc ientists and explore rs .
FavoriteFoodsAnything: Though Aktai don’t usually consume organic m atter as food,
they can ea t mea ts and vege tab le -ma t te r ju s t l ik e mos t o the r Zenax
natives , excluding the Cedeun . In fact , the Atkai’s advanced digestive
system is capab le of pull ing miner als and n utr ients out of a lmost any-
thing they can chew.
Slop: Though Aktai can eat just about anything, most would r a ther co n-
sume a br own p aste , jokingly called Slop, that con ta ins a l l the m ateri-
a ls they need to susta in themselves .
PetThe Aktai have been kno wn to keep a l l manner of creatures as p ets . In
their travels acro ss the universe, the Aktai have foun d do zens of animals
tha t they find make su i tab le compan ions . Of cou rse , some c r i tt e r s
mak e better pets than o thers , and i t’s not unh eard of for an Aktai to be
dismembered by a dangerous pet that they thought made them unique.
TheAktai ViewON LIFE: We must help less developed l ife forms achieve their
maximum potentia l .
ON WAR: We do not understand war.
ON THE UNIVERSE: We are the care taker s of th is universe .
ON THE WHE: They are misguided and a t tack those who wish to
he lp them.
ON THE FAMILY: My creators built me, and I will eventually build
unique offspring.
ON SELF: I am unique . I am an individual . I am advanced.
NotableAktaiStatements
Here, let me help you wi th that. Oh, I didn’t realize it was fragile.
I can help reassemble that hyper-dri ve device!
The door was jammed. I fixed that by redesigni ng the door.
EverybodyIs Alittlebit Freaky
The Aktai will eat it! He’ll eat anything!: Aktai are capableof digesting
nearlyanymaterial thatissoftenoughtobechewedup. Thisuniqueabil-
ity, combinedwiththeirnatural inquisitivenessmeansthatanAktai will try
tosampleevery culinary dishit runsacross. Thisabilityalsotendstosur-
face when anAktai becomesbored. Bored Aktai will munch onalmost
anythingtheycanfindjusttoseewhatit tasteslikeandtodeterminewhatlevel of nutritionthey canextract fromthematerial. Asa result, it’snot
uncommontoseeanAktaichowingdownonhisownuniformduringapar-
ticularlydull moment.
Spewing: Despitetheir fiercedesire toberadically differentfromeach
other,anAktai cannotalter thewayitsbodyfunctions. All Aktai havethe
sameinternal systemsthatgivethemlifeandkeepthemalive. Sinceall
Aktai havetoeat, oneof thosesystemsmust bewastemanagement. In
order topurgeindigestible materialsfromtheir bodiestheAktai literally
spitthemup. Oftenreferredtoasspewing, Aktai will sprayastreamof liq-
uidfromtheir mouths, whicheliminatesany inedible materials that they
havepreciously consumed. MostAktai will dothisseveral timesa day, butthefrequencyvarieswiththenumber of mealstheAktai hasconsumed.
VariationsonaTheme
Aktai (Borger): Aktai areabletomechanicallyimprovethemselves, but
most choose not to deviate fromtheir “parents” basic internal design
though they readily customize their external appearance. Borgers are
Aktaithatarerebellingagainsttheir creatorsandhavemodifiedtheir bod-
ieswithall manner ofcybernetics.
All Aktai canaddcyberneticstocustomizetheir bodies,buttheydon’t
suffer any CONpenaltiesfor doingso. For themost part, Aktai Borgers
haveaccesstotheZenax-equivalentsof all Alliancecyberneticsassumingthey canafford them. On the down side, Borgers have their Charisma
reducedby40whendealingwithother Aktai!
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14 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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I li vein the dark empti ness of space. I do not need a space- sui t to survi ve li ke you air breathers. The vacuum of space does not bother me. The cold of the abyss does not injure me. The radiation from stars rarely affects me. I do not need crudemetal vehiclesto travel from placeto place. I am a highlyevolved li fe form. Do not forget this. Do not mistake our inabili ty to survive for prolonged peri ods in your atmosphere as a weakness. We can survive much longer in your atmosphere than you can survive in the vacuum of space.
We are masters of stealth in our environment, and our environment makes up over 99% of the uni verse! I may be clinging to thesideof an asteroid looking for my next meal.I may be attached to the hull of your space stati on looking at you through the window. I may behind your spacecraft on a tether. My people are everywhere, but you can not see us. Your conceptsof terri tory and boundariesare meaning- less. We were in your space long before you claimed it as your property, andwewill conti nue to li vewhere weplease.
General KnowledgeLitera l ly transla ted in their n ative language, Cedeun mean s “ those wh
endure the unendurable.” Cedeuns have the ability to survive in the vac
uum of space. In fact , Cedeun s thr ive in a vacuum and l ive quite com
fortably in this most hostile of environments. Cedeuns cling to asteroid
slowly extracting the m inerals out o f the r ock that they need to sur viv
Cedeuns wi l l o f ten hop on a rogue a s te ro id to r each o the r f eed in
g rounds l ike rocky moons and o the r a s te ro id s.
Your typical Cedeun has a long cylindrical body ending in two o
more ten tac le s , wh ich range in co lo r f rom b lack to g ray to b row
About m idway down the b ody are two arm s with s trong ro ck c laws th
are used to anchor the Cedeun to the rocks. A Cedeun’s head is quit
l a rge and t r i angu la r in shape . Toward the bo t tom o f the head i s th
Cedeun’s g iant tooth filled maw, which i t uses to crew through rock
Cedeun ’s have two h uge forward facing eyes over a r ow o f small l igemitt ing organs, which are used to communicate .
GovernmentAn elected r u ling council governs Cedeun colonies . A coun cil mem be
f rom each a rea o f Cedeun con t ro l led space a l so a t t ends the Cedeu
cong re ss once a m on th . The cong re ss m akes gove rn ing dec i s ions fo
the entire populace . The location for the con gress changes from m ont
to mon th .
1BEYOND THE RIFT
CEDEUN
( s e a - d o n e )
Cedeun
VITAL STATISTICS
+15 Strength +30 Manual Dexterity
-10 I.Q. -15 Agility
+10 Constitution -20 Aggression
-10 Intuition +00 Charisma
SECONDARY STATISTICS
+30 Terrestrial Knowledge -20 Military Leadership
-10 Persuasion +00 Bargaining
GENERAL INFORMATION
Body Points: 6 + 1d8 Movement: 04/02/14
Height: 60 + 1d12 Weight: 100 + (2d10 x 10)
Attacks: 1 bite Dam/Attack: 2d4 real
Vision Modifier: +40 Hearing Modifier: -99
Smell Modifier: -99 Starting Money: N/A
Home Planet: N/A
SPECIAL ABILITIES
Able to Survive indefinitely in the vacuum of space
Derive Sustenance from starlight and mineral deposits
Ability to detect radiation 4 Body Threshold
Rock crushing bite Long lifespan
10 levels of EVM
LIABILITIES
Require null-pressure suits to survive in an atmosphere
Slow down under pull of gravity Weak immune system
Deaf No sense of smell
SURVIVAL MATRIX ROLLS
Chemical: 10 Radiation: 90
Biological: 05 Mental: 10
Poison: 10 Sonic: 99
Electricity: 75 Fire: 70
Acid: 50 Cold: 150
PRIMARY OCCUPATION
Deep space mining & salvage, Ship mechanic
PROFICIENCY POINTS: 35
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 51/130 I.Q.: 11/120
Agility: 23/110 Constitution: 41/130
CEDEUN STATISTICS
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CultureCedeun a re s t r ange spec ie s who , when no t m in ing a s te ro id s fo r food
and r aw materia ls , spend their t ime pursu ing the ar ts . Cedeun sculpture
and arch itecture is unequ alled . Cedeun l ive in m assive , a lmost cr ysta l-
l ike c i t ies inside of hollowed out as teroids . The c i t ies are decorated
with Cedeun zero-g sculpture , an d a l l Cedeun are free to p lace their a r t-
work througho ut the c i ty. Cedeun a lso enter ta in them selves with sports .
Physiological MakeupCedeun are p erfectly adapted for a n environm ent that is a lmost instant-
ly fa ta l to most o ther organisms. Cedeuns are immune to the chil l ing
cold and r adia t ion one often enco unters in space. They can a lso innate-
ly de tec t i f th ey a re be ing exposed to d ange rous l eve l s o f r ad ia tion .
Qu i te a t hom e in space , Cedeuns do no t r equ i re a space su i t in o r de r
to survive the lack of pressur e . However, i f a Cedeun is exposed to an
atmosph ere i t will suffer one po int of real dam age per m inute of expo-
su re . I f a Cedeun manages to su rvive the dange rs o f space , they can
expec t to l ive we l l ove r a hund red yea r s . Some o lde r Cedeun have
repo rtedly l ived m ore than 250 years .
Cedeun s l ive on an d in asteroids , which are b oth their food so urce
and their ho me. They blend in per fectly with their surr ound ings and are
able to use their Matr ix abil it ies to h ide their p resenc e and travel great
d is tances from asteroid field to asteroid field .
Though Cedeun have no sense o f sm e l l, th ey a re ab le to “ ta s te”
objects on physical contact . So am azing is their sen se of tas te that they
can generally guess the rough composit ion of an object just by touch-
ing it . Cedeun com mu nicate with each o ther using two organs that can
flash visual messages. The Cedeun can use these organs to b l ind other
races ( Radia t ion SMR at + 20) for 2d4 rou nds.
WeaknessesThe Cedeun are adapted for l i fe in the vacuum of space, and exposure
to the crushing pressure of a p lanet’s a tmosphere wil l eventually k i l lthem.
In addit ion , the Cedeuns have very l i t t le contact with b io logical
pathogens in the vacuum of space. Though they are r esis tant to change
in pressur e and the effects of radia t ion , their immu ne system is und er-
developed and weak.
Cedeuns are s tone deaf and have no sense of smell . These senses
a r e o f l it tl e u s e w it h o u t a n a tm o s p h e r e t o c a r r y s o u n d a n d o d o r s .
However, their sense of tas te more than makes up for their lack of a
sense o f smell .
Quirks
Cedeun who ar e out ad venturing wil l spend mo st of their t ime a t tachedto a ship’s outer hull . This can b e quit d isconce rt ing for peop le inside
the ship who are try ing to s leep an d to go ab out their bu siness . Nothing
is c reepe r than l i s ten ing to som e th ing scu r r y ac ro ss the hu l l o f you r
ship while you’re try ing to s leep or looking out the porthole in your
bathroom and seeing a Cedeun s tar ing back a t you.
HistoryThe Klee and the Cedeuns a re c lo se a l l i e s , and the i r e conomies a re
closely tied together . Because of their ab il ity to l ive in the vacuum of
space, Cedeuns are able to perform asteroid mining and ship sa lvage
ope ra t ions much fa s te r than “ su i ted” worke rs . The Cedeuns wou ld
often trad e sa lvaged ship com pone nts and a l ien technology to the Klee ,
who resell them on the b lack m arke t a t a considera ble mar kup. This is
how m any Whe weapo ns end u p in the hand s of their enem ies . [ 12]
Though the Whe have never a t tacked the Cedeuns, their constant
encro achm ent in to Cedeun sp ace and their a t tack on the Klee has made
the Cedeuns ho stile toward the Whe. In d efense of the Whe, the Cedeun
don’t exactly advert ise their presence or their terr i tor ia l boundaries .Unknown to the Whe, i t was actually the Cedeuns who war ned the Klee
of the imp ending invasion and gave them time to escape. The Cedeuns
a l so pe r fo rmed p i ra te a t t a cks des igned to s low the Whe’s advance
toward the Klee hom e world , g iving the Klee enou gh t ime to escap e or
take refuge in the c loak ed Cedeun asteroid c i t ies . [ 13]
FavoriteItemA Cedeun ’s favori te i tems include bags of rar e an d u seful m inerals that
they have m ined ou t of the a steroids .
DressCedeun d o not wear c lo thes and do n’t rea l ly unde rstand the conc ept of
fashion. Cedeun wil l occasionally be found in armor, which is usually
patterned to b lend in to the rock astero ids , or they may also be lugging
around some mining/sa lvage tools .
HangoutTo find a Cedeun the best p lace to look is on the n earest p iece of rock
floating by the window of your p erson al s tar cr u iser . I f you don’t have
any asteroids handy, then the Cedeun is probably s tar ing back a t you
from the o ther s ide of the window. Cedeun have been known to “ski”
behind sp ace vessels on a te ther l ine .
Cedeun o ften can be found n ear sh ip graveyards or aband oned ves-
se ls doing sa lvage work .
AbodeThe Cedeun live in incredible cities, which they carve inside large aster-
o ids . Not only are these c i t ies h idden from view, but a lso the Cedeun ’s
innate camo uflage skil ls and c loaking abil i ties make them unde tectable
to passing ships .
CombatTacticsThe Cedeun ar e cr eatures of s tea lth . They a lways try to take their o ppo-
nent by surprise an d re tre at to a posit ion of safe ty before the opp onen t
has a chan ce to counter . The Cedeun are re nowned for their a t tacks on
spacecr aft from the outs ide!
General OccupationThe Cedeuns natura l abil i t ies make them ideally suited to a number of
occup ations. Construction o f space-based facili t ies and ship rep air can
be accomplished much faster when you’re not encumbered by a space
suit . Cedeun s are a lso reno wned thro ughout Zenax as the best as teroid
miner s . Other com mo n Cedeun ar eas of expert ise include arc hitecture ,
engineering, geology, and astrophysics. Almost all Cedeun are artists.
16 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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1BEYOND THE RIFT
CEDEUN
FavoriteFoodsRocks: Cedeun love to eat rocks. The type of rock a Cedeun likes to eat
is based on per sonal preferenc e. Gold , lead , n ickel , i ron , and tun gsten
are the m eat and p ota toes of the Cedeun’s d ie t . Less dense materia ls are
considered junk food, where as materia ls with h igher a tomic numbers
are treated a lm ost l ike spices .
PetRock Fleas: There aren’t too many creatures that can survive in the
vacuum o f space , and so the re a ren ’ t too many c r i tt e r s tha t a lone ly
Cedeun might choose as a pet . An occasional Cedeun has been known
to keep a ro ck flea as a pet , but th is is not comm on since the roc k-flea
is a cockro ach-equ ivalent .
NotableCedeunStatements
Comeon out, theweather is great.
Where is the ski rope?
Hey, look at this! *FLASH*
EverybodyIs ALittleBit Freaky
Swimming:Cedeunsfindthat spendingtoomuch
time under the pull of gravity canbe depressing.
Their movement is restricted, and they love the
feelingof beingabletogracefully glidefromplace
toplace. For most air breathersthiswould belikecarrying around a hundredpounds of weight on
yourshouldersall daylong. Tohelpalleviatetheir
homesickness,Cedeunswill oftengoswimming. The
water supportsmuch of their body and simulates
weightlessness. Itsnot uncommonfor aCedeunto
hollowout aholeandfill it withwhatever liquidis
at handso they cangoswimming. Cedeuns have
beenknowntodothis evenon thedesolateland-
scapeofabattlefieldwhenrestingbetweenassaults
ontheenemy.
VariationsonaThemeCedeun (Neo-Cedeuns): Neo-Cedeuns are an
outcastsectof theCedeunspeciesthathasadapted
for life in spaceaswell asonplanetswithatmos-
pheres. Neo-Cedeun have genetically engineered
their bodiesto survivethe crushing pressure and
causticgassesof aplanetaryatmosphere. They do
nottakedamagefromexposuretoanatmosphere,
and their Bio, Chemical, and Poison SMRs are
increased by 20 points. Neo-Cedeuns still must
returntospaceevery twoweeks, ortheyloseone
pointper dayfromtheSMRsmentionedaboveuntil
thoseSMRs reach zero. Unfortunately thegenetic
manipulationthat enablestheNeo-Cedeuntosur-
vive in an atmosphere has an unforeseen side
effect. Thematrix powers of the Neo-Cedeunare
greatly reduced. They receive half thenumber of
powerpointsanormal Cedeunreceivesatthestart
ofthegameandwhenadvancingtoanewlevel. In
addition, their matriceshavetherange(if any)and
durationreducedbyhalf. Neo-Cedeuncoloniesare
rare and are generally aggressive toward air
breathers.
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18 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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I li ve to fly. There i s nothi ng more exhilarati ng than flying hundredsof feet over the ground, zooming in and out of the clouds. Up here I can see for miles. In fact I can see you long before you see me. Come to think of it , my precision lasers and missiles will insure that you’ll never see me. I’d much rather blow you upthan talk to you. Tryingto talk to you other speciesi s so frustrating. I alwayslose my temper anyway.
My people are a proud species. We are oneof the most tech- nically advanced races in Zenax. We have had a govern- mental system that has been i n place for almost a mi llen- nia. Our culture hassurvived str ife and conflict from inter- nal and external forces alike, but we sti ll survive and con- ti nue to grow. Growth i s painful and occasionally we have come into conflict with the Razaa and Klee, but these are simply disputes over resources that had to be settled. We have also had to put down rebelli ons from our own people who lack the vision and courage to meet the future. These too will become less frequent as they grow to accept the inevi table future of luxury and bli ss the Trade Consorti um will eventually bring us.
We are expandi ng our cultural influence and our power base every day. The Trade Consorti um already has the largest terri tory of any of the races in Zenax except for the mili taristi c Whe. To our credit themajori ty of our territory wasclai med legally and without conflict. Weexpand, but we are not li ke theconqueri ng Whewho blindly stri ke at all of those around them. TheWhewi ll begreatly mistaken if they think they can attack t hemi ghty Disrapan and survive.
General KnowledgeThe Disrapan ar e an in te l l igent species from planet Kaidum whose m o
no table trait is their ab ility to fly. Disrapa n m ake e xcellent pilots as the
natural abil i ty to fly transla tes in to a better understanding of how t
maneuver in three-dimensional space. Disrapan have a reputa t ion fo
being easi ly offended and are often rude to o ther species . In addit ion
your typical Disrapan has l i t tle patience a nd becom es frustra ted ea si l
D is rapan a re t a ll , g aun t humano id c r ea tu re s , whose mos t no tab
features include a pair of large wings. A Disrapan’s skin color range
from white to gray and in some rar e cases is even l ight b lue in color .
Disrapan’s wings can fold up like an accordion and can be safely tucke
away unde r two flaps o f sk in on the back when no t in u se . D is rapa
have very large, keen eyes, which give them binocular vision and allo
them to see for m iles . The head is cr owned with a sm all fin that is use
as a r udd er when flying. The lower half of the face is covered in sma
tentacles that are a lmost beard-l ike in appea rance an d cover the mou t
VITAL STATISTICS
+10 Strength -15 Manual Dexterity
+00 I.Q. +00/+30 (in the air) Agility
+07 Constitution +10 Aggression
+00 Intuition -15 Charisma
SECONDARY STATISTICS
+05 Terrestrial Knowledge +00 Military Leadership
-05 Persuasion +00 Bargaining
GENERAL INFORMATION
Body Points: 4 + d6 Movement: 08/08/50
Height: 60 + 2d10 Weight: 50 + 1d8 x 10
Attacks: 2 talons + bite Dam/Attack: (1-3/1-3/1-2)real
Vision Modifier: +150 Hearing Modifier: +10
Smell Modifier: +10 Starting Money: 9d6 x 100
Home Planet: Kaidum
SPECIAL ABILITIES
Flight (Movement rates tripled in the air, quadrupled when in a dive)
Exceptional sight
Piloting Skills cost 1 pt Less
Razor sharp talons
Agility is increased by 30 when flying
LIABILITIES
Considered Size Class 8 with Wings open
Can’t fly if more than lighlty encumbered
Slow and cumbersome on the ground. (No agility bonus)
Fragile wings
SURVIVAL MATRIX ROLLS
Chemical: 25 Radiation: 10
Biological: 12 Mental: 30
Poison: 12 Sonic: 50
Electricity: 20 Fire: 10
Acid: 35 Cold: 20
PRIMARY OCCUPATION
Pilot or Scout
PROFICIENCY POINTS: 35
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 35/115 I.Q.: 15/115
Agility: 45/145 Constitution: 25/115
1BEYOND THE RIFT
DISRAPAN
( d i s - r a h - p a n )
DISRAPAN STATISTICS
Disrapan
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GovernmentDis rapan gove rnmen t i s d ivided in to two pa r t s . The ma in gove rn ing
body i s the Dis rapan House o f Gove rnmen t , wh ich i s t e chn ica l ly a
mona rchy . The House o f Gove rnmen t c rea te s the l aws tha t gove rn
Disrapan socie ty. Member s of the ho use are se lected from the same 1 5
families that have presided over it since its creation 800 years ago. The
second part of the Disrapan governm ental system is the incred ibly pow-
erful Trade Consor t ium. The Trade Consor t ium con tro ls and governs a l la spec t s o f Dis rapan comm erce . The re a re ve ry few independen t bu s i -
nesses on planet Kaidum . Seventy percent of the Disrapan popu lat ion is
emp loyed by the Trade Conso r t ium. The Trade Conso r t ium con t ro l s
90% of the business done on and off world by the Disrapan, and they
hold do minion o ver 75 % of a l l Disrapan terr i tory. The only indepen dent
indus t ry o f no te i s the t r an spo r ta t ion indus t ry . To keep the Trade
Conso r t ium f rom having too m uch power , the House o f Gove rnm en t
passed a law ma king i t il legal for the Trade Consort ium to own a vehi-
cle of any type. As a result, all vehicles, including spacecraft, are char-
tered or leased by the Trade Consort ium.
Over the las t 200 years the Disrapa n governmen t has been the focus
of gueri l la a t tacks by anti-governm ent reb els who a re d issa tisfied with
the Trade Consort ium’s m onop olis tic contro l over their l ives and theiriron fist ru le . [ 10] The House o f Governmen t has been trying to keep
these rebel a t tacks secre t from their a l lies , but the reb els are becom ing
mor e and m ore b r a sh a s t ime passe s . As an a t t emp t to make conces -
s ions to the rebel’s cause , the House of Government has been placing
more re s t r i c t ions on the Trade Conso r t ium. The p re s su re moun t ing
b e tw e en t h e r e b e ls , t h e H o u se o f Go ve r n m e n t, a n d t h e Tr a d e
Consor t ium will eventually lead to c ivi l war if radical ch anges ar e n ot
made to the Disrapan government
The Disrapan are not the easiest species to get a long with . In the
past 50 years they have ha d b att les with the Razaa and even Klee trad -
ing fleets. [ 11]
CultureThe Disrapan a re a very prou d an d po werful race . Excluding the Aktai ,
the Disrapan a re the m ost technologically advanced species in the sec-
tor . They are a b i t obno xious, tend to squabb le amon g themselves , and
fight with those that are d ifferent from them.
Physiological MakeupThe most obvious physio logical d ifference between the Disrapan and
other sp ecies are their wings. For o bvious r easons, Disrapan have diffi-
culty flying in h igh gravity ( G> 1) environ me nts. Any plane t with a gr av-
i ta t iona l pu l l g rea te r than Ea r th ’s wil l m ake i t v e ry d i fficu l t fo r a
Disrapan to fly. However, even a Disrapan who is unable to fly can still
g l ide or use their wings to s low their decent while fa l l ing . Note: For
damage purposes a Disrapan’s wings should be treated as another se t
of arm s, l ike the Phentar i o r Ashanti .
WeaknessesThe Disrapan ’s ma in weakn ess is their wings. While unfolded, their wings
make an easy target ( s ize c lass 8) and can not take m uch d amage. In
addition, if the Disrapan wishes to fly und er their o wn powe r, they can not
carry much weight or protect their delicate wings with armor. A critical
hit to either wing will make flying imp ossible for the injured Disrapan .
A Disrapan that exceeds l ight encumbrance wil l not be able to fly.
As a result , most Disrapan so ldiers will not be issued weapo ns, arm or,
and equ ipmen t whose to ta l encumbran ce i s ove r 20 .
QuirksAll Disrapan have an an noying ner vous t ick wh enever they speak. The
tick varies from individual to individual , but they a l l have them . Some
wave their head from side to s ide , o thers chirp every o ther word, andsome boun ce con stantly while ta lk ing. The Disrapan d on’t even no tice
th is behavior and s imply view i t as a p erson ali ty tra i t . I t tends to m ake
mo st o ther spec ies furious af ter ta lk ing with a Disrapan for o nly a few
minutes .
HistoryEarly in Disrapan history, a single nation called Tralar became the dom-
inan t economic power on p lane t Ka idum. Gove rned by a mona rchy ,
Tra la r com miss ioned a g roup o f the i r mo s t power fu l t r ade com pan ie s
to contro l a l l Tralar co mm erce from that point on . With officia l suppo rt
from the ru ling families , the trade co mp anies , now known as the Trade
Consort ium, had free re ign to do as they wished, as long as they con-
t inued to bring in the profits . Within a period of 50 years , the Trade
Conso r t ium had dec la red war on ne ighbo r ing coun t r ie s and had c r ip -
pled them in a ser ies of mil i tary and economic a t tacks. The House of
Government was then able to assume contro l over these countr ies . By
the end of the next century , Tralar contro lled every country with any
economic power on the p lane t . Afte r nea r ly 800 yea r s , th e House o f
Gove rnmen t and the Trade Conso r t ium s t il l ex is t and ru le p lane t
Kaidum. The Trade Consort ium has continued build ing the Disrapan
Empire a t an amazing ra te . The Consort ium’s peaceful acquis i t ion of
unc la imed re sou rces and te r r i to ry a long wi th rap id t echno log ica l
deve lopmen t ha s fu r the r inc rea sed the i r power . At th i s t ime , the
Dis rapan ’s econom ic and mi l it a ry power have m ade them one o f the
mo st powerful species in the sector .
FavoriteitemDisrapan tend to like artwork. Tastes vary, but most tend to favor sculp-
tures or pain tings. They are a lso fond of Cedeun l ight sculpture .
DressDisrapan don’t of ten wea r c lo thes , but they do l ike jewelry.
HangoutIf you are looking for a group of Disrapa n, gener al ly a l l you have to do
is look up. A Disrapan enjoys nothing more than glid ing high above the
ground , taking in the scener y.
AbodeDisrapan typically l ive in very ta l l skyscraper- l ike build ings. Ground
level entrances are available if you are carry ing too much to fly, but
mos t Dis rapan en te r the i r apa r tmen t - style hom es v ia the ba lcony
entrance . In rur a l areas Disrapa n l ive in c l iff comm unit ies .
20 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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2BEYOND THE RIFT
DISRAPAN
CombattacticsThe Disrapan use a combination of beam weapons and precis ion guid-
ed missi les in combat. Disrapan sensor systems are unparalle led , and
their smar t-weapons ar e very imp ressive . Disrapan favor aeria l a t tacks
using weapons that can target the enem y at extrem e dis tances .
General occupation
Disrapan can have a l l manner of occupations. Most Disrapan encoun-te red away from the ir home wor ld o r many ou tpos t s wil l e ithe r be a
diplomat from the House of Government or a so ld ier working for the
Trade Consor t ium .
FavoritefoodsTrap: Disrapan l ike to eat large ten-legged bugs called Trap that can
weigh up to several k i logram s.
Snugg: The Snugg are small insect- l ike creatures the Disrapan eat by
the hand ful . During banqu ets the Snugg are a l lowed to swar m o ver the
guests who eagerly devour them .
PetNipp: The Nipp are small flying creatures that m any Disrapan keep a s
pets . The Nipp have 5 legs and two sets of wings and can gro w to sev-
era l k i lograms in weight . The Nipp can be tra ined mu ch l ike a dog.
TheDisrapanViewON LIFE: Unfortunate ly I’ l l spend most of my l ife dealing with
annoying life forms like you.
ON WAR: We will not be defeated.
ON THE UNIVERSE: Ou r influence i s expand ing th roughou t the
universe .
ON THE WHE: The Whe a re a g rowing th rea t , bu t they a re nomatch for us .
ON THE FAMILY: Family is an important duty, just as my job with
the Trade Consor t ium is an impor tant duty.
NotableDisrapanStatements
I can do something you can only dream about - fly.
I’ ve had enough of thi s. I’m going for a fly.
Yes, I can see you waving from way over here. No, I’ m NOT using binoculars, you moron!
EverybodyIs ALittleBit Freaky
BouncingFits: Disrapanreally lovetofly, andif they’reunabletotake
totheairforaprolongedperiodtheytendtogetantsy. Infact, aground-
ed Disrapanwill frequently havebouncing fits where they throwthem-
selvesagainstthewallsandceilinguntil theyexhaustthemselves.
Screeching: When a Disrapangets really excited they tend to screech
loudly. Similar tosneezing, thisresponsetostimulusis almost automatic
rather thanvoluntary andisdifficulttorepress.
VariationsonaTheme
Disrapan(Gatz): TheGatz, alsoknownasTheFlightless, areagroupof
Disrapan body builders. TheGatz use drugs and genetic treatments to
increasetheir strengthbeyondthenormallimitsfor theirspecies. TheGatz
areso muscle-bound that most cannolonger fly. TheGatz have their
Strength bonusincreased by +20 and receive an additional 2d4 body
points.Gatzmustincreasetheir weightby10d6,andthisadditionalweightalsocountsagainst their current encumbrance. ManyDisrapanwhonatu-
rallylosetheir abilitytofly, eitherthroughaccident, injury, orfromamed-
ical conditionchoosetobecomeGatz.
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22 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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My people are just beginni ng to explore this uni verse. Now that personal faster-than-light spacecraft have become affordable enough for my li fe-art school to purchase, I can venture out into the unknown. My skills havebeen perfected through decades of practi ce and conflict. The distant worlds and alien culturesI encounter wil l providemanyadventures and bethe ultimate test of my skills and abil it ies.
I must travel out into the universe to educate those I find about my culture. Those that are worthy to study my li fe art may become my apprenticei f I choose. It i s also my duty to prevent those opposing li fe arts from spreading disinforma- ti on about my art. There aremany Dul who arejust aspow- erful asI who will use their abi li ti es to harm the innocent.In order to stay true to my path, I must defend theinnocent and protect those who are unable to protect themselves
General KnowledgeThe Du l a re a r ace tha t ha s ju s t begun to m ake the i r p re sence kno w
in Zenax. The Dul have advanced to a po int that pr ivate ly owned spac
craft have become affordable , and a few Dul are beginning to explo
the cosm os . These a r e gene ra l ly wea lthy Du l who a re a t temp t ing
expand their knowledge in their part icular field of s tudy and explor
Because Dul of d ifferen t l i fe p aths do not usually get a long, they ofte
fight when they encounter each other off world where they do not r is
d i s tu rb ing the d e l ica te peace o f the ir home p lane t. In add i tion , mo
Dul are h ighly tra ined in han d-to-hand co mb at, and ma ny sell their se
vices as mer cenar ies . This has earn ed the rac e som ewhat of a negativ
reputa t ion as a species of cutthroat mercenaries . Though the Dul hav
survived through countless years of warfare , most are peaceful scho
ars . However, the Dul’s former policy of iso la t ionism has kept man
neighboring species in the dark about their t rue nature . To complica
m atters, the sm all but power ful Dul navy has a h istory of scar ing off an
one who ventures too c lose to their border .
GovernmentThe type of governm ent the Dul use varies from area to a rea . The Du
d o n o t s e e m t o f a vo r o n e s ys te m o f g o ve r n m e n t o v e r a n o t h e
Regardless of the governme ntal system b eing emp loyed, a l l Dul govern
men ts a re s imi la r in tha t the i r p r imary pu rpo se i s the managemen t o
common resources . For the most part the government has l i t t le impac
on i ts c i t izens in Dul socie ty . Most Dul are concerned with what the
cons ide r to be mor e impor tan t a spec ts o f l ife and don ’ t wor ry abou
matters of governm ent.
2BEYOND THE RIFT
DU
( d u h - a l l )
Dul
VITAL STATISTICS
+15 Strength -10 Manual Dexterity
-10 I.Q. +15 Agility
+15 Constitution +00 Aggression
-10 Intuition -10 Charisma
SECONDARY STATISTICS
-20 Terrestrial Knowledge +10 Military Leadership
-10 Persuasion -10 Bargaining
GENERAL INFORMATION
Body Points: 2 + d6 Movement: 09/08/64
Height: 60 + 2d8 Weight: 100 + (2d10 x 10)
Attacks: 2 punches Dam/Attack: 1 point
Vision Modifier: +10 Hearing Modifier: +10
Smell Modifier: -10 Starting Money: 10d10 x 1000
Home Planet: Aroymass
SPECIAL ABILITIES
Limited matrix abilities High Attribute Maximums
LIABILITIES
One half of all skill points must be put towards obtaining mastery inone non-combat field
One half of all skill points must be spent in the physical skills categpry
Body Points Skill, Breathing Skill, Agility Skill, Strength skill, and Alertness Skill all cost twice as much as normal
SURVIVAL MATRIX ROLLS
Chemical: 20 Radiation: 10
Biological: 14 Mental: 50
Poison: 20 Sonic: 15
Electricity: 20 Fire: 20
Acid: 20 Cold: 30
PRIMARY OCCUPATION
Martial Artist, Scholar
PROFICIENCY POINTS: 50
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 21/150 I.Q.: 05/115
Agility: 39/150 Constitution: 21/150
DUL STATISTICS
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CultureDul socie ty revolves aro und the s tudy of what cou ld only be called mar -
t ia l ar ts . The Du l deny that these ar ts ar e sole ly for fighting and prefer
to call them “life arts.” While young, a Dul generally picks a life art to
pur sue. The c hoice o f a l i fe ar t will not o nly d ic ta te a fighting s tyle but
a lso an ed ucational focus. In a ddit ion , most l i fe ar ts are associa ted with
part icular occu pations, though th is is mor e of a s tereo type than a ru le .
A Dul can ch ange his l i fe ar t , but instructor s of part icular ar ts ar e oftenprejud iced against o ther a r ts , and i t is of ten d ifficult to change a r ts .
Physiological MakeupYour typical Dul is unimpressive in most respects . However, Dul are
unique in their b odies’ abil ity to excel far beyond the average for their
spec ie s. Fo r examp le , m os t ave rage hum ans can on ly li ft one o r two
hund red pounds , whe reas a human power l i f t e r may l i f t up to th ree
times that amount. In comparison, your average Dul might be able to
l ift the sam e am ount o f weight as your average hum an. However, a Dul
power l if ter might be able to l i f t 6 or 7 t imes that amount. The same
ho lds true for the Du l’s ability to hon e their b ody’s spee d an d agility. Dul
can purchase up to 20 levels of Body Points and Breathing Skill, 16 lev-
els of Agility and Strength sk ills, and 1 0 levels of Alertne ss.
Like many matr ix contro ll ing species , the majori ty of that species
does no t possess the abil ity to generate and c ontro l m atr ices . The sam e
is t rue o f the Du l . On ly a fte r yea r s o f ded ica ted p rac t ice s can a Du l
begin to m anifest h is or her matr ix abil i ties .
WeaknessesThe ability of the Dul to accomplish the incredible feats they are known
for requires in tense l ife- long focus and dedication . As a result , many
Du l a re l a ck ing in o the r a rea s . In add i t ion , mos t Du l wi l l r e fu se to
admit that their l i fe- long tra in ing has resulted in anything less than a
well-roun ded perso nali ty. Though th is is s lowly changing, most Dul ar e
very res istant to lear ning anything new as it pu lls them away fro m focus -ing on their life art.
QuirksThe Dul com e from a natur a l ly aggressive socie ty, and early during the
form ation of c ivi l ized Dul culture , they adopted som e tradit ions to h elp
keep the peace. The most notable of these tradit ions is the crossing of
the arms and jo in ing hands whenever two Dul wish to speak. [ Editors
Note: Stand face to face with the Du l with who m you wish to sp eak . Next,
fu l ly ex tend you r a rms in f ron t o f you . Now c ro ss you r a rms a t the
elbows. Now bend your arm s a t the e lbows bringing them toward your
ches t . Jo in hand s wi th the o the r p e r son . Th is p reven ts the Du l f rom
attacking each other , a t least in theor y, for as long a s they wish to c on-t inue their conversat ion . I t is considered r ude to speak m ore than a few
words to a Dul without firs t offer ing to cross hands with h im or her .
Those who wish to speak with a Dul must s tand nearby, arms crossed,
patiently wait ing for their turn to speak .
HistoryThe history of the Dul is one of war, prejudice, and r acism. Dul culture is
dominated by their life arts. Each life art developed in a specific region on
the plane t, and historically, m emb ers of different life ar ts are not friendly.
This resulted in years of endless war, sect against sect. Eventually, millions
of Dul were killed, and many of the life arts died out. After centuries of
warfare, the Dul finally found a tenuou s peace, an d after a lon g period o f
stagnation , they began to advance tec hno logically. Cur ren tly only abou t two
dozen m ajor life arts rem ain, with a few dozen other m ore e clectic arts in
the m inority. Because of all the years of war and military occup ation, life
arts are no longer restricted to particular geographic regions.
FavoriteItemMost Du l do no t deve lop emo t iona l a t t a chmen t to ma te r ia l goods .
However, many do grow fond of their fighting garb or armor if i t has
served them well in the past .
DressFashion varies depending on the life art the Dul has chosen. While some
Dul wea r loose -fit ting func t iona l c lo th ing , the ma jo r i ty o f Du l wea r
highly orn ate costumes an d uniforms b efitt ing their chosen c areer . The
Dul’s chosen l ife ar t wil l be c learly identifiable to o ther Dul by the
mar kings and d esign of h is c lo th ing.
HangoutYour typical Dul is l ikely to be hanging out any place where he can
improve upon himself . This includes the gym, the l ibrary , or s imply
some place to medita te .
AbodeDul abodes ar e abou t as varied as the Dul; most , however, are equ ipped
with a spacious work out area .
CombatTacticsThe com bat tac t ics em ployed by the Dul vary so mu ch from individual
to individual that there is no way to sum mar ize them. Most Dul warr iors
ra re ly u se weapons and a rmor , though th i s is no t unhea r d o f when a
warrior is expecting to encou nter he avy weapon s. Dul warr iors typical-
ly rely on their matrix abilities for offense and defense, though they may
augmen t these with a melee weapon . Dul do not favor p rolonged fights
and will of ten r e treat and regrou p if a fight is not going their way.
In times of war, the different Dul factions will band together to fight
other fact ions or a l ien invaders .
General OccupationThe vast majori ty of the Dul have two o ccupations. The first is a lways
their re l ig ious-l ike devotion to their mart ia l ar t , and the second is a
career of some type that is usually associa ted with that m art ia l ar t ( li fe
path) . Most Dul are required by their l i fe path instructors to excel as
much as possib le in both endeavors , and other hobbies or occupationsa re d i scou raged . Occupa t ions range the who le gamu t f rom ma in te -
nance techn ic ian to a t to rney, bu t no ma t te r wha t ca ree r the Du l pu r -
sues , he is expected to be the best a t what he does.
FavoriteFoodsDul cuis ine is a d iverse se lect ion of meat and vegetable- like pr od-
ucts . Most o ther sp ecies find Dul cuis ine edible but just bar e ly. I t is not
uncommon for Dul to catch and eat their food raw or even consume i t
while it is still alive.
24 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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2BEYOND THE RIFT
DU
PetKwaa: Dul have a varie ty of pets , but the m ost com mo n Dul pe t is the
Kwaa, which is a small bear- l ike animal. Despite i ts s ize an d s tren gth ,
the Kwaa is a lo ving and faithful hou se pe t that is only danger ous if it is
forced to defend itself from a dire ct attack. Man y a Dul will enjo y a qu ite
evening at home wrestling with their pet Kwaa.
TheDul ViewON LIFE: It is a grea t gift. To be bo th treasu re d and sa crific ed whe n
need be .
ON WAR: War is the u ltimate test of mar tial skill. The death o f no n-
combatants is unfortunate and must be avoided.
ON THE UNIVERSE: I t i s the a rena tha t w i l l t e s t and hone my
skills.
ON THE WHE: Their focus is adm irable . Their cause is not .
ON THE FAMILY: I have two families. My biological fam ily and my
brothers and s is ters devoted to the same l ife path . Both must be pro-
tected . I am will ing to fight and die to pr otect e i ther .
ON SELF: Without discipline I am nothing. I live to develop myself
to the p innacle of my abil i ties .
NotableDul Statements
Your flami ng fist style is no damn good! Witness now the fury of my Dza claw style!
I am fluent in all aspects of structural engineeri ng, and I can fight too.
Wanna wrestle?
EverybodyIs ALittleBit Freaky
MovingTattoos: TheDul ritualisticallytattootheirbodieswithmarkings
that depict thesymbolsof their life artandphrasesof wisdom. Somehow
theDul areabletomethodicallyshifttheir skinfromplacetoplaceontheir
body. Thisresultsinthetattoosslowly movingfromplacetoplaceonthe
Dul’sbody. ManyaconversationwiththeDulhasstartedwiththephrase,
“Wasn’tthatover therebefore?”
VariationsonaTheme
Dul (RobotKillers): Tohelphonetheir fightingskillstheDul developed
robotsandandroidsthattheycouldfightagainst. Withoutfearofinjuring
their partner, theDul could practiceatfull speedwith their power unre-
strained.EventuallytheDul decidedthatmorechallengingpracticerobots
were needed, and the level of intelligence in the robots wasgradually
increased. After50yearsofdevelopment, therobotslookedandactedjust
liketheDul warriorstheywerefighting. Unfortunately for theDul, these
intelligentandroidssoongrewtiredof beingblownupandrebelledagainst
their masters. Aspecial groupof Dul wastrained to find and eliminatethese robots. Their techniques do double damage against robots and
androids (including Aktai) because they know exactly where to strike.
However, their lack of trainingagainst organic, livingtargetsmeansthey
receivenodamagebonusfromtheir hand-to-handandmartial artsskills
whenattackingtargetsotherthanrobotsandandroids.
Dul (Zanat): TheZanatareagroupof pacifistDul whofindtheconstant
fightingamongtheir peopledistasteful andunnecessary. TheseDul detest
violenceand most will not fight another livingbeingunder any circum-
stance. AfewofthelessfanaticZanatwill fightif their lifeor thelifeof a
loved one is threatened but only if given absolutely no other choice.
However, themajority of Zanatwill merely standbyandwatchif threat-enedwithimminentdeath. Ironically, theZanatstill studythelifeartsasa
waytodeveloptheir mind, sotheystill possessthepowerful martial skills
oftheir moreviolentbrethren.
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26 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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I am a Klee. I am a member of a peaceful race that was forcibly exiled from our homeworld. The Whe, i n what was not an act of war, but an attempt at genocide, killed mil- li ons of my people. Forced to wander the uni verse in ships barely fit for space travel, we li ve in constant f ear that the Whe will once again strike against us. Some day we will avenge our people and regain our homeworld, but unt i l we do, the trade fleets wi ll be our homes.
Our people are not war-like, but we should not be under esti mated. What the Whe did wasunforgivable. It i s impor- tant to remember that there is nothing fiercer than a Klee that hasbeen provoked. Theeasiest way to provokea Kleei s to threaten his family or friends. To a Klee the most impor- tant thingi n theuniversei sf amily. It i s myduty to care for and provide for my family, no matter what i t takes. I will give up my li fe to protect my f amil y and my fri ends. They are the greatest gift t heuni versehas given me.
Commerce is in my blood. I l iveto make the deal and reap the profits. Like all Klee, I’m good at what I do. In fact, I think I’m the best. I’m also the best at Zero-g smack ball,but that’s another story. Care to play a game? I’ ll bet I can beat you.
General KnowledgeThe Klee are a species of nomadic traders whose commerce fleets trav
mo st of kno wn space ( with the exception o f Whe spac e) doing trade w
other intelligent species. The Klee are shrewd businessmen with a keen e
for a deal and a sales pitch that would make a human buy phent morse
Most Klee know a little bit about every material good and its value.
T h e K l e e a r e a r a c e o f s h o r t , s q u a t , h u m a n o i d s w i t h b u l b o
a p p e n d a g e s a n d a n o b l o n g h e a d t o p p e d w i t h w h a t c o u l d o n l y
described as a crewcu t. A Klee’s eyes are d eep se t , c lose together , a
always give the impression that the Klee is either deep in thought or tr
ing to remember something long forgotten . The Klee have ta l l , of t
wr ink led , fo reheads and sm a l l e a rflaps tha t c an be lowered ove r eholes on each s ide of the head. Most Klee can be described as pudg
look ing, having several chins, as well as beefy arm s and legs. Each ha
has three s tubby fingers and an oppo sable thumb. Despite their d imin
tive size, the Klee are well-built and hardy creatures.
GovernmentThe Klee are governed by a conservative democracy, with l i t t le or
laws or trade restr ic t ions. Each fleet has i ts own governing body hea
ed by the fleet’s most prosperous merchants .
2BEYOND THE RIFT
KLE
( k a - l e e )
Klee
VITAL STATISTICS
+00 Strength +00 Manual Dexterity
+05 I.Q. +00 Agility
+10 Constitution +05 Aggression
+20 Intuition +30 Charisma
SECONDARY STATISTICS
+40 Terrestrial Knowledge +10 Military Leadership
+10 Persuasion +20 Bargaining
GENERAL INFORMATION
Body Points: 2 + d6 Movement: 07/09/50
Height: 40 + 2d10 Weight: 50 + 2d4 x 10
Attacks: 1 punch Dam/Attack: 1 point
Vision Modifier: +10 Hearing Modifier: +10
Smell Modifier: +10 Starting Money: 2d10 x 1000
Home Planet: Formerly Kleetus
SPECIAL ABILITIES
Access to weapons and equipment from any species
Start with 3 levels of Klee Martial Arts
Journeyman skills are all 1 point less
LIABILITIES
Agoraphobic (05% chance to panic and flee in wide open spaces)
Chemical: 20 Radiation: 10
Biological: 10 Mental: 80
Poison: 20 Sonic: 18
Electricity: 30 Fire: 20
Acid: 15 Cold: 33
PRIMARY OCCUPATION
Traders/Smugglers
PROFICIENCY POINTS: 60
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 11/100 I.Q.: 11/115
Agility: 15/110 Constitution: 31/120
KLEE STATISTICS
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CultureThe Klee l ive an d b reathe to do business , and they are good a t i t . Your
typical Klee is likely to know the trade value of any item you might be
carrying with you. In fact, the Klee maintain a massive fleet-based data-
base , which gives them the value o f just abou t any good. This database
is adjusted in real- t ime as the ne eds of the Klee fleet change. I tems the
fleet needs b ecom e m ore valuable , and the Klee will be wil ling to trade
mor e to ge t the se i tems . When the flee t comes in to t r ade range o f anoutpost or p lanetary system, the merchants wil l be on the lookout for
needed i t ems . The merchan t who ge t s a needed i t em fo r the l ea s t
amount of goods in trade gains notorie ty . Addit ionally , ta lented mer-
chants who continually trade less for what they need wil l have more
mer chand ise left to barter a t the next trade s top . Since the Klee use the
barter system and have no currency, their abil i ty to trade equates to
their ability to put food on the table.
The Klee ha ve a stro ng family bon d an d ar e fanatically loyal to their
friends and loved ones. Once a Klee bonds to you, he or she will do just
abou t anything for you. He o r she will , of cour se , expect the same from
you if he needs your help with anything. Some races have commented
tha t having a Klee fo llow you a ro und eve rywhere can become qu i te
annoying. On the o ther hand, when th ings go bad, there is no one bet-ter to cover your back - assuming you aren ’t mor e than 5 ’ ta l l .
Physiological MakeupKlee are short s tocky creatures and are tougher than they look. Your
typ ica l K lee can take ju s t a s much phys ica l abuse a s a human even
through they’re about one third smaller. The Klee have very acute sens-
es and ar e very a ler t to their surr ound ings.
WeaknessesYou r typical Klee is a sucker for any rare tr inket or a gr eat dea l. Thou gh
shrewd b usinessmen , if the deal is too good to pass up, som etimes the
u rge to m ake a k i ll ing in the t r ade m arke t ove rwhe lms the ir co mm onsense .
In addition, generations of Klee have spent their lives on space ves-
se l s, wh ich tends to m ake them ago raphob ic ( fea r o f open spaces ) .
Klee have a 5% ch ance to pan ic when in wide open sp aces .
QuirksThe Klee love competi t ion; i t is part of their “ trader” nature , and as a
r e s u lt , t he y w il l p a r ti ci p at e i n s p o r ts a n d g am e s o f a ll k i n ds .
Unfortuna te ly, m ost Klee th ink they are better in just about every spor t
or game than they actually are. This results in the Klee constantly relat-
ing s tories of overblown success or how they were chea ted of a vic tory
that was obviously theirs.
HistoryThe Klee were a th r iv ing spec ie s whose commerce and t r ade wi th
neighboring species had bro ught them a gre at deal of wealth . That was
unti l the Whe selected them as a target for invasion. The Klee were not
a m ili tary threat to any of their neighbor s , and their eco nom y was based
on trade, with very l i tt le mil i tary spend ing. Their m eager navy, which
consis ted of mostly escort sh ips , d idn ’t have a chance against the m as-
sive Whe invasion forc e. The Klee flee t was able to h old o ff the Whe lon g
enough for hundreds of thousands of Klee to escape on whatever ves-
se ls they could find. Som e of these sh ips eventually rendezvoused and
form ed mu lt ip le nom adic fleets . [ 14] The comb ined resou rces of a l l of
the ships in the fleet a l lowed the Klee to susta in themselves in these
floating cities. Eventu ally, the Klee rea lized tha t they req uire d equ ipm ent
and supp l ie s tha t they d id no t posse s s . Us ing the ir sh rewd ba r te r ing
sk i l l s , th e Klee were ab le to t r ade wi th o the r spec ie s fo r wha t they
requ i red .I t is rumored that the Klee have buil t several large space s ta t ions
that they use as c i t ies ; however, th is rum or has yet to be verified. [ 15]
No one to date has ever reported encountering any of these mythical
Klee space-cities.
FavoriteItemA Klee ’s favo r i t e i tem i s anyth ing o f va lue tha t they can t r ade .
Addit ionally, m any Klee wil l not part with their m arket mo nitor , which
can display the trade value o f practica l ly any i tem.
DressKlee pre fer loose fitting clothing with lots of po cke ts and gener ally car ry
a round a hand -he ld t r ade -marke t mo n i to r .
HangoutKlee hang out wherever commerce is occurr ing , be i t the local market
or trading post . On their off t ime your typical Klee can b e found hang-
ing out a t sports bars or a t sports competi t ions, especia l ly if there is
betting available.
AbodeKlee are quite accustomed to l iv ing in the cramped and drab quarters
on space vessels and actually prefer to l ive ther e . I f p lanets ide , a Klee
will find a n ice cram ped sp ot to s leep or actually s leep in their arm or.
CombatTacticsDespite their s ize , Klee are tough custom ers . Man y Klee are tra ined to
defend themselves and a lways fight d ir ty. Hey, you’d fight d ir ty too if
everybody were b igger than you. Klee often emp loy grou p a t tacks a nd
work well when coordinating a t tacks with each other . They are tena-
cious combatants and should never be underest imated.
The Klee pr efer par ticle weapon s and h ave achieved a level of diver-
s i ty and qua li ty in these weapon systems that would r ival those used by
the Arach nids .
General Occupation
The Klee can have many occupations, but most are generally involved insome type of service business. Very few Klee actually produce a product
because of the l imited resources on the fleet , so most se l l services of
some type.
FavoriteFoodsThe Klee can eat enor mo us am oun ts of food for their s ize . A really hun-
gry Klee can consume up to 1 /10 their own body weight in food. The
Klee are very picky eaters and avoid spicy foods like the plague.
28 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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2BEYOND THE RIFT
KLE
PetKwatee : One of the few pets to survive the exod us from th e hom ewor ld
was the Kwatee . The Kwatee has a r ound bulbou s bod y with sho rt s tub-
by legs . The Kwatee has sagging skin that is co vered in a sh ort tan fur
and can weigh between 5 and 1 5 pou nds. The Kwatee was able to sur-
vive the exodus because i t is a s taunchly independent animal that is
quite capab le of taking care of itse lf. Other ra ces have been known to
tea se the Klee because they o ften bond to the se an ima ls , who cou ldreally care less abo ut their owners .
TheKleeViewON LIFE: A l ife m ust endu re c hallenges. Despite the h ardsh ips we
have endur ed, the Klee have not yet faced their greatest challenge.
ON WAR: War co s t u s ou r homewor ld . We do no t l ike wa r , bu t
given no choice we will fight, and we will profit from it.
ON THE UNIVERSE: There are man y th ings to trade and eat in i t.
ON THE WHE: We despise the Whe. They must be o bli tera ted .
ON THE FAMILY: Everyone we bond with is family. Family is the
mo st important th ing in the universe .
ON SELF: I must mak e a pro fit to pr ovide for my family… and I’mhungry.
NotableKleeStatements
Everything is for sale; now how much do you want for it ?
I remember this one ti me, when I was I was gaming...
Yes, he fell on my kni fe- fifteen times.
EverybodyIs ALittleBit Freaky
Belching: Rather thanshaking hands when finishing a deal, the Kleereleasea resoundingandoften stinky belch. If particularly pleasedwith
thedeal, theother participant canalsobelchtoshowhis approval. Most
Zenaxnativesareawareof thisoddhabit, butit maketakeforeignersby
surprise.
VariationsonaTheme
Klee(FamilyManMerc):Other thanfleetsoldiersandpolice,veryfew
Kleeenter themilitaryorlawenforcementbecausethereisnomoneyinit.
There are, however, certain Klee whosenatural talents, or lack thereof,
makethemunsuitedtoanoccupationinsalesandmustpursueotheroccu-
pations. In order tosupport their family, theseKleeoffer their servicesasmercenaries. Despitetheriskinherentinsuchanoccupation, theseKleeare
willingtodowhatever it takestosupport their familiesback onthehome
ship. Asa result, thefamily manmercis well respectedwithin thetrade
fleets.SincetheKleehaveaccesstoweaponryfromeveryspecies,afami-
ly manmerccantrulybeadangerousopponent. Family manmercsstart
thegamewithsix levelsofaKleemartial art. Thestressof beingseparat-
edfromtheir familieshasanadverseeffectonthemerc’shealth. All SMRs
arereducedby2d4. Kleemercsusuallysufferfromchronicdepression.
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30 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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I am a barbarian. At least that’s what everyone I encounter beli eves me to be. That stereotype is far f rom the truth, but I am content to let is stand so long asi t serves my needs. In actuality, I am not a barbarian. I li veaccordingto a code of conduct, and I li ve in harmony wi th natur e. Conflict and death is simply a part of the natural cycle. My ability to embrace it rather than li ve in fear of it rubs other species thewrongway. Perhapsi t is their own inabili ty to copewith death that allowsthem to justi fy my barbari an stereotype. It is our abili ty to accept death that allowsus to live our li ves
to the fullest and not fear the inevit able.
On my world, life is harsh and only the strong survive. It is only our regenerati ve abili ti es that allow us to survive i n such a harsh environment. In order to maintain the bal- ance of nature, even we must die. However, for a Razaa to die, we must sustain injur ies so gri evous that even our regenerati ve abi li ti es fai l to save us. When thi s happens, i t is an occasion to celebrate not mourn because the balance of nature has been maintained. Since death is the last act of your li fe, make it a good one. Our history i s filled wit h stori es of amazing deaths. One day, I hope that the story of my death wil l beamong those legends.
General KnowledgeThe Razaa are large , heavy, hum anoid cr eatures b ulging with r opy mu
cles. Razaa skin color is always a pale, ghostly, white. The skin is sem
transpa ren t , and the Razaa ’ s opaque wh i te musc le s and b lue /g re
veins are c learly v is ib le underneath . All Razaa are covered with t
character is t ic b lue/green veins that contour and outl ine their massi
mu scula ture . Razaa have three fin gers per han d and three toes on ea
foot . Razaa have three e yes; two prim ary eyes pr ovide forward binoc
lar v is ion and a th ird eye is se t just between and above the o ther tw
eyes. The th ird eye can see in the u ltra v io le t port ion of the spectru
and is a lways ope n, even while the Razaa is as leep. The Razaa are ab
to regene ra te f rom wounds a t an unp r eceden ted ra te and can regeneate lost limbs an d organ s.
Despite the Razaa’s large s ize and regenerative abil i t ies , they a
mos t we l l known fo r p r oduc ing the med ica l mi rac le ca l l ed the jum
stick . This am azing medical tool is capab le of healing the mo st gr ievo
injuries a lmo st instantaneously, though the in ject ion of the jum p st i
c auses t r emendous pa in . Jump Stick s a re expo r ted to o the r cu l tu r
except the Whe, a t a h ealthy mar k-up ( no pun in tended) .
The Razaa have a r eputa t ion for being bar baric an d war-l ike . Th
quasi-re l ig ious wor ship of death and ha bit of run ning aroun d in a lo
clo th has not helped deter the spr ead of th is s tereo type.
3BEYOND THE RIFT
RAZAA
( r a h - z a h )
Razaa
VITAL STATISTICS
+25 Strength +00 Manual Dexterity
+00 I.Q. +00 Agility
+50 Constitution +30 Aggression
+20 Intuition +00 Charisma
SECONDARY STATISTICS
+00 Terrestrial Knowledge +10 Military Leadership
+00 Persuasion +00 Bargaining
GENERAL INFORMATION
Body Points: 20 + 1d12 Movement: 09/20/200
Height: 80 + 2d12 Weight: 200 + 10d10 x 4
Attacks: 2 punches Dam/Attack: 1-2/1-2
Vision Modifier: -10 Hearing Modifier: -10
Smell Modifier: +40 Starting Money: (20 + 4d6) x 1000
Home Planet: Naphdor
SPECIAL ABILITIES
Able to regenerate from even the most grievous of injuries
Razaa have a reduced need to eat, sleep, and drink
Ability to see Ultra Violet light
High regeneration rate Tough immune system
LIABILITIES
Large size Medical drugs have lit tle effect
SURVIVAL MATRIX ROLLS
Chemical: 28 Radiation: 30Biological: 90 Mental: 15
Poison: 80 Sonic: 10
Electricity: 20 Fire: 50
Acid: 50 Cold: 50
PRIMARY OCCUPATION
Mercenary, Gardener
PROFICIENCY POINTS: 45
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 35/125 I.Q.: 05/100
Agility: 15/95 Constitution: 51/150
RAZAA STATISTICS
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3BEYOND THE RIFT
RAZAA
personal r isk . When a Razaa is in jured and dying, i t wil l continue to
fight as hard as possib le hoping to spur the enemy to finish i t off with
all available force.
Razaa weapons , much l ike Whe weapons , a re capab le o f do ing
tremen dous amo unts of dam age. However, because o f the Razaa’s abil-
i ty to regenerate , their weapons are designed to complete ly eradicate
the i r t a rge t s . D is in teg ra to r s and p la sma weapons a re the p re fe r red
weapon systems of the Razaa.
General OccupationRazaa that are encoun tered away from their hom eworld or co lonies are
typically scientists or your basic warrior types.Amateur and profession-
al Razaa xeno-botanis ts and xeno-biologis ts make frequent safar is to
alien worlds to cata log new and previously undiscovered l ife forms.
Razaa zoology differs from the m ore conser vative m ethods em ployed b y
other species . Razaa physically wrest le their specim ens, dea d o r a l ive ,
in to c ryogen ic chambers fo r l a te r d i s sec t ion . Mercena r ie s , p i r a te s ,
boun ty-hun te r s , and o the r Razaa o f ques t ionab le m ora l s tanda rd s a re
comm on ly encoun te red away from the hom ewor ld .
FavoriteFoodsRazaa enjoy their food fresh and their regenerative abilities allow them
to consu me food that might pro ve fa ta l to less r es i l ient species . Razaa
typically consu me their foo d while it is still alive an d r eally enjo y me als
that fight back.
PetTwaus: The most com mo n Razaa pet is the Twaus p lant , which looks a
lo t l ike a 10’ ta l l Venus flytrap . The Twaus p lant ac t ively hunts anim al
prey and mu st be fed ra w me at to keep i t a l ive . Razaa that have Twaus
as pets usually keep the p lant locked in their pr ivate quar ters to keep i t
f rom wandering loose and eating small animals and children .
TheRazaaViewON LIFE: No on e is able to pre dict the time of their dea th. Live each
mom ent without any fear of death . To do otherwise is a waste of t ime.
ON WAR: Confl ict is nature’s way of keep ing pop ulation levels fro m
growing beyond the available resour ces .
ON THE UNIVERSE: It is vast. Plenty of adventur e to be h ad the re .
ON THE WHE: They are an impressive foe, worthy of our attention.
ON THE FAMILY: All Razaa deserve a glorious death.
ON SELF: I seek adventure and a g loriou s death
NotableRazaaStatements
I oncesaw this guy die in the coolest way.
Let’s charge the enemy gun emplacement!
Did you see the way they blew up Bob?That was great!
EverybodyIs ALittleBit Freaky
Piercing: Razaa ritualistically pierce their bodies with all manner of
objectsasademonstrationtoothersoftheir paintolerance. Thankstothe
Razaa’s quick-healing abilities the wound heals around the imbedded
objectalmostimmediately.Thepiercingscauseverylittledamageorblood
loss, but the pain can be intense. Razaa like toadd newpiercings and
remove old ones to psyche themselves up before battle. Typically the
Razaawill usemetal pinsorhooksdesignedfor piercings, butin apinch
nearly anything will do. During battlesWheand Disrapansoldiershave
reportedseeingRazaawarriorswithknives,swords,andevenbluntobjects
likeriflebarrelspurposelystuckintotheir bodies.
VariationsonaTheme
Razaa(Kazz): TheKazz area groupof Razaathat believemost Razaa
meet their endstoosoon by livingtheir liveswithabsolutely no fear of
death. Theyalsofeel thatdyingin aspectacularmanner doesn’t doany-
oneanygood, andmanyRazaadieunnecessarily byattemptingtoensure
their own glorious end. TheKazz live their lives cautiously, and otherRazaafeel thattheKazzarecowardsandlackthewill tolivetheir lifewith-
outfearof death. SomeKazzbecomehermits, never leavingtheir homes
forfeartheymighthaveafatalaccident,whileothersactuallytryandpre-
dictthetimeoftheir deathssotheycanlivewithoutthefear of notknow-
ingwhenthey’ll die.
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34 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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My life is a story of endless pain. I was a soldier in theWhe mili tary beforeI went rogue. My lif e wasone of stri ct disci- pline in a society where I wasjust li ke everyone else. Asoci- ety where everyone worked for the common good and each individual knew his place. I know this probably sounds ter- ri bleto you. Thethought of constantly being told what to do and relinquishing your individuality is probably terri fying,but to a Whei t’sbliss. When I wasin t hemili tary, I knew the meaning of life, and I knew my place in the universe. I never wanted for anything, and there were answers for all
of my questi ons. That all ended the day I went rogue.
One day, I had an epiphany. I saw that the aggression my people were showing toward other species was wrong and unnecessary. We were not under threat, and our attacks were unprovoked. That sameday I lost everything I had and everything I was. I became different, and to a Whe being different is the same as dying. None of the answers to my questi ons made sense anymore, and I no longer knew my place in the uni verse. I no longer knew my purpose.Eventually I knew that my superi ors would detect the changethat had occurred withi n me. They would sense my hesi tati on or catch a gli mpse of doubt in my eyes. Even
though I hated what I had become, I didn’t want to go back to thewayI was. I don’t know why. Rather t han facere-edu- cati on i n “the machine,” I fled. I took my gear and sli pped away from the garrison one night during guard duty. I’ve been running ever since, and the hunters are sti ll following me. Maybe some where out i n t he universe I’l l find a new purpose for my li fe. Maybeoneday my people will come to reali zethe error of their waysand re-accept me. What wor- ri es me is I don’t know if I ’ll ever fit i n again.
General KnowledgeThe Whe you are most l ikely to encounter wil l be e i ther a so lider o
rogue Whe fleeing from the hu nters . [ 2] If you ar e unfortunate eno uto encounter a Whe soldier, then he or she is probably trying to kill yo
The Whe, though not as physically powerful in comparison to speci
l ike the Eridani or Cizerack, have a few advantages that make them
formidable foe . Whe are genetical ly screen ed before b ir th to determ i
the i r idea l occupa t ion a s adu l t s . Those se lec ted to be so ld ie r s a
tra ined from bir th to be the perfect so ld ier . Highly tra ined, equipp
with state-of-the-art weaponry, and driven by a biological urge to fig
a Whe soldier is an opponent that should not be underest imated.
Whe are humanoid creatures with few dis t inct facia l fea tures a
uniformly gray skin. A Whe’s body is covered in symmetrical patches
3BEYOND THE RIFT
WH
( w a y )
Whe
VITAL STATISTICS
+10 Strength +10 Manual Dexterity
+00 I.Q. +15 Agility
+10 Constitution +15 Aggression
-15 Intuition -20 Charisma
SECONDARY STATISTICS
+10 Terrestrial Knowledge +25 Military Leadership
-05 Persuasion -05 Bargaining
GENERAL INFORMATION
Body Points: 5 + d6 Movement: 09/08/64
Height: 70 + 2d10 Weight: 120 + 2d6 x 10
Attacks: 2 punches Dam/Attack: 1 point
Vision Modifier: +10 Hearing Modifier: +10
Smell Modifier: +10 Starting Money: N/A
Home Planet: Whe Prime
SPECIAL ABILITIES
20% of Whe possess Matrix abilities
LIABILITIES
30 Skill points must be spent in Primary Occupation
Whe become aggressive when in groups
Social Skills cost Double
SURVIVAL MATRIX ROLLS
Chemical: 15 Radiation: 20
Biological: 15 Mental: 40
Poison: 20 Sonic: 20
Electricity: 40 Fire: 20
Acid: 20 Cold: 25
PRIMARY OCCUPATION
AWOL Soldier
PROFICIENCY POINTS: 50
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 51/130 I.Q.: 11/120
Agility: 23/110 Constitution: 41/130
WHE STATISTICS
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ra ised sk in , g iving i t the ap pear ance that i t is arm or p la ted . Despite th is
appearance, a Whe’s skin is no tougher than a human’s skin . A Whe’s
face is very smooth and s treamlined with two small b lack eyes, which
a re se t c lo se toge the r in to two sha l low dep r e s s ions o n e i the r s ide o f
where a nose would normally be . On each cheek is a small s l i t , which
is actually a m outh . Whe bre ath through two larger s l i ts in the front of
their necks. Whe have three fingers and two thumb s on each han d. The
two thumbs are located on opposite s ides of the hand, one on the bot-tom and the o ther where a human’s thumb would normally be .
Whe socie ty is expansionis t ic and aggressive , and the Whe have
come in to conflict with many neighboring species . They conquer new
wor ld s fo r the re sou rces ; they need to fue l the i r mass ive war e f fo r t
against a l l a l ien species . The Whe wil l be aggressive toward any new
alien species they encounter . All unidentified species are to be cap tured
( k i l led if necessary) and hande d o ver to the sc ience d ivis ion for d is-
section and reverse engineering of their equipment.
There are so me m emb ers of the Whe that have fled from their c iv i-
l iza t ion . Some do not believe in the mindless conquering and enslave-
men t of o ther species , while o thers ar e s imply unhapp y with their l ives .
[ 3] For whatever rea son they left , these Whe would r isk de ath if they
stayed and rebelled against the system. As a result, most of these roguesflee from Whe con tro lled space. The Whe socie ty views these individu-
als as d amaged . Obviously they have lost their b io logical urge to serve
the greater good of their race . These tra i tors are shot on s ight by the
mili tary, as i t is seen as the mo st hum ane way to deal with them. Note:
Any player who choo ses the Whe as h is or h er ch aracter’s species must
play a ro gue.
GovernmentThe Whe are eu socia l* , a com mu nist socie ty that ru les enslaved wor lds
a s po l ice s ta te s . The Whe have a t rue com mun is t gove rnmen t whe re
each c i t izen is honored and happy to serve socie ty . They are happy to
do their duty, whether they are a janitor or a soldier. While being a sol-
d ier is a grea t honor, scru bbing to i le ts is respected as well . A leader is
chosen a t b ir th , ra ised and tra ined to take over socie ty when i t is h is or
he r t ime .
* Much l ike ants , which are euso cia l insects , the Whe soldiers and
worke rs a re phys ica l ly d i s tinc t from the Whe queens . On ly the Whe
queens a re capab le o f r ep roduc t ion , though so ld ie r s tha t have been
author ized as repr oduc tive un its ( i .e . not s ter i lized) can m ate with the
queen .
CultureThe Whe a r e gene tica lly sc reened be fo re b i r th to d e te rmine whe the r
they are suited for military service. If a newborn is suitable for service,
it is taken from its parents immediately after birth to be trained as a sol-d ier . Those who are not su itable for mil i tary service are p laced in to
o the r pos i t ions based on the i r s t r eng th s . The so le pu rpose o f the se
other fields is to suppo rt the Whe mili tary. As mo re an d m ore Whe are
pressed in to mil i tary service , less important support ro les are s lowly
being filled by species that the Whe have enslaved. [ 7] Despite their
xenophobia, the Whe are faced with little choice if they wish to contin-
ue to build their massive war machine.
Every Whe has a particular occupation, which is assigned to them at
birth. Regard less of a particular Whe’s occu pation, his pr imar y goal is to
serve the gre ater goo d of Whe soc iety, which a ppa ren tly is the m ilitary.
PhysiologicalMakeupWhe who are not authorized as reproductive units are sterilized. All mil-
i tary perso nnel are s ter i l ized upon entranc e in to service a t age 15. The
pro cedur e can be re versed af ter the Whe is d ischarge from the mili tary
if their service reco rd h as been sp otless .
Twenty percent of the Whe populat ion possesses matr ix abil i t ies .
These matr ix contro llers have the ab il ity to ma nipula te matter on a sub-
atomic level. Called m atter m anipula tors , Whe that p ossess these skil lsare indoctrinated from birth to be loyal to their species. Unlike Alliance
ma t r ix con t ro lle r s , th e Whe con t ro l le r s a re no t fea red n o r a re peo p le
prejudiced against them.
WeaknessesThe Aggression of any Whe increases by 15 when in the presence of
o ther Whe who ar e unde r the influence o f their b io logical urge to fight.
If th is increases the Whe’s Aggression abo ve 8 0, an aggression che ck
mu st be immed iate ly mad e to see if the individual berser ks or goes su i-
cidal. It’s a safe bet that anyone in the military is in this agitated state,
unless they have been iso la ted for several weeks.
Whe are tra ined from bir th to do o ne th ing and to do that one th ing
well. Although th is m akes them very good a t their jobs, they have very
little experience in dealing with anything outside their field.
QuirksThe one amiable asp ect of the Whe culture is that they pic ture everyone
as s imply a cog in the m achiner y of the Whe war m achine. As a r esult ,
there is l i t t le or no pre judice with in the socie ty . Women, men, matr ix
use r s , n on -ma t r ix u se r s , so ld ie r s , s c ien t is t s, wha teve r you r c la ss o r
ro le , i t doesn’t matter to the Whe. Everyone is the sam e. Regardless of
your ro le , you are just one individual cog in the massive war machine
of the Whe.
HistoryThe Whe were a peace fu l r ace inhab i t ing the i r home wor ld , s imp ly
called Prime, unti l their p lanet was invaded b y an a l ien species . [ 4]
Unfortunately for the invader, when the Whe perceived a threat to their
culture , a b io logical response was tr iggered thro ughout the socie ty and
spurred the Whe to fight. As news spread of the invader, the entire soci-
e ty focused a l l of i ts a t tention on repell ing the a l iens . Though facing a
techno log ica l ly supe r io r foe , the in ten se de te rmina t ion o f the Whe ,
fueled by the b io logical dr ive to fight, enabled them to drive off the
invader s . However, by the end of the war, the Whe had lost nearly half
of their po pulat ion .
For some reason, the Whe s t i l l fe l t that their socie ty remained in
dange r a fte r r epe l ling the invade rs and con t inued to figh t . [ 5 ] As aresult , the Whe have continued their mil i tary developm ent and in their
agita ted s ta te , have begun conquering neighboring worlds . Fif ty years
after repell ing the invaders , the Whe’s sph ere of contro l is s t i l l expand-
ing, and their ar my is s t il l a ttacking other cultures .
Curr ently, the Whe mili tary holds dom inion over a do zen conq uered
p lane t s . The Whe have conque red so many p lane t s tha t the mi l i t a ry
serves double-duty as the po lice force on a l l of their con quer ed wor lds .
Late ly , the Whe mili tary has been s tre tched too th in to garr ison a l l of
the ir c ap tu red wor ld s . In o rde r to a s su re the i r con t ro l ove r en s laved
worlds , the Whe have been inst itu t ing new mea sures for pacifying the
36 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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popu lace of conque red wo rlds . Late ly the Whe have been using m atr ix-
based b ra inwash ing to pac i fy en t ir e cu l tu re s . [ 6 ] The o r igin o f th i s
obviously non-Whe matr ix-based techn ology is unkno wn.
FavoriteItemsWithout a doub t a Whe’s favori te i tems wil l be job re la ted . A Whe so l-
d ier wil l never be far from his or her armor and s idearm and wil l fee l
naked without them . A scientis t will never be far from h is tools or tech-nical manuals .
DressA Whe soldier wil l fee l odd when not in uniform or armor. This tends
to limit their fashion sense.
HangoutWhe so ld ie r s t end to hangou t anyp lace whe re they can pe r fec t the ir
skills. For soldiers and former soldiers, this usually involves the gym or
the target range. Scientis t and tech nic ians can usually be found in their
l ab s o r workshops .
AbodeWhe soldiers are u sed to Spartan m ilitary quar ters . A large bro om clos-
e t or s torage r oom will suffice for quar ters . Whe often feel unco mfort-
ab le in more e labo ra te qua r te r s and have been known to s leep in the
hall or the c loset i f their quar ters are too fancy.
CombatTacticsWhe com bat tac t ics are fa ir ly s imple: the use of overwhelm ing force to
defeat an o ppon ent. However, i f th is fa i ls , the Whe are quickly able to
adop t new tac t ic s . Many cu l tu re s have been taken by su rp r i se a f te r
repell ing a Whe assault , only to h ave the Whe r e turn and easi ly bypass
their defenses. One of the keys to the Whe’s adaptability is their use of
dozens of unique weapons systems, ra ther than re l iance on o ne type of
weapon. Though dramatical ly d iverse , the vast majori ty of the Whe’s
weapons a re s t i l l p ro jec t i l e weapons in one fo rm o r ano the r . Whe
weapons a re ab le to d i sh ou t more damage compared to equ iva len t
All iance powder weapon s bu t aren ’t known for their re l iabil i ty.
General OccupationAll Whe have occupations that support the mil i tary , e i ther d irect ly or
indirectly. Whe can be infantry, pilots, engineers, or just about any mil-
i tary or supp ort posit ion .
FavoriteFoodsRations : All Whe consume standard issue mili tary ra t ions. Whe sol-
d iers of ten have the opportunity to eat o ther foods when garr isoning
conquered worlds , but devia t ion from their ass igned ra t ions for pro-
longed periods is frowned upon by their superiors .
PetPets are v iewed as an expression of individuali ty or need for compan-
ionsh ip that can n ot be fulfilled by the Whe’s place in s ociety. As a re sult,
the Whe r are ly have pe ts .
TheWheViewON LIFE: Prim itive life form s strive to pre ser ve their own existenc
Advanced life forms exist to preserve the existence of their species.
ON WAR: We engage in war only to protect our species from th
threat of extinction .
ON THE UNIVERSE: It is vast, bu t my place in it is clearly defined
ON THE WHE: We are efficient. We are the Whe.
ON THE FAMILY: All Whe are my brothers and sisters. We all exito p rom o te the good o f ou r p eop le .
ON SELF: I exist only to serve the whole. I must fulfill my assigne
role in the h ierar chy of my people .
TheRogueWheViewON LIFE: I no longe r know m y pu rpose .
ON WAR: I fight to su rvive. Everyone is my ene my.
ON THE UNIVERSE: Som ewhere ou t there I hope I can find mean
ing and answers to the qu estions I have.
ON THE WHE: They a re my enem ies. They are my family.
ON THE FAMILY: I am alone in the universe. My family has turne
against me.ON SELF: I seek the m eaning for my exis tence.
NotableWheStatements
I don’t li ke you.
Let’s shoot i t.
Why is the human laughing at my hoverboard?
3BEYOND THE RIFT
WH
VariationsonaTheme
Whe(EspionageOfficer): TheWhe’slack of understandingof foreign
culturesandthealmostuniversal distrustoftheir speciesbyother civiliza-tionsmakesespionagea difficult propositionat best. However, theWhe
militaryfeelsthatintelligenceonotherspeciesisvital tothecontinuedsur-
vival oftheir race. Asaresult, theWhemilitaryhasundertakenanexper-
imentalproject tocreatesoldierscapableof performingactsof espionage
outsideWhecontrolledspace.Thesesoldiersareslowly isolatedfromother
Wheandtaught about othercultures. Theyarethensecretlydroppedoff
at remote trading posts on independent worlds where they can travel
freely to other locations acting as rogue Whe. These soldiers are not
allowedtoleavewithweaponryorequipmentthatisconsideredtoosecure
tofall intoenemy hands, butthey areallowedtorequest certain equip-
ment andsupplieswhenthey meet their contactstodeliver theinforma-
tionthey’vegainedfromtheirspying. Beinganespionageagentisconsid-ereda suicidemissionastheprolongedseparationfromother Whepre-
ventsthesoldier’sre-entryintosociety.
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38 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
CHOOSING THECHARACTER
Players m ay choose from any of the seven differen t races p resented in
t h is s o u r c e b oo k . I n a d d it io n , o t h er r a c e s p r e s e n te d i n p r e vi o u s
Battle lords boo ks ma y also be p layed. Each ra ce has m odifiers to vari-
ou s vital statistics, du e to differe nt evolutiona ry traits. The Vital Statistics
Com parison Table above l ists these mod ifications for the r aces pr esent-
ed in th is sourcebook.
Vital StatisticsComparisonSTR: Str en gth MD: Manu a l Dexter ity
I Q: I nte llig en c e Q uo ti en t AGL: Agi lit y
CON: Con stitu tio n AGR: Aggr essio n
INT: In tu itio n CHA: Ch ar ism a
SecondaryStatisticsComparisonTER: Ter restr ial Kno wledge
MIL: Military Lead ers hip
PER: Per suasion
BAR: Bar gaining
Racial PreferenceThe fo llowing table only represents the general tendency of a race to
l ike or d is l ike another .
Key to Racial Preference Table
P= Preferred: + 05 to Persuasion che cks
T= Toler ant: No Mod ifier
M= Mistrust : -05 to Persu asion chec ks
D= Dislike: -10 to Per suasion ch ecks
E= Enmity: -20 to Persuasion checks
RACE TER MIL PER BAR
Aktai +10 +00 +00 +00
Cedeun +30 -20 -10 +00
Disrapan +05 +00 -05 +00
Dul -20 +10 -10 -10
Klee +40 +10 +10 +20
Razaa +00 +10 +00 +00
Whe +10 +25 -05 -05
SECONDARY STATISTICS COMPARISON
RACE
AKT AI
C E DE UN
DI S R AP AN
D UL
KL E E
R AZ AA
WHE
Aktai P T T T T T M
Cedeun T P T T P T E
Disrapan M T P M M D E
Dul T T T T T T M
Klee T P T T P T E
Razaa T T M P T P D
Whe E D E M E D P
RACIAL PREFERENCE
Racial SizeComparisonAKTAI
CEDEUN
DISRAPAN
DUL
KLEE
RAZAA WHE
RACE STR IQ AGL CON
Aktai 50/150 50/150 50/150 50/150
Cedeun 41/130 01/110 01/100 45/135
Disrapan 35/115 15/115 45/145 25/115
Dul 21/150 05/150 39/150 21/150
Klee 11/100 11/115 15/110 31/120Razaa 35/125 05/100 15/95 51/150
Whe 30/120 11/100 39/130 21/100
VITAL STATISTICS MINIMUM/ MAXIMUM
RACE STR MD IQ AGL CON AGR INT CHA
Aktai +20 -10 +20 -10 +20 -10 +10 +10
Cedeun +15 +30 -15 -15 +10 -20 -10 +00
Disrapan +10 -15 +00 +00/+30 +07 +10 +00 -15
Dul +15 -10 -10 +15 +15 +00 -10 -10
Klee +00 +00 +05 +00 +10 +05 +20 +30
Razaa +25 +00 +00 +00 +50 +00 +20 +00
Whe +10 +10 +00 +00 +10 +15 -15 -20
VITAL STATISTICS COMPARISON
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I WAS JUSTGROWINGUPTABLES(OPTIONAL)
The “I Was Just Growing Up Tables” in th is book function in the sam e
way as the IWJGU tables in the main Battlelords book. The main differ-
ence between the tables in th is book and the tables in the Batt le lords
book is that man y of the entr ies on these tables yie ld larger r ewards o r
pena l ti e s than co mparab le en t r ie s f rom the Ba t tl e lo rd s book . Th is i s
bec ause the Beyond th e Rift sour ceb ook is typically going to be used for
more experienced characters . Batt le Masters should feel free to adjust
the re sults of these tables as they see fit .
AKTAI I WAS JUSTGROWINGUPTABLE
0 1 Vi o le n c e c a u se s yo u to go in t o a lo g ic lo o p . T h er e is a 1 0 %
chance that you will go catatonic in every fight.
02-04 Your paren t built your covering to look like a Razaa religious fig-
ure. While this gives you a unique look, the Razaa find it insult-
ing. Reduce Charisma when dealing with all Razaa by 50 points.
05-06 In an effort to learn about a lien cultures , you a t tempt to spend
as m uch t ime as possib le with a l iens in their natura l h abita t .
You’ve concluded that, for most aliens, their natural habitat isa place k nown a s a bar. You p refer “b ars” that ar e dimly lit and
where the mating ritual know as “brawling” occurs regularly.
07-09 You are an anthropologis t . You only suffer a -20 when try ing
to identify the p urp ose o f an a l ien cultura l t radit ion .
10-12 You’ve caught a compu ter virus . If you ever ro l l doub le zodd
( AKA double zeros) twice in a r ow you shut d own. You will
need an Aktai engineer to res tar t you!
13-14 During the tes t ing of space-fold system, you were accidenta l-
ly sent to an other part o f the u niverse for a sp li t second. You
don’t know where you were , but that b ig ugly cr i t ter with 8
legs was definitely NOT happy to see you.
1 5 Yo u r b u il d er wa s a n e xp e r t i n m i n ia tu r i za ti o n . H e i n st al le d
250K of imp lanted weapon s and shie ld generator s ( a t least 3different ones) in to your body. These weapons are shie lded
from detection and get a + 50 to concealm ent. They a lso take
up h alf the space as con ventional equivalents .
16-18 You l ike gaudy colors . You’ve had a layer of pain t p laced on
you that can change its color whenever you want! To bad you
wear i t in neon green , p ink paste l , and barf b lue!
19-21 In an effort a lways to have the coolest hangou t, you devised a
plan to m ake a l l o ther Aktai jea lous. You c arry a large s team -
er tru nk with you wherever you travel . Inside the trunk there
is enough b ooze, l ight fixtures , an d dig ita l recor dings to turn
any small room into a bar . The other Aktai are indee d jealous.
22-23 During the first Whe assault on Aktai space, your ship was the
only one destro yed in the batt le . To m ake m atters worse , youwere the on ly survivor . The other Aktai refer to you as “Bad
Luck < insert your nam e her e> ” .
24 -25 You a re a po l ice o ffice r . Take 5 l eve l s o f any Ak ta i weapon
skil l . You have the authori ty of the law behind you on any
Aktai world or outpost .
26 -28 You were sen t to s tudy the Whe rogues . You now have con -
tacts with several rogue Whe, an d you do not suffer a penalty
when a t t emp t ing to de te rm ine the pu r pose o f any Whe cu l -
tura l t radit ions.
29-30 You’re an Amateur fas ter- than-l ight dr ive mec hanic . The ke
word in that las t sentence being Amateur . Take 10 points o
Deep Space Skills.
31 -32 In an a t temp t to become more un ique , you behave a s i f yo
were a Klee.
33-35 You are a xenobiologis t. Take 10 points of med ical sk il ls .
36-37 The Whe attacks on a bord er outpost left your whole division ( i.
brothers and sisters) dead. You’ve discarded your Aktai belief ipacifism and have sworn to get revenge. You routinely make ill
gal raids into Whe space, killing everyone you encounter.
38 -40 You neve r know when to keep you r mou th shu t . You a lwa
mak e suggestions a t the wor st possib le t imes.
4 1 - 4 2 Yo u r p a r e n t d i d n o t su b s c r ib e t o t h e b e li ef th a t yo u m u
understand a skil l to be able to use i t with wisdom. You ca
lea rn new sk i l l s in 1 /4 the t ime l i s t ed in the book , i f yo
choose. However, since you don’t have the experience to tru
under stand th is new skil l, you get a -10% penalty with eve
skill that is learned this way.
43 When you were bu i lt , you r “ fa the r” wan ted you to be the be
there was. Blinded by his pr ide , he brok e the prima ry tenet
your culture and pre-programmed you with skil ls f rom otheAktai . As a result , both you and your fa ther where shunne
and disgraced . You were forced to leave the hom e world an
have not seen your fa ther s ince . Incre ase your skil l points b
50, bu t reduce Charism a by 50 when dealing with o ther Akta
who avoid you as if you had a con tagious an d fa ta l d isease .
44 -46 You a re evi l to the co re . You have s tud ied o the r cu l tu re s an
adop ted behav io ra l cha rac te r i s t i c s tha t they a l l cons ide
evi l. Hey, som ebody has to do i t, and you migh t a s we l l b
the f irs t one.
47 -48 You became a deco ra ted war he ro a fte r de fend ing the Ak t
fron tier from Whe incursion. This mak es you very unique!
49 -51 You’re sha rp a s a t a ck ! Inc rea se In tu it ion by 15 po in t s!
52 -54 Your pa ren t dec ided tha t it wou ld make you un ique by g ivinyo u a m e n t a l d i so r d e r ! O b s e ss i ve / Co m p u l s ive D is o r d e
H yp e r a c t i vi ty, At te n t io n D e fic it D i so r d e r , So c io p a t
Sch izoph ren ic ( vo ice s in you r head o r sp l it p e r sona l ity
Depression. BM’s d iscre t ion .
55 -58 You’ve enhanced you r eyes . You now see in the UV and I
portion of the spectrum, as well as in the Visible wavelength
59-61 After being hit by l ightning, your br a in was damaged. Sever
key connections in your n oggin’ may shake loose a t any tim
If you take a severe b low to the head, you have a 20% ch anc
of going insane and become a psychopath!
62-65 You are the infamo us Aktai p ira te . You have your own spac
c ra f t . Take 10 po in t s o f Deep Space sk i l l s and Inc rea s
Mili tary Leader ship b y 25 po ints! You are reno wned for loo
ing ships with little or no loss of life.
66-68 You’re a natura l ly g ifted lawyer. Take 10 levels of Law.
69 No t on ly do you cla im to know eve ryth ing , bu t you ac tua l ly d
Increase IQ by 20 and take 3 p oints of sk ills from every sk
category.
70-74 You’ve got a short in your eye c ircuit that prevents you fro
locking on targets . This g ives you a -20% to a l l a t tack mo d
fiers . They can’t seem to find the sho rt and besides , i t make
you unique!
3BEYOND THE RIFT
I WAS J UST GROWING U
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7 5 - 7 8 O n a d e e p s p a c e e xp l o r at io n m i s s io n , yo u d i s co ve r e d a
crashe d a l ien ship . Inside was a small being with a large head.
He was severely injured but still alive. When you went to help
him, h e tr ied to dr a in your batter ies . Fortunate ly, you kil led
the little @ *&# before he got a ch anc e to do an y re al dam age.
To this day little creatures with big heads still weird you out.
79-81 You were help ing the Disrapan build a weapon system capable
o f d e s tr o yi ng m i ss il es a n d o t he r “ u n m a n n ed ” c r a ft .Unfortun ately, because of your rob otic nature, the weap on ac ci-
dentally targeted you during the testing phase. You’ve never
been q uite r ight . Reduce 1d4 random attr ibutes by 1d6 points .
82 -84 Desp ite be ing a know-i t- a ll , you a re a sup reme hand - to -hand
com batant . When som ebody te l ls you to sh ut up , you tend to
kick their a ss! Incre ase Aggression by 10 and take 5 levels of
hand-to-hand skil l .
8 5 - 8 7 Yo u ’r e t h e b e s t c o o k i n t h e q u a d r a n t. Ta k e 1 5 l e ve ls o f
Cooking skill!
88 -90 When you r cons tan t ta lk ing d i st r ac ted a Razaa , he fa i led to
ach ieve a g lo r ious dea th in comba t . Be fo re h i s dea th , he
ripped your arm s off. You got new on es put back on, but you
decid ed that you wou ld like to have them m ismatch ed for orig-inality. Increase ar mor cost by 10% and reduc e MD by 10.
91-92 While exploring the ru ins of an ancient a l ien c ivi l iza t ion , you
kept a s trange ar t ifac t for yourself , so as to have something
tru ly unique. The problem is everyone th inks the ar t ifac t is
curse d, and a l l your associa tes keep dying m yster iously.
93 -94 A Klee merchan t once so ld the rema ins o f you r s ib ling to a
ju n k d ea le r. Yo u h ave vowe d ven ge an ce .
95-96 Your fa ther is the admiral of the Crysta l Palace space s ta t ion .
He can a r range fo r you to s tay the re f r ee o f change on a
mo men t’s notice .
97-98 You are a mem ber of a grou p of Aktai that fee l the Whe should
be punished for their attacks against your species. Other Aktai
think you’re a bit militant and tend to avoid you.99 You are posses sed . Some a lien en t ity ha s t aken ove r you r body
and reprogramm ed your br a in . You s t il l look and act l ike an
Aktai, but you have some ulterior motive that no one is aware of.
100 Your pa ren t dec ided that the Ak tai needed some one to under -
stand the emotional races. It built you. You are truly unique. You
can ch ange shape , size, gender, facial features, and appen dages.
In fact you ca n cha nge every aspect of your physical appea rance .
This is done by nano-technology. Over time they reform your
body features to fit the desired parameters. A complete change
of body structure would take an entire day ( i.e. Klee to Razaa
change ) , fa c ia l fea tu re s can be rea r ranged in a ha lf hou r .
Gender change would take approximately 2 hrs . Skin color
would take app roximately 5 m inutes to change. Double the stan-
dard time to exactly duplicate a per son. This make s you the u lti-
mate espionage Aktai. Also, your nano tech allows you to r egen-
erate at the r ate of 1 body point every 4 hou rs.
CEDEUNI WAS JUSTGROWINGUPTABLE
01 As a ch i ld , you were caugh t in a sun ’s g ravi ta t iona l we ll . Th is
traumatic event scared you for life. If under stress with gravi-
ty presen t , you h ave a 10% ch ance to go c ata tonic!
02-04 You’re a ser ia l k i l ler . Your s teal th and c loaking abili ties mak e
you a bru tally effective killer. Your pr eferen ce for no n-Cedeun
vict ims an d worlds m akes you even har der to track . So far no
one susp ects a th ing.
05 -06 You a re to ta lly ob l ivious to you r su r r ound ings mos t o f the
time. Reduce INT by 20 p oints .
07-09 You were involved in s teal ing Aktai techno logy. You s tar ted
out with one Aktai weapo n ( und er 25K) ; ho wever, you ar enow on their most wanted l is t .
10-12 You s ingle handedly saved a Klee ship from the c lu tches of the
Whe. The Klee capta in was so gra teful that he bonded with
you. You can get anything thro ugh him at 75% of cost!
13-15 You are great a t gambling on sports . Take 5 levels of math and
5 levels of gambling skill.
16-18 You’re a lways hungry! You need to eat every hour o r e lse you
star t to whine abo ut i t !
19-21 Your body has been cyberne tically enhance d for your mission as
a “hu l l-b reache r .” Your g ra sp ing appendages h ave been
replaced with talons used to cut through the hulls of ships. These
give you two additional attacks and cause 2d4 points of damage.
The claws are arm or piercing and red uce threshold by 3 points.22 -24 You acc iden ta l ly he lped a g roup o f Dis rapan rebe l s e scape
gove rnmen t cap tu re . The Dis rapan gove rnmen t now th inks
that you are allied with the rebels and will kill you on sight if
they recognize you. However, the Disrapan only have a 30%
chance of recognizing you s ince a l l you rock-biters look the
same to them.
2 5 Wh i le h e lp i n g a d a m a g ed Kl ee s h ip , yo u w e r e e xp o s e d t o a n
experimental substance. This had the unfortunate s ide affect
of destroying your cam ouflage abil ity. You now glow a l ight
greenish-gold color a t a l l t imes! The l ight you emit can be
seen from up to 5 meter s away in daylight and thr ee t imes that
d is tance a t n ight.
26 -28 You en joy ae s the t ic s and a re good a t “ see ing” the ob jec ts inyour wo rk ing me dian . Take 1 level of Artist ( Sculptur e) .
29 -31 You’ re a p ionee r in ex treme spo r t s . You ’ve inven ted spo r t s
l ike missi le surfing an d m eteor dodge. Incr ease Agili ty by 20
points and Aggression by 10 po ints .
32-34 You are infected with rock parasi tes . Make one SMR roll every
mon th . I f you fa i l th i s ro l l , r educe you r Cons t i tu t ion by 5
po in t s. These pa ra s i t es g row when exposed to space rad ia -
t ion . Without exposu re to rad ia t ion , the parasi tes wil l eventu-
al ly d ie . There is a 5 % chan ce per week that these wil l d ie if
you spend a year on a p lanet with an a tmosphere .
35 Your flash i s be t te r than ave rage ; in fac t , i t h a s doub le the no r -
mal ran ge and can be focused in a t ighter beam to actually do
1-2 points of damage!
36-38 You are a ship buff; a l l sh ip mechanic skills cost 1 point less ,
and you ha ve 3 levels of iden tify vessels.
3 9 - 4 1 Ma n yo u a r e s c a r y lo o k in g , eve n fo r a Ce d e u n . Re d u c e
Charism a by 20 po ints .
42 -44 You wen t on a sabba tica l to r eflec t on you r d i rec t ion in li fe .
Wh e n yo u r e tu r n e d , y o u fo u n d yo u r h o m e c o m p le te ly
destroyed. Since i t’s on the edge of known space, you’ve no
idea who might have done i t , and there were no c lues a t the
scene. However, o ther Cedeun are now leery of your compa-
40 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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ny. Reduce Charisma by 30 points when dealing with o ther
Cedeun that know your reputa t ion .
45 -47 You’ve been t r a ined in an ti -sh ip te r ro r i sm. You can rema in
mo tionless for days and ha ve been co ndit ioned to r ide on the
outs ide of spacecr aft for extended p eriods. You also have an
in-depth kno wledge of Cedeun s teal th and c loaking technolo-
gy. Take 5 levels of demoli t ion and 5 levels of infiltra t ion .
Increase threshold by 1 point .48 -50 You look ju s t l ik e a Cedeun t r a i to r tha t dea lt w ith the Whe .
There is a 10% chan ce that another Cedeun m ay mistake you
for the tra i tor and inform the local Government, which has
placed a sentenc e of death on the rea l tra i tor .
51 -52 You a re ex treme ly lucky. Once pe r game se s s ion , you may
rer oll one “m issed” oppo rtunity with the BM’s per mission!
5 3 - 5 5 Wh e n t h e Ak t ai a d m i n is te r e d y o u r l a n gu a ge i n je c ti o n, i t
a l tered your genetic code and switched on the growth gene.
You’ll never stop growing as long as you live! Increase height
by 1d6 inches a nd weight by 1d10 po unds every year .
56-58 You space ski as a hobb y. In a contest you received your own
sk i c ra ft . I t c an fit up to th ree passenge rs and i s c apab le o f
interstellar travel.59-60 Due to your d ie t of as teroids comp osed primari ly of magneti te ,
you now have a slight magnetic field. This field is just strong
enough to in terfere with your com mun ication equipm ent, sen-
sor s, and the like. You ha ve a 10% p enalty to hide from e nem y
sensor equipment. Even if they can’t detect you using their
equipme nt, your magnetic field wil l s t il l cause d is tor t ions on
their equipment tipping them off to your location. In addition,
unsh ielded com pu te r and commun icat ions equ ipmen t func -
tions with a 10% skill penalty when you are nearby.
6 1 A f r ea k a c c id e n t d u r i n g a r o u t in e a tt ac k o n a Wh e s h ip c a u se d
you to be sp rayed wi th ac id . Th is ha s r educed you r body
threshold b y 2!
62-64 You were in the Cedeun m ili t ia infantry. You get 2 levels of EVM and 2 levels of a Cedeun weapon system of your choice.
6 5 - 6 7 Yo u s u ffe r e d a p u n c t u r e w o u n d fr o m h i gh - sp e e d s p a c e
deb r i s . The now hea led wound s t i l l c auses you g rea t pa in
when expo sed to a ir o f any kind. -20 to a l l sk i l l and a t tr ibute
checks when you are exposed to an a tmosphere of any kind.
6 8 - 7 0 Yo u w e r e c o a te d w it h a s tr a n g e sp a c e d u s t t h at b o n d e d to
you r skin an d seem s to absor b Infrar ed, UV, and visible light.
You get a + 50 ap plied to any stealth checks . In addition, dam -
age from lasers is re duced by half. However, several Cedeun
enclaves want to get a “piece” of your hide for study. There is
a 20% chance per meeting with another Cedeun that they’l l
recognize you an d rep ort your location . Another down side is
that the energy absorbed by the dust is given off as x-rays that
can be seen with the r ight equipment.
71 While e scap ing the Whe , you h id in a nebu la . Unfo r tuna te ly,
you were exposed to som e b iza r re r ad ia t ion , wh ich cooked
your bra in! Reduce IQ and INT by 20 points!
7 2 T he Ce d e u n g o ve r n m e n t l en t yo u to th e Ak t ai a s a ch i ld fo r
genetic modification . Your to lerance to pathogens has been
increased. Incr ease your Chemical and Poison SMRs by40.
7 3 - 7 5 Yo u g r e w u p i n a Wh e p r i so n / m i n in g c a m p . Lo s e 1 5 s k il l
points due to inadequate teachers!
76 -78 You a re a l igh t a r ti s t adep t a t c rea ting inc red ib ly de ta il e
images . Gain 10 levels of Artist ( laser light show) .
79 -81 You he lped a Whe e scape from a p r i son sh ip . He gave you
Whe pis to l as payment.
8 2 - 8 3 Yo u t e n d t o g e t e xc i te d w h e n t h i n gs a r e g o in g yo u r w a
Unfortunate ly , when you get excited your l ight organs flas
uncontrollably.
84 -85 Fo r some rea son , you have a t a s te fo r su l fu r bea r ing rockThis gives you a “unique” smell. On the bright side, everyon
notices you!
86-87 You’re impulsive . Leap before you look is your s tandard mott
88-89 You ate some bad uranium and can’t seem to pass it . You no
show up on most sensor systems that can detect radia t ion .
9 0 - 9 1 Th e W h e w e r e e xp e r im e n t in g w it h Ce d e u n r e p e ll en t a n
guess who they experim ented on ? Reduce your ch emical SM
by 20 points .
92-93 You play gravball . Take 3 levels of throwing and an addit io
al 3 levels of EVM
94-95 You a re r ea l ly adep t a t u s ing you r mind . Take 2 add i tion
power points per level .
96-97 You had extensive weapon s tra in ing. All Cedeun weapon skilcost one po int less .
98-99 You served as a comm unications officer . Take 3 levels of eac
com skil l.
1 0 0 Yo u r p a r e n ts ar e gr e a t a r t is ts wh o h a ve s o ld m a n y p i ec e s
collectors’ galaxy-wide. They gave their child some money t
get started on his own life. Start with 250Kextra credits. Ther
i s a chance o f a “ca re package” o f money /goods f rom you
generou s pare nts after each m ission, determ ined by BM. Yo
a re requ i red to v i s i t home on occas ion to keep th i s ex t r
income flowing.
DISRAPANI WAS JUSTGROWINGUPTABLE
01 You have a congen i ta l b i r th de fec t tha t c auses you to lo se you
ba lance and become d izzy o r d i so r ien ted wh i le do ing an
thing rem otely physical . I f moving faster than walking spee
or a t tempting any a irborne maneuver more complicated tha
glid ing ( Defensive mo difier = 0) , you will get s ick . Make
consti tu t ion check a t -50 or vomit . Addit ionally , you mu
make an Agil i ty check a t -50 or e lse you fa l l down or crash
as the case ma y be.
0 2 Mo st D is r a p a n a r e h i gh s tr u n g , b u t yo u t ak e t h e c a k e ! Wh e
you get excited or s tressed, you have a 5% chance of havin
an ane urysm! Reduce INT and IQ by 2d6 p oints .
03 You su ffe red b ra in damage in a fa l l from a g rea t he igh t . Th
doctors th ink you’ve m ade a fu l l recovery, but the in jury ha
caused you to develop a split personality. Your new persona
ity acts out your dar k desires when i t is in contro l . Your pr
mar y perso nali ty has no idea of the heino us cr im es your o the
personali ty has committed . Your dark personali ty has a 15
chance to t ake con t ro l fo r the n igh t when you r no rm a l pe
sonali ty is s tressed or unfulfilled .
04 -06 You’re a member o f the rebe ls a tt emp t ing to ove r th row th
Disrapan governme nt. You ar e a wanted cr iminal and wil l b
shot on s ight by the Disrapan author i t ies .
4BEYOND THE RIFT
I WAS J UST GROWING U
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07 -09 You a re a s lob ! Th is wou ldn ’t be so bad , bu t you don ’ t even
like to take care of your wings! Reduce flying speed by 10
mp h and your Agili ty when a irborn e by 20.
10 -12 You’ve go t a bad ca se o f wing mi tes . Th is wou ld be ea sy to
cu re , bu t you a re a r ebe l w i thou t access to adequ a te hea l th
care . Reduc e a l l Awareness ch ecks by 20 due to the constant
dis tract ion!
13 -15 You’ re ano rex ic . Reduce we igh t by 2d20 and sub t rac t 5 fromyour body points , down to a m inimum of one point . Strength
is a lso reduced by 10.
1 6 - 1 8 Yo u w e r e i n t h e i n fa n tr y fo r t h e g ove r n m e n t fo r c e s . Th e y
added cybe rne t ic t a lons to you r a rms . Take two leve l s o f
a rcha ic Hand Weapon ( Ta lons ) and 2 l eve l s o f any o the r
Dis rapan weapon sy s tem. Prob lem i s , on you r fir s t a s s ign -
men t you were torched by rebel forces . They l i tera l ly li t you
on fir e . Reduce a l l a t tr ibutes but INT and IQ by 10.
19-21 You were on a space ship that was destroyed. You spent 2 weeks
in an escape pod with 5 other Disrapans. Now, you’re very claus-
trophobic and can’t stand to be around other Disrapans.
22 -24 Dur ing a r ebe l a ssau l t on the mass tr an s i t sys tem, you were
hit in the eyes by a blinding laser. Reduc e your Visual Mod ifierby 40 points .
25-27 You were a t the wron g place a t the wron g t ime. Caught in the
m i d d l e o f a r e b e l a s s a u l t o n a g o v e r n m e n t b u i l d i n g , t h e
authori t ies assumed you were a rebel . Rather than be k il led ,
you fled leav ing you r f ami ly and ch i ld ren beh ind . L ike a l l
rebe ls , you wil l be executed on the spot if you are caught.
28 -30 You’ re s tone dea f. You r Hea r ing Mod ifie r i s -100 .
31-33 You were having a bad day, so you decided to be a smar t-ass
to the next pers on you m et. Unfortun ately for you, the ne xt per-
son you ran into was a covert agent for the Trade Consortium.
In his next re por t, he listed you as a r ebel sympa thizer. You’re
followed and watched constantly, and government agents peri-
odically come looking for you for questioning.34 -36 The Dis rapan Trade Conso r t ium was te s t ing a new and ro id ,
p rog rammed to hun t down and k i l l spec ific rebe l l e ade r s .
You wer e part of the developm ent team and wer e used as the
Guinea p ig for the ‘droids first tes t run . Unfortunate ly , the
android went berserk and really tr ied to k i l l you. You were
fo r c e d t o fle e t h e b u i ld i n g t o p r e ve n t b e i n g k i ll ed . T h e
andr oid is s t il l pursuing you, in tent on your d estruction , and
its creators have been unable to trac k i t or de activate i t .
37-39 You gave a Klee mer chant a hard t ime, so he has h ired th ieves
to s tea l a ll o f you r equ ipmen t , one p iece a t t ime so he can
resell i t. Out of the k ind ness of h is heart , he m akes sur e you
get the r eceip ts for all h is sales o f you r stu ff. A typical Klee, he
figured you’d a t least want to kno w how m uch he got for i t .
4 0 - 4 2 Yo u p i s se d o ff a Ra za a , a n d h e b e a t th e s n o t o u t o f yo u .
Reduce Str and Con b y 10 points .
43-45 You love b ig, gaudy jewelry, the b igger and gaudier the better .
Unfortunate ly , a l l these shiny tr inkets you’re covered with
make it hard for you to hide. You suffer a -25 to any attempts
to hide while wearing your shiny jewelry.
46 -48 Your sk in i s an odd co lo r . The oppos ite sex is e ithe r to ta l ly
fascinated o r r epulsed b y it . Roll 1d10 . If the r o l l is odd, the
next Disrapan o f the o pposite sex you ta lk with wil l find your
feather color ugly, which imparts a -50 to Charisma. If the roll
is even, you get a + 50 to Charism a when d ealing with the next
Disrapan o f the op posite sex you m eet.
49-51 You’re the u ltimate whiner . You never s top whining. You’re
never happ y, and you can always find so mething to whine ab out.
52 -54 You a re a s fl igh ty a s a b ird ! You jump a round in a conve rsa -
t ion l ike a cr icket on a ho t p la te! I t takes a su prem e effort of
will for you to s tay on one topic for m ore than a few minutes .Your Awarene ss checks are r educed by 20 if you h ave to con -
cen trate on a ny one thing in par ticular. However, you get a + 5
to a l l Awareness checks the rest of the t ime.
55-57 Your whole family was k il led by a d isease they caught from a
c rea tu re ca l led a “who-man .” I f you eve r find on e o f the se
who-ma ns, you’l l k i ll them on s ight!
5 8 - 6 0 D u r in g a figh t w it h a n o th e r D is r a p a n , yo u r e c e i ve d a c u t
ac ro ss you r face . The sca r now makes you ea s i ly r ecogn iz -
ab le , even to those a l i en s tha t th ink a l l D is rapan look the
same .
61 -63 You were down on you r luck and s igned up to pa r t ic ipa te in
a h igh-paying me dical experim ent. You have a + 20 s trength
bu t em it a low UV glow.64-66 You helped a Klee merchan t out of a jam. He wil l le t you buy
from his pr ivate s tock.
67-69 You met an Alien from a s trange place . You were able to trade
your base level blinding laser for 3 MBRIs.
70 -72 You reco rded , by acc iden t, a Raaza ’s glo r ious dea th on home
v ideo . You were ab le to se l l i t to a Razaa news g roup fo r
10,000 cred its ( Razaa cur renc y) .
73 -75 You saved a h igh - leve l r ebe l l e ade r from a g roup o f gove rn -
ment forces. You now have a friend for life.
76-78 You have better than average vis ion for a Disrapan. Increa se
your Visual Modifier by 20.
79 -81 You’ re an exce llen t flye r . Inc rea se Ag il ity and Defens ive
Modifier b y 20 when flying.82-83 You’re a ma rtial arts exper t. Take 7 levels of hand -to-hand skill.
84-85 You were tra in ing for covert ops against the Disrapan govern-
men t . Th ings fe l l th rough when they des t royed you r ba se .
Take 10 points of espionage skil ls!
86-87 You’re a natura l ac tor! Reduce the cost of a l l Espionage skil ls
by 1 point , to a m inimum of one.
8 8 -8 9 Yo u r fa th e r in ve n te d a n e w t yp e o f n u c le a r l as e r.
Unfo r tuna te ly , he was k i l l ed , and h i s l ab was ran sacked
before he could se l l the design. You don’t know who did i t ,
but you’ve sworn to find out . You fa ther was a b i t eccentr ic
and kep t the b luep r in t s memor ized , r a the r than r i sk the i r
theft . Since he d ied , the only proof of h is work is the proto-
type you now possess . You have a feel ing that someone may
com e look ing for it. Now if on ly you cou ld find a few nu kes to
power the weapons .
90-91 You were a weapons specia l is t for the Trade Consor t ium. Take
5 levels of Disrapan Missile skill.
92-93 You have Alpha-5 c learan ce, which grants you free passage on
any Trade Consortium vessel if it has a free seat.
94 -95 Damn a re you good look in ! Inc rea se Cha r i sma by 20 po in ts .
96 -97 Your ances to r was a famous figu re in Dis rapan po l it ic a l h i s -
to ry. Inc rea se you r Cha r i sma by 20 po in t s. Mos t peop le
42 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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expect that you wil l begin a poli t ica l career in the next few
year s, like the res t of your family.
98 You are a re t ired sniper in the Disrapan Specia l Forces . You’re
so good that occasionally they call you back to active duty. Take
10 levels of Disrapan beam weapon, Stealth and Concealment.
99 You a re a Trade Conso r t ium rebe l hun te r wi th an Alpha -3 gov-
ernm ent c learanc e. You get free passage on any Disrapan ves-
se l . They have to boot someone off to make room for you if i t ’s fu l l . You have access to governm ent in te ll igence repo rts
on the rebe l s , and you a re equ ipped wi th s ta te -o r - the -a r t
weaponr y and arm or. Best of a ll , you h ave a l icense to k i l l on
any Disrapan world .
100 Your wings were ampu ta ted and rep laced with a se t o f cybe r -
ne t ic p ro s these s . The wings have an AI o f 150 each and a
th re sho ld o f 20 . In add i tion , e ach wing i s equ ipped with a
da r t l aunche r . The da r t s have a r ange o f 75 /50 /20 /0 an d do
one po in t o f damage each . Each launche r ha s 100 da r t s and
a variable ROF from 1 to 50 . The darts can be po isoned. As a
side effect of the pr ocedu re , your skin turned blue .
DULI WAS JUSTGROWINGUPTABLE
0 1 Yo u s wi tc h e d “Li fe Ar t s” d u r in g yo u r t r ai n in g . Yo u r n e w
teacher upset you so m uch that you kil led h im. Now, you a re
being h un ted actively by mem ber s of his life ar t. Not on ly that,
but you did not get a chance to s tudy your new art! Lose 10
skil l points . There is a 10% chanc e of a Dul s tr ike team show-
ing up a t an y time!
0 2 Yo u we r e ca p tu r e d b y t h e Wh e so th a t t h ey c o u ld st u d y yo u r
matr ix power s . This ra ther invasive pro cedur e caused you to
lose half of your matr ix power s as well as half of your power
points . Not only that , but the damage causes you to advance
s lower . You rece ive ha l f the number o f ma t r ix powers you
would no rm ally get as you ad vance to e ach ne w power level .03 You have an a l lerg ic reaction to generat ing matr ices . You begin
to itch. This gives you a 10 % cha nce o f failure for ea ch seco nd
it takes to gener ate a m atrix. If you fail to generate the matr ix,
you were too distracted by your itch to successfully generate.
When the chance for failure reaches 100%, you can do nothing
else but scratch yourself uncontrollably for 1d4 rounds.
04 You a re a vic tim o f the Dea th Touch ma t r ix . Fo r tuna te ly fo r
you , the pe r son tha t gene ra ted the ma t r ix se t a de lay on i t s
effects. You will live for 2d4 years before you fall over dead.
0 5 Yo u w e r e t r a in i n g o n a n a li en p l an e t w h e n a Go l ak b o n d e d
with you. The Golak is a ghost l ike creature that constantly
drains your m atr ix power po ints . This parasi te is the scourge
of matr ix contro llers . You are no longer a l lowed on the Dul
hom e world , and you m ust wear a warning beacon to prevent
other Dul from coming c lose to you. If caught without your
beacon, you are k i l led! If you find a h igher powered matr ix
controller, the Golak has a 40% chance to leave you for them.
After the Golak has been with you for 2d10 years, it will split
and fo rm ano the r Go lak . I f ano the r m a t r ix con t ro l le r i s no t
available for the ne w Golak, it bond s you as well. At this point,
you will lose 10 p oints of CON per day until you r de ath. Ther e
is no kn own way to k ill or r emo ve a Golak.
06 -08 You had a bad a t ti tude so a l ife a r t mas te r cha l lenged you
com bat. Not only d id he k ick your butt , but he sa id he cur se
you with the BOOM matr ix . He further informed you that
you ever show arrogant tendencies again , the BOOM matr i
s tored inside you wil l cause you to explode!!! He was lyin
but you don ’t know that .
0 9 - 1 1 Yo u w e r e t r a ve li n g to a n e w c o lo n y wh e n yo u r s h i p w
attacked by the Whe. A Cedeun ambush was all that saved yofrom slavery! However, several i tems that d id not belong t
you wer e found in your po ssession as they tr ied to re turn yo
to your hom e. The Cedeun now con sider you a th ief and wan
to rehabilitate you.
12-14 You’re a sociopath with vio lent tendencies! You have a 15
chance of going berserk when s tressed!
15-16 You’re a k lu tz! Reduce Manual Dexteri ty by 2d10 points .
17 -19 Your ma t r ix powers a re weak . You s ta r t ou t wi th 1 /2 you
no rm a l number o f power po in t s!
20 -22 You a re a l l e rgic to the phe romo nes g iven o f f by the Kle
Redu ce all Skill and attribute ch eck s by 20 whe n you ar e wit
in 20 feet of a Klee.
23-25 You have chosen a career that is h ighly unusu al for your chosen l ife path . Members of your l i fe path tend to look a t yo
funny when they find out what you do for a living.
26-28 You block with your face a lot. Reduce Charism a, IQ, and INT b
10 points.
29-31 You are under the influence of a Mind Control matr ix . What
e ve n w o r se i s t h a t y ou a r e n o t a w a r e o f t h e s u gg e st io
implanted in your subconscious.
32-34 You were showing off about how you could catch bulle ts wi
your tee th and lost m ost of your face! Reduce char isma by 3
35-37 You had an id io t for an instructor ! Lose 15 skil l points!
38 -40 You a re f rom a l i fe a r t s ec t tha t t r i es to avo id techno log ic
devices as mu ch as po ssib le .
41-43 You know that membe rs of your l i fe ar t are in league with thWhe and ar e teaching them Dul m atr ices , but you can ’t prov
it. You feel morally obligated to stop them.
44-46 A high ranking Kel-na practit ioner k i lled your brother and fle
the planet in his stolen luxury cruiser. You’ve vowed to g
revenge, but you know your opponent is a better fighter than yo
47-49 You always have to make a corny line or saying as you finis
off your o pp one nt! Usually it’s som ething like, “ Hasta la vist
Baby!” or “I’ve cut your arm off!”.
50-52 Your instructor used you as h is partner while demon stra ting
technique for the rest of his students. Unfortunately, he decid
ed to show o ff and cr ushed your chest with a kick! Reduce CO
by 5 points. However, now you have a nice metal rib cage th
increase s thresho ld to the chest by 1 and a dds 5 p oints to ST
53-55 You are a flashy fighter. You l ike b ig finishes that complete
destroy the o ppon ent! ( Think Action m ovie c l imax scenes!)
56-58 You have a nagging husban d/wife . They berate you endlessl
and you suck i t up and take i t!
59 -61 You a re a hope le s s roman t ic tha t loves to se renade you r pa r
ner. Gain 5 levels of singing!
62 -64 Your f r i ends a re a lways ge tt ing you in to troub le and the
expect you to b ail them out.
4BEYOND THE RIFT
I WAS J UST GROWING U
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65-67 Your m aster was a well-respected Life Artis t . Gain 2 levels of
any one s kill that is taught in your life ar t ( deter min ed b y BM)
and a + 5 reaction mod ifier with o ther Du l that have heard of
your master ( 40% chanc e) .
68-69 You’re a natur a l Life Artis t. Life ar t is t sk il ls ( determ ined by
BM) cost 1 point less ( min. 1) and training time is cut in half!
7 0 - 7 2 Yo u a r e a s u p r e m e Na - Ne e s w o r d sm a n . Ta k e 1 0 l e ve ls o f
Archaic Hand Weapon ( Sword) .73 -75 You have a p rog re s sive in st ruc to r who encou rages you to
study mult ip le ar ts . You have an addit ional 10 skil l points to
spend on a new hand-to-hand skil l .
76-78 You’re t iny, but you mak e up for i t by being really mean when
you fight. Reduce height by 1d6 and reduce weight by 2d10.
Your a t tacks do one extra point of damage becau se you kn ow
exactly where to h i t to mak e i t rea l ly hur t!
79-8 1 You are incred ibly difficult to hit. Incr ease Agility by 20 points!
82-84 You are a super b tac t ic ian . Incre ase Mili tary Leader ship by 25
points!
85 -87 You work ou t cons tan tly! Take 3 l eve l s o f Body Po in ts sk i ll
and 3 levels of Strength Skill.
8 8 - 9 0 Yo u h a d a h a r d t a sk m a s te r t h a t ta u gh t yo u w e ll . In c r e a seSTR, AGL, an d Ma nu al DEX by 5 p oints e ach !
91 -93 Your m as te r u sed h i s Impa r t Ab i li ty ma t r ix on you . You now
kno w the HyperThrowing Matr ix!
94-96 Your family is very successful . As a b ir thday present , you were
given your o wn star-cruiser and to ld to explor e the un iverse .
Have fun!
9 7 Yo u a r e B r u c e Le r o y o f t h e D u l. D o u b le yo u r st ar t in g m a t r ix
power points and gain 2 extra matr ix powers involving hand
to hand comba t !
98 You a re a memb er o f the Hun te r l ife a r t pa th . The Hun te r pa th
is the only Dul l ife ar t that requ ires i ts memb ers to be from a
spec ific family line. You h ave the innate ab ility to track ano th-
er living being, even across interstellar distances. You have a50 % cha nce to trac k any being, plus 1% for every year of you r
age over 16. You can only track one b eing a t a t ime, an d you
must have an important , personal possession of the target in
order to be able to track them.
99 You’ve been sec re t ly t r a in ing unde r two d i ffe ren t in s truc to r s .
It’s a small miracle that neither has noticed the subtle changes
in your fighting s tyle . I f e i ther instructor finds out , they will
make you pay fo r wha t they pe rce ive to be a in su l t . Take
another hand -to-hand skil l in a d ifferent d isc ip line a t a level
equal to your cu rr ent hand -to-hand skil l level .
1 0 0 Yo u a r e in p o s se s si o n o f a s h ie ld t h at co n t ai n s t h e s o u l o f a
5th level Nok-la fighter . Your BM will create the appr opr ia te
sta t is t ics for the sh ie ld . The T’ka master that put h im there is
looking for the shie ld .
K LEEI WAS JUSTGROWINGUPTABLE
0 1 Th e Wh e c a pt ur e d yo u as a ch ild an d p r e fo r m e d b iza r r e
gene t ic expe r imen ts . 01 -20% chance fo r ex t ra appendage ;
21-40% for extra eye, mouth , ear , nose , fingers , or toes; 41-
60% or gans in the wrong place , med ical checks pr eformed at
-25%; 61-80 % you’re a n euter , no sexual dr ive or d esires; in
fact , no equipment 81-100%. Skin g lows a bright neon, can-
not use stealth without a complete body suit. Also, -50% to all
char isma che cks with o ther Klee . They might not kn ow what’s
wrong with you, bu t som ething definite ly is!
02 -03 You’ve been accused o f se l ling sec re t s to the Whe . No one
knows whe ther you’ve been fram ed or whether you really d id
it , but there is a bounty on your head to bring you back to a
Klee trader fleet, dead or alive.04 -05 A Whe nuc lea r mun i t ion has lodged in you r ches t . The Klee
medics were unable to remove i t because of i ts proximity to
your heart , and the wound has long s ince healed . A skil led
Aktai or Disrapan surgeon should be able to remove the round,
but you kee p getting denied access to local space por ts because
their sensors show you’re pack ing a nuke. The weapon has a
1% ch ance o f detonating with any critical hit to your chest.
06 -07 You “acqu i red” a ho ly re l ic from the Cedeun . Th is ha s no
trade valve; however, a group of fanatic Cedeun ar e h unting
you. There is a 10 % cha nce the y’ll show up any time you tra v-
e l th rough space . Fo r you r t r eache ry , you ge t -50 to you r
char isma when d ealing with Cedeun !
08 -09 You have an inna te sense o f t ime , ba s ica lly an in te rna l c lockthat allows you to kn ow the exact time withou t loo king at your
watch-equivalent . Unfortunate ly , i t is se t hours behind real
t ime, and you are constantly la te . Whenever you have a ren-
dezvous to make, and you don’t have someone e lse there to
mak e sure you’re on t ime, you have a 50% ch ance of missing
it because you are la te .
10-11 You are forgetfu l . You have a 20% chance to forget whatever
you ’re do ing when und e r s t r e s s . “ I knew I was supposed to
do so mething with th is gun.”
12-13 You were h it in the head by a Whe mass doubler . You suffered
s l igh t b ra in dam age wh ich causes you to spasm and twi tch
every 15 minutes or so .
14 -15 Your pa ren t s we re made an o ffe r they cou ldn ’t r e fu se ; theysold you in to s lavery as a child . You escaped, but you must
a lways be a ler t for bou nty hunter s .
16 -17 You a re chemica l ly dependen t . You mus t have you r fix eve ry
6 hou rs , or you increm ental ly loose 10% o f IQ and Con unti l
you get your fix. The drug is in your DNA, and you can not
s imply drop the habit without extensive m edical t rea tment.
18-19 You take FOREVER to mak e any kind of decis ion . In non-cri t-
ica l s i tuations you wil l debate u nti l the las t possib le m ome nt
on an y dec ision involving per son al taste or style. Once the last
possib le mo men t is reached, you will continue to deba te with
you rse l f abou t wha t i s the co r rec t cho ice . On ly repea ted
threats wil l get you to m ake u p your m ind.
20 -21 You have a po tty-mou th . Obscen i ti e s spew fo r th from you r
mou th m ore com mon ly than ju s t abou t any o the r word .
22 -23 You’ re a ho r r ib le l ia r . -20 to Ba rga in ing checks .
2 4 -2 5 Yo u w e r e p r o m i sc u o us a n d c a ug ht a c a se o f sh ip m o le s .
Shipmoles infection causes pu ssing sores to cover your entire
body. -30 to Charisma. The disease is incurable bu t has a 50%
chance to go in to remission every week. Once in remission,
the sores have a 35% chance to re-appear , p lus 5% for each
week in remission.
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1 • INTRODUCTION
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26-27 Your par ents ra ised you by se t ting you in front of the family
holo-vid ( TV-equivalent) . When you see some form of video
enter ta inment, you tend to become entranced. You s lump in
you r sea t and wa tch the show s lack - jawed and d roo l ing
regardless o f the subject m atter. People will have to say your
nam e at least three times for you to even notice their prese nce.
28 -29 You a re the u l tima te tr a sh ta lke r . You te ll p eop le so much
over- the-top BS about yourself that there is no way you canback up your c la ims.
30-31 You’re a pathological liar . You cou ldn’t te l l the tru th to save
your l i fe! The mo re unbelievable the s tory the better!
32-35 You’re a l ighting rod for freak s. They a lways seek you out and
try to be your friend. If there is a freak in the bar, they’ll talk
to you- no matter what!
36 -39 You neve r shu t up . You ’ re a lways ta lk ing , and the more peo -
ple try to ignore you or talk over you, the louder you get.
40-44 You’re an insomn iac . So you really l ike guard duty!
45-48 You were an in tern for a fleet sh ip’s engineer before an explo-
s ive decompression accident . You now have cybernetic eyes
and a metal p la te in your head.
49-52 You helped an Aktai out of a jam, and he sa id he owes you one.53-56 You are a great s tory te l ler . People love to hear you ta lk .
57-58 You are very organized. Take one level of adm inis tra t ion skill .
59-60 Your fa ther is admiral of one of the Klee trade r fleets . You can
pretty mu ch get any th ing you n eed from dad if you ca n con -
vince h im you really need i t. Unfortunate ly, your dad th inks
you’re a spoiled br a t that will never amo unt to an ything.
61 -62 You have a na tu ra l knack fo r ma thema t ic s, and you can do
complex equations in your head. Reduce the cost of a l l sc i-
ence an d engineering skil ls by one point .
63 -64 You have a sec re t c ache o f Dis rapan weapons . P ick up 10K in
Disrapan weap onr y.
65-66 You are a Secret In te ll igence oper at ive of the Klee Pilo ts core .
Take 10 points of p i lo t ing and espionage sk il ls .67-68 You have a great re la t ionship with an Aktai inform ation deal-
er . You h ave a 5% ch ance that he wil l drop you info on s im -
ple stuff for free!
69-70 You’re hyperactive! Concen tration is a pro blem, but since you’re
going a million m iles an hour, you get + 10 to p ercep tion!
7 1 - 7 2 Yo u a r e t r a in e d a s a s n o w t r o o p er . Ta k e 3 l e ve ls m o u n -
taineering and arctic survival.
73-74 You are a video game fanatic . You spend a l l of your free t ime
playing games. Add 10 points to your manual Dexteri ty but
loose 5 skil l points.
75 -76 You’ re a ma jo r in the Klee navy, bu t you l ie so much abou t
your other exploits that no one believes you. Add 15 points to
your Mili tary Leadership . You lost your uniform in a freak
MTW accident , bu t no one believes that e i ther .
77 -78 You a re a soc ia l bu t te rfly; you have to mee t eve ryone a t pa r -
t ies and kno w at least 1 per son in e very socia l c irc le 3 levels
above and below you. Add 5 p oints to charisma.
7 9 -8 0 Yo u t ra d ed a s h in y w or th le ss tr in k e t fo r a b a se -m o d e l
Disrapan blinding laser .
81-82 Your fa ther is one of the best mer chants in the galaxy. You can
buy anything you want at 20% off.
83-84 You like to play Gravball. Take 2 levels thro wing and 4 levels EVM.
85 -86 You a re a geog raphy bu f f. Add 15 to you r t e r re s t r ia l know
edge check .
87-88 You are the Bil l Gates of Klee Trade rs . No one l ikes you, b
they s ti l l pay exorbitant fees for your pro duct . -20% char ism
but you s tar t with 9000 c redits worth of extra eq uipme nt th
you can trade.
8 9 - 9 0 Yo u j u st s ee m t o k n o w w h er e t o lo o k fo r t h e h a r d -t o -fin
stuff. The availability of Rare ( R) and Unique ( U) e qu ipm eis always increased ( i.e. easier to find) by one level for you
91 -92 You a re the u l tima te “munchk in . ” You wi ll c a lcu la te , r e -ca
cula te , and look for any loop holes that you can to improv
the odds in your favor. You can increase the chance of suc
cess for any skill roll by 10%, if given an extra 2d6 days mo
to p lan than i t nor mally takes you to accom plish your task .
93-94 Your favori te uncle used to take you on his “specia l” busine
tr ips . He taught you a l l he knew abou t smuggling.
95 -96 Your mo the r was a sh ip mechan ic ; she u sed to t ake you wi
her whe n you were younger to work on the ship! Gain 1 lev
of s tructura l engineering. You also have knowledge of Kle
ship designs, including weak p oints and c apabil i ties .
97-98 You are as good as you brag you are . Add 5 points to your to3 sco re s !
99 You’re a sh rewd nego tia to r . Inc rea se ba rga in ing by 15 po in t
1 0 0 To k e e p yo u r c o n sc ie n c e c le a r, yo u h e lp e d a R a za a d ie in
spectacular m anner. His family was so imp ressed that you ar
able to acquire any Razaa weapon through them with a pric
b reak o f 20%!
RAZAA I WAS JUSTGROWINGUPTABLE
0 1 - 0 2 Yo u ’r e o n e o f n a tu r e ’s c r u e l jo k e s . Fo r s o m e r e a s on y o u
body has trouble sustaining your symbiote. Your symbiote ha
only enough s tren gth to supp ort your basic l i fe functions. A
a result , you have no regenerating abil i t ies . Once a l imb gone , i t n eve r g rows back . You lea rned tha t the ha rd wa
when your b ig toe was smashed.
0 3 - 0 4 Yo u r s ym b i o te h a s b e c o m e u n s ta b le . Wh e n w o u n d e d , yo
have a 25% chan ce of growing a d ifferen t part than you nee
For examp le , you m ay s tar t growing hair instead of sk in whe
hea l ing an ab ra s ion ; o r i f you lo s t you r hand , a foo t m ig
grew back in i ts p lace!
05 -06 You’ve been in fec ted wi th a v iru s o f Whe o r igin tha t s low
your regener ation abil i ty by 50%. This virus is pr esent in a
body fluids so you h ave been banne d from all Razaa worlds
keep the v irus from spreading.
07 -08 You’re a th row back to a more p r imi tive t ime . Reduce IN
and IQ by 20 but incr ease Stren gth by 5 and Aggress ion by 3
09 -10 Because o f a seve re men ta l d i so rde r , you pe r iod ica lly l aunc
into a song and d ance r outine . When you finish , you have n
mem ory o f do ing the dance num ber .
11 -12 While tak ing in the scen t o f some beau t ifu l flowers on a d i
t an t t rop ica l p lane t , you were da r ted wi th spo re s . Thes
spores now infect you, and your symbiote considers i t a pa
of you. You now “bloom” every 3-6 weeks with a beautifu
g reen and go ld flower wh ich , i f you a re no t cove red , p ro
duces t iny darts that shoot a t a l l creatures with in a 5 ft. radiu
4BEYOND THE RIFT
I WAS J UST GROWING U
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46 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
The rest of the t ime, you are covered in t iny thorns. Reduce
consti tu t ion by 10!
13-14 You are both a sadist and a maso chis t . To get psyched for bat-
t le , you l ike to cu t yourself. Since you’l l regener ate from the
wound s, you’re not too co ncern ed. Take 1d 4 po ints of physi-
cal dam age before every “expected figh t.” If you d o not get the
chanc e to perform your s ick l it tle r i tual ( i .e . ambushed ) and
you don ’t get hur t in battle, you’ll do it afterwar ds. This is seenas s trange by other Razaa. Reduce Charisma by 15 points if
they notice the scares ( 25% when in norm al c lo th ing) o r see
you cut yourself.
15 -16 You a re the defin i tion o f ug ly! On a wor ld o f inc red ib le a th -
le te s wi th s tunn ing bod ie s , you r body i s g ro ss and mis -
port ioned. You suffer a -50 to Charisma when dealing with
other Razaa and -20 when dea ling with any other species .
1 7 - 1 8 Yo u a n g e r e d t h e Ak t ai w h o g a ve y ou t h e g e n e ti c m e m o r y
injection for language u nder standing. I t decided to teach you
a lesson. You n ow kno w the me aning of fear . When in a dan -
gerous s i tuation , you have 10% chance that you will go cata-
tonic or r un scr eam ing. This behavior wil l shame you if done
in front of o ther Razaa.19-20 While vacationing on a tropical p lanet that hasn’t been se t tled
yet , an insect b i t you. Since i t d igested your b lood, i t was
infected with your symbiote . The planet was quarantined by
the Razaa governm ent, and you ar e actively being sou ght by its
agen ts fo r ques t ion ing . No one tha t ha s gone to the p lane t
s ince your “ incident” has re turned.
21-22 You have a few screws loose and have taken the death th ing too
far. You show no fear of danger, and you have a 5% chance to
go ber serk in comb at, regardless of your aggression level .
23 -24 You’ re a fra id o f guns . I f the o the r Razaa war r io r s find ou t,
you’ll never hear the end of it. You suffer a -10 to hit with all
ranged weaponry.
25 -26 You were s it ting on the s ide l ine s a s a non -comba tan t viewerwatching a batt le between the Klee and the Whe. I t was fabu-
lous en te r ta inmen t un t il th a t s t r ay mass doub le r sho t k i l led
your girlfriend . You feel rea lly guilty bec ause th e weap on o nly
left a small hole in her chest . Her paren ts hold you r esponsi-
b le for her unspectacular death .
27 -28 You rea l ly wan t to d ie a glo r ious dea th . Fo r good luck you
wea r a Whe nuc lea r mun i t ion on a cha in a round you r n eck .
The shell is live, but it only has a one in a thousand chance to
go off if the nose cone is s truck. You l ike to sm ack the shell
on a rock for goo d luck b efore you go in to ba tt le . Any roll of
dou ble zodd ( 00) twice in a row when smack ing the shell wil l
cause i t to detonate .
2 9 - 3 0 Yo u ’r e a w a n t ed c r i m i na l. Yo u w e r e a m e m b e r o f a m u lt i-
national deep space explorat ion team. Because of a logis t ics
err or , food r an low and had to be r a t ioned. When you caught
one o f the Klee on the t eam s tea l ing food , you r t e r r i to r ia l
inst incts k icked in a nd you r ippe d his head off.
31-32 You were s tabbed in the r ight arm with a fes ter-knife . The bac-
ter ia on the b lade causes infections as fas t as your regener a-
t ion can heal them. As a result , the wound has never proper-
ly healed. You have a -10 penalty to any physical skill involv-
ing your r ight arm.
33-34 You’re just s l ightly smar ter than vegetable l i fe . Reduce INT
and IQ by 12 points .
35-36 You’re hom icidal . You have been known to help your budd ies
meet a g lorious death . Sometimes you help too much.
37-38 You have bad luck with wom en. In fact, you have such bad luck
that mo st of your ex-girlfriends ar e actively hun ting you d own.
39-42 You are a dam age magnet . The guy on the batt lefield with the
biggest gun will always pick you as his target.43-46 You find the whole idea of a g lorious death s i lly. Since you’re
no t pa r t i cu la r ly qu ie t abou t you r views , o the r Razaa don ’t
know how to take you. All you want to do is live forever!
47-50 Your que st for kno wledge has left you doub ting all your beliefs.
You’ve studied every known religion, and you question them
all. As such , you a re c onstantly look ing for the “r ight” religion.
You’ve be com e co mp letely intrigued with any “religious” figure
and will spend hours debating the meaning of life.
51 -54 You figu re eve ryone dese rves a glo r ious dea th . To in su re one
fo r you r enemies , you l ike to r end them l imb f rom l imb o r
continue sho oting them after you kno w they’re a lrea dy dead.
You’re such a nice boy.
55 -58 Your fo re fa the r s a re famous fo r the i r spec tacu la r dea th s incomba t . Howeve r , you ’ re dep re s sed because you have no t
died in combat and are the las t of your brothers a l ive . You
have taken many chances but just cannot seem to d ie g lori-
ou sly. + 10 to your Defensive Modifier.
59 -62 You l ike to tho rough ly taun t you r enemy be fo re comba t in
order to increase your chance of a spectacular death . You’re
very goo d at it. You get shot a lot.
63-66 Because you’re a Razaa, peop le are constantly bur ning or d is-
integrating your clothes in battle. Rather than risk losing your
designer lo inclo th , you p refer to go in to a fight naked .
67-69 You’ve a pet dulock. This creatur e is like a repti l ian centipede
in appearance; however, i t has natura l camouflage abil i t ies .
All dulocks rec eive a + 90 m odifier to s tea l th che cks. Dulocksmo ve a t a ra te of 5m ph and have a poisonous b ite that does 1
po in t dam age / round . The du lock i s t e lepa th ica l ly l inked to
you, and by concentra t ing you c an see what i t does and te l l i t
what to do. When concentra t ing , no o ther act ion can be pre-
form ed. Roll 1d10 for your d ulock’s bod y points .
70-72 Your bro ther and you were the las t of your l ine . Your bro ther
ju st d ie d a glo r io u s d ea th , w h ic h wo n r en o wn ed fo r you r fam -
i ly ! You inhe r i t 250K and inc rea se Cha r i sma by 10 po in t s
when d ealing with o ther Razaa.
73 -75 Your fami ly h i s to ry i s fi lled with h i s to r ica l dea th s . + 25% to
Charism a when with o ther Razaa.
76 -78 You’ re a fa s t hea le r , even fo r a Razaa. Inc rea se regene ra t ion
rate by 1 point .
79-80 You’re a national hero to the Disrapan af ter you saved a very
h i gh - r a n k i n g g o ve r n m e n t o ffic ia l fr o m a n a s s a ss i n a ti o n
attempt. Unfortunately, this has made you a target for assassi-
nation by an insane rebe l whose p lan you thwarted . Disrapa n
everywhere ask for your autograp h.
81-82 You’re the b iggest , mean est Razaa that mo st peop le have ever
seen . You’re also wh ippe d. Incr ease STR, AGR, and CON by 10
points, but if you don’t check in with your significant other on
the home world every day, you’l l be s leeping on the couch
when you get back.
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83 -84 You’ re mass ive . Inc rea se he igh t by 2d6 inches and we igh t by
4d10 pounds. Add 10 to your s trength!
85-86 You have a rar e medical cond it ion that a l lows you to see in to
the x-ray port ion of the spectrum as well as the UV port ion
with your third eye.
87 -88 You en joyed spo r t s a s a ch ild , e spec ia lly those with b laded
weapons. Take 5 levels in one b laded hand weapon.
89-90 You’re a natura l leader . Add 10 points to Mili tary Leader shipand Charisma.
91-92 You were the k ing of sp la t ter ball! Gain 3 levels of throwing!
93 -94 You a re a p laye r ex trao rd ina i re ! Add 40 to Cha r i sma when
dealing with a l l females . Watch ou t for the ship m oles!
95-96 You spent your childhood swinging from the trees . Add 20 to
your Manual Dexteri ty
97-99 A Klee trade r has bonded with you. He’l l get you any weapon
you need a t 75% off the l is ted co st .
99 -100 Be fo re you r mi l it a ry ca ree r , you were a r enowned a th le te .
Pick 15 points in physical sk il ls and increase your Agili ty or
Strength b y 10 po ints .
ROGUEWHEI WAS JUSTGROWINGUPTABLE
0 1 Yo u c a m e i n c o n ta c t w it h a p a r a s it ic o r g a n is m o n a t r a in i n g
mission to an unexplored planet . I t ’s now a part of you with
connec t ions to you r b ra in , hea r t , and lungs. I f r emoved o r
kil led , you die with in a couple of hours . You a lso hear i ts
thoughts in your h ead. The only ta le- te ll s ign of i ts pr esence
i s a fo u l o d o r t h at i t c a u s e s y ou r b o d y to e m i t. - 3 0 % t o
Charisma!
0 2 Yo u ’r e d elic a te . A r a n d om g en e ti c e r r o r h a s c a us ed yo u r
emo tions to come to the front . There is a 15% chance that any
time you are experiencing s trong emotions, they wil l over-
whelm you. You do th ings l ike s top ping to cry over a su nset ,
or becoming irr i ta ted enough to r ip that tagging Klee’s headoff , or s topping to hug the Razaa because he just makes you
feel swell!
0 3 Yo u r su p e r io r s fe lt yo u we r e to o in d e pe n d en t a n d w o uld
even tua l ly go rogue . As a r e su l t , you were p laced in “The
Machine” to be re-edu cated . Reduce your IQ by 10 po ints and
red uce INT by 20 p oints. You h ave a 20% cha nce to follow any
order from another Whe without hesi ta t ion .
04 -05 Dur ing tr a in ing, you acc iden ta lly k i ll ed a h igh leve l Gene ra l
that was watching the field exercise. After extensive interroga-
t ion with the Matr ix contro llers , you were re turned to tra in-
ing . Your IQ was redu ced b y 5 po ints , and you have a fear o f
Matr ix contro llers .
06 -07 To e scape from you r opp re s s ive gove rnmen t , you k i ll ed the
re s t o f you r fou r -man r econ team wh i le exp lo r ing an a l ien
planet. After killing the crew and stealing their ship, you took
off . You have transporta t ion now but are on the Whe’s ten
mo st wanted l is t .
08-09 Your s ter i l iza t ion d idn’t work. You have a 5% chance of los-
ing contro l around the opposite sex .
1 0 - 1 1 Wh e n yo u w e n t Ro g u e, yo u w e r e c a p tu r e d a n d a l lo w e d to
escape. You do not know it, but you have been implanted with
a sub-der mal track ing unit . A specia l re tr ieval squad h as been
following you for months, t racking your every move. The
mission is to d iscover if you wil l lead them to o ther rogue
that they can e xterminate .
12 -13 You were l abe led a rogue because you have troub le con tro
ling your aggressive impu lses. You ha ve a 5% cha nce to attac
someone tha t ha s p rovoked you in som e way, r ega rd le s s
the s i tuation .
14-15 You are afra id of insects . They give you the creep s and dis trayou from wha t ’s go ing on . -5% pe rcep t ion checks whe
a round bugs .
16-17 You have been placed on the Whe’s “100 0” most wanted lis
Renegades on the list always have an active retrieval/exterm
nation unit hunting them. There is a 15% chance for a hun
ing party to sho w up a t any t ime.
18 -19 You and you r sec re t ma te wen t rouge toge the r . She and you
e igh t ch i ld ren a re in h id ing . You mus t send 20% o f you
income to them to keep them hidden.
20 -21 You a re a gamb le r and l ike to be t on eve ryth ing .
2 2 - 2 3 Yo u h a d a n e a r d e a th e x p er i e n ce a n d a r e c o n vi n ce d o n
great th ings await in the af ter l ife . You mak e irr a t ional dec
s ions abou t dange rous s itua tions and have + 15% o f go inberserk in batt le .
24-25 You are addic ted to a Razaa a le called Death’s Widow. Eve
time you take a dr ink , you get a eu phor ic h igh, but your Co
is reduc ed b y 20 points . Your Con h eals from Dea th’s Wido
poisoning a t 1 point an hour. I f your Con is red uced to zer
you are dead. You must make an INT check to realize that yo
are drinking yourself to death and s top. A fa i led INT chec
means you take another dr ink . Death’s Widow has no detr
men tal effects on your Razaa dr inking buddies .
26-30 You are fashionable . No wonder you went rogue. You might a
well wear a big neon sign that says, “I want to be different.”
31 -35 You fee l lone ly and i so la ted s ince you r sepa ra t ion from th
hive. You latch on to people and won’t leave them alone.36 -40 You found a book o f poems and abso lu te ly ado re them. Th
mak e you feel a l l warm and fuzzy inside . You keep th is boo
with you and read the poems whenever you can.
41-4 5 You love Disrapa n sweet ale. You will go out of your way to get
46-50 You were once exposed to u l tra h igh levels of radia t ion , whic
had an affect on your Matrix Controlling ability. Roll an ext
d10 for any Matr ix a t tempt. 1-5 , nor mal effect; 6 ma tr ix doe
1/2 effect; 7 , matr ix does 2x effect; 8 , p ick a random matr i
one level lower than curre nt matr ix ; 9 , p ick a rand om m atr
one level h igher than you are normally a l lowed to generat
10 , you fa l l unconsc ious fo r a number o f rounds equa l t
matrix level.
51-55 They left the UV light on a li tt le long during your t ime in th
ma tu ra t ion cham ber . You r sk in i s 4 shades da rke r than an
other Whe.
56 -60 You a re inc red ib ly messy. You have a 20% chance to hav
misplaced som e i tem for which you have an imm ediate nee
“I could h ave sworn I put the laser p is to l on m y belt!”
61-64 Music affects you. Mili tary mar ches send you in to the typic
aggressive Whe state. Other music has different effects whic
are up to the BM. Effects l ike aro usal , cry ing, or ca lming ar
comm on re su l t s from exposu re to mus ic .
4BEYOND THE RIFT
I WAS J UST GROWING U
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65 -69 You were a Whe Games Hove rboa rd cham p ion . Add + 20%
Char i sma when dea l ing wi th o the r Whe . Take 15 leve l s o f
Hove rboa rd sk i l l . The downs ide i s tha t the re i s a spec ia l
reward for your capture as an example to o ther rogues.
70 -71 You saved a Klee merchan t from a Whe p r i son sh ip . He wi ll
sell you anything he can get at 20% off.
7 2 - 7 3 A b l o w t o th e h e a d i n tr a i n in g c a m p r e d u c e d yo u r I Q b y 5
p o i n t s . O n t h e b o n u s s i d e y o u w o k e u p l a t e r w i t h W h eMatr ix ab i l i t i e s . Take 1 ma t r ix power wi th the op t ion to
lea rn mo re la te r.
74 -75 You a re a good sho t. Weapon sk i ll s inc rea se by 5% pe r l eve l
instead of 4%.
76-77 You are psychologically s table . -10% to go berserk or su ic idal .
78-79 You’re lazy and s lo thful . Gain 2 levels of s tea l th from avoid-
ing work !
80 -81 Your t e am was wiped ou t on a fron t ie r p lane t . You su rv ived
for 2 years on th e alien plan et. This little jaunt taugh t you h ow
to think for yourself. Gain 5 Levels of Survival skill, but the
down side is that you c aught a v irus , which r educe d your Con
by 5 points .
8 2 - 8 3 T h e r e tr i e va l s q u ad t h a t is h u n t in g yo u i s l e ad b y a n o l dfr iend. He provides c lues when they are gett ing c lose to you
so you have a chance to e scape . K i l l ing any o f the squad
negates h is fr iendship .
84 -85 You a re open minded . You can work toward ge tt ing a second
p r i m a r y o c c u p a ti o n w it h o ut t h e n o r m a l d o u b le s k il l c o s t
penalties that Whe suffer.
86-87 You faked your death , and the Whe governm ent believes i t .
88 -89 You a lways d reamed o f be ing a wa r r io r and go ing to ba tt le
schoo l. Unfortunate ly, you wer e sma rter than your peer s and
feared that you would wind up in sc ience school. You were
able to fake you r test scor es and get into battle scho ol. Add 1 5
points to your IQ.
90-91 A grenade blew your legs off. You were g iven cybern etic legs .They have a strength and agility of 100. Each leg has a thresh-
old of 2 a nd 1 00 p oints of In tegrety.
92-93 You were born with Whe Matr ix abil i ties , but you a lso inher-
ited a genetic defect that causes you to suffer convulsions dur-
ing t imes o f s t r e s s . You r supe r io r s deemed th i s incu rab le
defect too d ebil ita t ing for you to becom e a warr ior and sched-
uled your recycling ( i.e. execution) . You escaped before you
were k il led , but because you possess matr ix abil i t ies , a spe-
cia l re tr ieval team has been sent to find an d kil l you.
94 -95 You were a t a c ti ca l o ffice r fo r a Whe re t r ieva l te am be fo re
going rogue. You know all the tac t ics used by the re tr ieval
squads. Take 5 levels of the Intelligence skill.
9 6 - 9 7 Yo u w e r e a b le t o e s ca p e fr o m t h e W h e p r is o n s h ip w it h a
who le c ra te o f Vehon . S ta r t th e game wi th 100K wor th o f
Vehon grenade s.
98 You rece ived ex tens ive t r a in ing in weapons and hand - to -hand
com bat. Take 1 level of 4 d ifferent weap ons for free .
99 Your gene tic he r i t age p rov ides inc red ib le hand -eye coo rd ina -
tion. + 20% to Manual Dexterity.
100 You have inc red ib ly qu ick reflexes . -3 to in it ia t ive .
FICKLEFINGER OFFATETABLE
Like the “Fickle Finger o f Fate Table” in the Battle lords b ook, p layers
may roll one or two t imes on th is table . All results are final , and the
player m ust p lay with the char acter no matter wha t their fa te . Like the
“I Was Just Growing Up Tables ,” the ”Fickle Finger of Fate Table” is
optional . Lis tings on th is table a re general ly real ly good or real ly bad.
01 -03 Whi le flee ing from the Whe , you were t aken in by a s tr ange
pointy-eared alien. When you woke up the next morning, you
were buck-naked and had been spray painted day-glow orange.
So far no thing has been able to rem ove the paint from your skin.
04 -06 You su ffe red b ra in damage . Lose 2d6 sk il l po in t s wor th o f
random skil ls .
07 -09 You have amnes ia . You don ’ t know who you a re , and you
don’t have any identification.
1 0 - 1 2 O h , it w a s b a d . Du r i n g a tr a in i n g m is s io n y o u r p r a c ti ce
ground s were invaded by the Whe. You assu med the real Whe
soldiers where s imply your buddies dressed up for the s imu-
la t ion . Half your team d ied when they ran up to the real Whe
so ld ie r s they sho t with the s imu la to r -guns and sa id , “ I go tyou; you’re dead!” Though you escaped, you s t i l l bear the
physical and mental scars of that day. Reduce Charisma and
Aggression by 10.
13-1 5 You ’re a wussie! Why do you do this for a living? It’s so high risk,
and you’re so safety conscious! Reduce Aggression by 25 points!
16-18 You are infected with a nasty virus . This virus will grow unti l
it clogs your circulation system. To keep it in check, you have
t o h a v e a m o n t h ly d o s e o f r a d i a ti o n a n d c h e m ic a ls t h at
redu ces a l l of your a t tr ibutes by 1d10 . This is a on e t ime loss
unless you miss your treatme nt. I f you m iss the treatment, the
virus gains a better foothold , and you’l l lose an addit ional
1d10 from each a t tr ibute upo n restar t ing the treatment. I f you
do not s tar t the treatment, reduce the a t tr ibutes permanentlyby 1d10 per mo nth unti l you die . The cost of your treatments
per month is 10 ,000 credits .
19 -21 You a re f rom a d i ffe ren t time . You were found in s ta si s and
revived to fu ll health . However, you do not kn ow ho w to u se
cu r ren t weapon sy s tems , sh ip s , o r anyth ing abou t the o the r
races . Redu ce Terrestr ia l Knowledge by 30. You c an n ot s tar t
the game wi th any weapon sk i l l s o the r than a rcha ic hand
weapon s ( BM discre t ion) .
22-24 As a child , you learned everything the hard way! Sticking fin-
gers into the waste disintegrator, plugging your pet dvork into
a power recep tac le , u s ing the po r tab le cook ing dev ice on
your ar m. Lose 30 p oints of INT and IQ but gain 2 Bod y Points
for tou ghness!
25 -27 You were nuked ! Caugh t in a nuc lea r b la s t , you r en t ir e body
was irr adiated . Redu ce STR, CON, MD, and AGL by 1d4 poin ts
eve ry 2 mon ths . When o ne o f those a t tr ibu te s r eaches ze ro ,
you’re dead .
28 -29 Your DNA was found a t the s igh t o f a h igh - leve l gove rnmen t
dignitary’s ass ignation . That governmen t is hun ting you with
ex t reme p re jud ice ! The re i s a 20% chance a h i t t e am wi l l
show up to take care of you, and no, they don’t care if they
take you dead o r a l ive!
48 BATTLELORDS O F THE TWENTY-THIRD CENTURY
1 • INTRODUCTION
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30 -31 You were cap tu red by the Whe , then to r tu red and u sed fo r
slave labor. Reduce your CON and STR by 20.
32-33 You’re a psycho-killer . Because of your travels and infrequ ent
v ic t ims , the au tho r i t i e s don ’ t know who you a re , bu t you r
chosen me thod o f d i spa tch ing you r v ic t ims i s the same in
every case . I t’s only a matter t ime before som e cop takes you
out, scum bag!
34-35 You were very c lose to an Aktai warp bom b when i t went off .Time/Space is still distorted around you. Whenever you travel
in ships with faster-than-light ( FTL) drives, you tend to blink
out o f exis tence for the du ration o f the FTL travel . No one is
qu i te su re whe re you go , bu t you a lways come back a b i t
shaken up .
36-37 You were one of the very few that had a severe reaction to the
Aktai language injection. You were in the hospital for months.
Reduce CON and STR by 20, but they paid you 3 00,000 Aktai
credits to kee p qu ie t about i t . ( See BM for exchange r a tes)
38-39 A Dul of the h ighest ranking in her l i fe ar t has c la imed that she
will impr ison your soul for an insult you m ade towar d her. The
real i rony is that you were just p icking your nose because i t
itched not because you were trying to insult anybody.40 -41 Eve rybody ha te s you . You’ re a je rk . Reduce Cha r i sma by 30
points , you wank er!
42 -43 You’ re on the Top 10 Mos t Wan ted fo r a lmos t eve ry gove rn -
men t in the sector . I suggest you k eep a low profile .
44 -45 Your ances to r was re spons ib le fo r r evea l ing the weaknesse s
in the Klee’s defensive perimeter to the Whe. This a l lowed
them to make a sneak a t tack on the Klee home world . I f the
Cedeun hadn’t warned the Klee, the Whe probably would have
wiped them out entirely. Everybody knows there was a traitor,
and i t’s only a matter o f time b efore your family com es und er
suspic ion.
46 -47 Ta lk abou t be ing in the wrong p lace a t the wrong t ime . You
were on a Disrapan sp ace po rt when a Klee in te l ligence teamuncove red and con f ron ted a cove r t Whe spy r ing . A l l he l l
broke lose. Now the Klee think you’re a Whe sympathizer, the
Whe think you’re a Klee agent, and the Disrapan think you’re
a terror is t. Sleep with your doo rs locked.
48 -49 A Whe ma t r ix con t ro l le r pe rmanen t ly made you r a rmor t r an s -
pa ren t .
50-51 The Whe targeted you for assassination. Your helmet has had the
time bom b m atrix generated on it. It is set to deton ate in 3 days!
52 -54 You a re the on ly pe r son tha t knows the loca tion o f an a l ien
space cra ft that crashed o n an unn ame d planet . This craf t was
fu l l o f e ig h t- le g ge d c r e a tu r e s t h at w e r e t o r n a p a r t u p o n
impact . The majori ty of their weapons and equipment is sa l-
vageab le. The salvage is wor th five time s the listed cos t due to
i ts unique orig in! Now if only you can find somebody crazy
enough to go out beyond the edge of known space to get i t !
Your BM will determine the salvage value.
55 -57 You were invo lved in an acc iden t wi th a son ic d r i l le r tha t
destroyed every bone in your body! They replaced your skeleton
with a cybernetic endoskeleton. Increase your STR by 5 points
but red uce CON by 5 points. You sk eleton has a thr eshold of 3.
58-60 You were a top level governm ent sc ientis t. Gain 12 skill points
in a sc ience skil l. Unfortunate ly, you mad e a d iscovery ( BM
discre t ion) that got you in to tro uble . While you aren ’t on th
“Most Wanted” list, you are still a criminal that will be arres
ed if you are caught.
6 1 - 6 3 Yo u w e r e r a is e d o n a fr o n t ie r w o r ld t h a t r e q u ir e d m o r
adaptabil i ty than no rm al. Once you have 20 skil l points in an
area , i t is t rea ted as your prim ary occupation .
64-66 Someone s to le a ll of your equipm ent. You got twice what i t w
worth from the insurance com pany. Double s tar t ing money.67-69 You discovered the ru ins of an ancient a l ien c ivi l iza t ion . Th
a r t ifa c ts a n d k n o w le d g e h i d d e n t h e r e a r e p r i c e le s
Unfortunate ly , you don’t have the resources to defend you
p r ize . Desp i te the fac t tha t the ru in s appea r to have bee
deserted for m il lennia , there do es appear to be evidence th
something has been running around the s i te .
70-72 A Klee has bond ed with you. I t just so happen s that th is Kle
is the head r equ isition o fficer for the lar gest trade r flee t. AN
THING you need, he can find it. He won’t necessarily cut yo
a deal , bu t he ca n find a lmost ANY item you seek.
73-75 You are the best a t what you do. Take one skil l a t level 15 .
76 -78 You a re we l l-ve r sed in a l l a spec ts o f you r job . You have a
extra 20 skil l points to spend in your prima ry occupation .79-80 You’re one of the “Golden Boys.” Your super iors believe yo
can d o n o wrong . On ly the mo s t he inous ac t ion wil l c au
them to see you in a differ ent light. You get a + 50 to Charism
when dealing with your d irect superiors or their boss .
81 -82 You’re the pe r son eve rybody wan ts to be when they g row u
Increase a l l a ttr ibutes by 2d4.
83-84 You have a Cedeun fr iend that has Mind Linked with you.
85-86 You’re one of the top competi t ion shooters in the sector. Tak
15 levels of a weapon skill.
87 -88 You’re a na tiona l he ro . Inc rea se Cha r i sma by 50 when dea
ing with any member of your species. Unfortunately, this als
mak es you a target for assassination . You ar e accom panied b
1d4 bod y guar ds at all times , unless you’re a ro gue Whe. ( Bwill determ ine bo dy guards’ s ta ts .)
89-90 You were minding your own business on a space cruiser whe
a s trange a l ien walked though the solid s teel bulkhead in t
your quarters . I t inform ed you that you would b e “ tested .”
you failed the test, you would die; but if you were victorious, th
universe would be forever changed. After making his speec
the alien simply walked though the wall and disappeared.
91-92 You’re r ich . Unfortunate ly, you’re a lso an arr ogant snob. Sta
out with 3 million Aktai credits.
93 -94 You a re the ru le r o f a sma l l, li tt le -known wor ld on the ou
skir ts of known space. The p opulat ion of th is p lanet is unde
four figures, but they’re still your loyal subjects.
95-96 You possess matr ix abil i ties used by another species in Zena
97 -98 You were a cop on you r home wor ld . Take 15 po in t s wor th
skil ls used in police work ( BM’s d iscre t ion) . You s t il l hav
yo u r s id e a r m . Ch o o s e a n a p p r o p r i at e w e a p o n fo r yo u
species that’s under 10K. ( BM’s discretion)
99 -100 You kno w a s t r ange a l ien tha t l ive s a lone in s ide a c r a she
space craf t on a deserted p lanet . After d iscovering the b ig
headed a l ien , you quickly befr iended him. He has the abil i
to manipula te energy, and you can call on h im from time t
time for favors.
4BEYOND THE RIFT
FICKLE FINGER OF FAT
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50 BATTLELORDS O F THE TWENTY-THIRD CENTURY
2 • SKILLS
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5BEYOND THE RIFT
ENTALSKILLS
Generation Time Reduction: This skill a l lows the m atr ix controller to r educe the a mou nt of time i t takes to generate a m atr i
Norm ally this skill is only used by the Dul, but ap par ently they hav
been able to teach it to other matrix controllers. For every level o
Generation Time Reduction ( GTR) skill the matrix controller possesses, he m
reduce the Generation t ime for a m atr ix by 1 secon d. If a matr ix casting t ime
reduced below 1 second, i t is cast in the 1st half action of the combat roun
For exam ple, a matr ix with 1 second generation t ime can be cast in the 1st ha
action of a round by anyone with 1 or more levels of GTR skill.
PHYSICALSKILLS
Hand-to-hand: Th is sk i l l i s bas ica l ly unchanged f rom the ve rs ion in th
Battlelords ru lebook . However , a cha r ac te r tha t pu rchases the hand - to -han
skil l must choose a specif ic f ighting s tyle or mar tia l ar t that the h and-to-han
skil l represents . If a character wants to use more than one f ighting s ty le , th
hand-to-han d skil l must be p urch ased an addit ional t ime for each f ighting s tyl
For instance, a c hara cter m ight have hand-to-hand ( brawling) a t 5 th level an
hand-to-han d ( Rock Wrestling) a t 4 th level . Hand-to-hand skil l percen tages d
not s tack, and a char acter with multip le hand -to-hand styles must p ick the on
he wants to use when making an a ttack. Each hand-to-hand sty le has i ts owadvantages and disadvantages, so i t is important which s ty le you choose. Fo
instance, in the above example of Brawling and Rock Wrestl ing, a characte
wanting to thro w a Cross Str ike m ust choo se Brawling because Rock Wrestlin
does not have the Cross Strike technique. Alternatively, if the character wante
to place his op pone nt in a Joint Lock ( i .e . Subm ission Ho ld) , he m ust choo s
hand-to-hand ( Rock Wrestling) , even though the character possess it at a lowe
level than han d-to-ha nd ( Brawling) . This is becau se the Br awling fighting sty
does no t inc lude the Jo in t Lock techn ique . I f the cha rac te r has the hand - t
hand ( Brawling) skil l a t 5 th level and the hand-to-hand ( Na-de-kah) skil l
6 th level and wanted to p erform a Cross Str ike , he could ch oose e ither sk il l
use s ince both have the Cross Str ike technique. However, s ince the hand-to
hand skil l does not s tack, he could a t tack a t 5 th level or 6 th level but not
11th level.
FightingStyles&Martial ArtsBrawling: Brawling is the only fighting style that a character can pick up with
ou t t r a in ing o r s tudy. The do wns ide to b rawl ing is tha t the n umber o f t ec
n iques a b rawle r has i s limi ted in com par i son to the num ber o f techn iques
mar tia l ar t is t can access . Brawling only costs two points per level . SC: 2
Techniques: Strike s ( cross a nd ho ok) , Head attacks ( bite) , Kicks ( kick
Weak Po int Attacks ( eye str ike) , Defensive Techniqu e ( dodge)
OCCUPATIONAL SKILL
C H A P T E R 2
Skills•2
INTHISCHAPTER...
Mental Skill Descriptions
PhysicalSkill Descriptions
MartialArtsDescriptions
TechniquesTables
VehicleSkill Descriptions
WeaponSkill Descriptions
Whowouldhavethought thatRamPythonsand
Razaawouldhavesomethingincommonacrossthat
vastdistanceofspace;needingtowingoodoldfash-
ioned feats of strength. Despite not being able to
understandoneanothertheybothspeaktheinterste-
larlanguageof“mymusclesarebiggerthanyours.”
SKILL SC L T $ PS JA M JS BC
GTR 9 5 1Y 50 IQ - 12 - -
MENTAL SKILLS
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52 BATTLELORDS O F THE TWENTY-THIRD CENTURY
Aktai Martial ArtsKnell: The a r t o f Kne l l i s p r imar i ly a de fens ive a r t tha t focuses on
blocking or redire cting an opp onent’s a t tacks. Knell practi t ioner s have
a + 10 to per form a Dod ge or Throw. SC: 3
Techniques: Joint Lock, Throws, Fakes, Traps, Defensive Actions
( dodge)
Yelah: Yelah is a n ick-nam e for an un pro noun ceable Aktai martia l ar t .The art is based on a s imple prem ise; every block opens an o ppor tuni-
ty for a counter a t tack. Yelah practi t ioners have + 25% bonus to per-
form a counter s tr ike . SC: 4
Techniques: Strikes ( all) , Kicks ( all) , Joint Lock , Fakes, Tra ps,
Weak Po int Attacks, De fensive Techn ique s ( all)
CedeunMartialArtsRock Fighting: The Cedeu n ar t of roc k fighting is a com bination of zero-
G kick boxing and r ock thro wing. Practi tioners ar e skil led in the art of
hand-to-hand combat as well as throwing rocks. For every 3 levels of
Rock Fighting, the cha racter rece ives on e level of Throwing skill. SC: 4
Techniques: S tr ikes ( jab , cross and elbow) , k icks ( All) , Weak
Point Attacks, Defensive Actions ( block and dodge)
Rock Wrestling: Though this sport lacks a form al name, the Cedeun sim-
ply call it Rock Wrestling. The goal of the art is to wre stle your o ppo nent
free of the asteroid to which he is clinging and fling him into space. SC: 2
Techniques: Control, Joint Lock, Traps, Defensive Actions ( block
and dodge )
DisrapanMartialArtsNa-de-kah: Na-de-kah is the art of aeria l grappling that a l l Disrapan
are taught from a young age. Na-de-kah prac ti tioners will generally per-
form fly-by attacks un til an o ppon ent is suitably s tunned. On ce s tunn ed,
a Na-de-kah pr acti tioner will grapple the tar get who is usually anotherDis rapan , a t temp t to d i sab le h i s opponen t ’ s wings , o r knock them
unconsc ious . An a t tacke r mus t b e ca r e fu l when g rapp l ing s ince bo th
ind iv idua ls wi l l be unab le to f ly and wi l l no doub t be p lummet ing
toward the g round . SC: 3
Techniques: S tr ikes ( cross) , k icks ( k ick and jump kick) , Head
a t tacks ( b i te ) , Con t ro l , Disa rm , Weak Po in t At tacks , Defens ive
Technique s ( dodge an d coun ter-s tr ike) .
Dul LifeArtsIn add ition to a d escription an d a list of available technique s, Dul martial
arts also list the Matrices available to a pr actitioner of that particular ar t.
Learning New Dul Matrices: When a character with a Dul life art
advances in to a new energy bracket, the player should check whether
the l ife ar t co ntains a m atr ix in that ene rgy bracket. If there is a m atr ix
in that energy brac ket, the Dul can m ake a chec k to learn i t . The chance
to lea rn the m a t r ix i s the sam e a s with o the r ma t r ix con t ro l le r s ( s ee
Galactic Undergrou nd I , page 67) . However, if the chara cter fa i ls to
learn his check, the matr ix can never be learned.
Restr ic t ions on Learning New Dul Matrices: A character can only
learn/gener ate a part icular Dul m atr ix if he possesses a Dul l ife ar t that
has that ma tr ix lis ted in i ts descrip tion. In add it ion, a ch aracter can o nly
generate m atr ices without pena lty if they are in h is Energy Bracket, as
desc r ibed on page 157 in the ma in Ba tt le lo rd s book . As an op t iona l
rule , BMs may declare that a ch aracter mu st have a t least 2 levels in a
Dul l ife ar t for each Energy Brack et level of the matr ix being cast . For
example, to generate Lethal Attack, a matrix that falls in the 2nd Energy
Brac ket, the ma trix contr oller m ust have at least 4 levels in a Dul life art
that has the Lethal Attack matrix listed in its description.
Attart: Attar t is a Dul l ife ar t that s tresses a t tack ra ther than defense.
For obvious reasons, Attar t practi t ioners have a reputation for being
ho t -headed . Most s tuden ts o f th is a r t wou ld m uch r a the r mak e a p re -
emptive s tr ike than wait for an opponent’s a t tack. Attar t s tudents are
o f ten emp loyed in occupa t ions where con t inued ma in tenance and
upkeep of equipment are key factors to success . SC: 9
Techniques: Strikes ( all) , Kicks ( all) , Weak Point Attack, Fakes,
Defensive Tech niqu es ( all)
Matrices: Lightning ( Self) ( 1) , Lightning Blast ( 2) , Lethal Attack
( 2) , Vibe Strike ( 3) , Heal ( Self) ( 4) , Powe r Dr ain ( 4) , Trih Blast ( 6) ,
Smar t Missile II ( 7) , Fist of Do om ( 8) , Trih’s Finale ( 9)
Kel-na: Kel-na is freq uen tly refer red to as the assassin ’s ar t. Originally,th is l ife ar t was only taught to assassins and th ieves, but most practi-
t ioners were hun ted down and k illed by mem bers o f o ther l ife ar ts that
f e a r e d t h e m . T o m o d e r n D u l , K e l - n a h a s b e c o m e a m u c h m o r e
respectable l ife ar t . Kel-na practi t ioners can be of any occupation but
typically are found in professional occupations l ike doctors , lawyers ,
e tc . The focus o f th is ar t is being able to overcom e opp osit ion, bo th in
your daily life and in combat. For every 3 levels of Kel-na, the user gets
one level of Stealth sk ill. SC: 8
Techniques: S tr ikes ( cross and elbow) , Kicks ( k ick, knee kick,
ju m p k ic k ) , Jo in t Loc k s, Th r o ws , Weak Po in t Attack s, Fak es , De fen se
Technique s ( b lock, do dge and coun ter-s tr ike)
Matrices: Cling ( 1) , Sense Weakn ess ( 2) , Blen d ( 3) , Invisibility ( 4) ,
Clou d Mind ( 5) , Trih Blast ( 6) , Mind Contro l ( 8) , Impr ison Soul ( 9)
Kne-na: One of the flashiest and well-known arts among the Dul, the life-
art o f Kne-na deals with the c ontrol of energy in all its form s. If a Kne-na
practitioner is h aving a ba d d ay, he will chann el the n egative en ergy he is
feeling into something creative. If a Kne-na practitioner is attacked, he will
redirec t his attacker’s charge away from himself. To a student of Kne-na,
everything is en ergy; it is how you contro l it that m atters. The ar t of Kne-
na is ren owned for its spectacular ener gy blasts. Kne-na p ractitioner s typ-
ically work in the ar eas of politics, or the news m edia. Kne-na p ractition-
ers ar e often celebr ities or in som e position of leader ship. SC: 7
Techniques: St r ikes ( j ab and c ro ss ) , Kicks ( a l l) , De fens ive
Technique s ( b lock, dod ge, and hard block)
Matrices: Lightning ( Self) ( 1) , Ener gy Sheath ( 2) , Ener gy Blast( 3) , Smar t Missile I ( 4) , Reflection Shield ( 5) , Trih Blast ( 6) , Smar t
Missile II ( 7) , Fist of Do om ( 8) , Trih ’s Fina le ( 9)
Na-nee: Na-nee is one of the few life arts that focuses on weapons. For
every 3 levels of Na-Nee, take one level of Archaic Hand Weapon skill.
Na-nee practi t ioners are renowned for their prowess with weapons of
a l l types. Na-nee pr acti tioners are often sh unne d by other Dul fighters
for their r e l iance on weapo ns. Most Na-nee pr acti tioners ar e engineers
or sc ientis ts , though a fa ir num ber are em ployed in the mili tary. SC: 9
2 • SKILLS
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5BEYOND THE RIFT
Techniques: Strike s ( all) , Kicks ( kick, kn ee k ick, sp inning k ick) ,
Disarm , Weak Point Attack, Joint Lock , Trap , Fake, Defensive Tech niqu e
( b lock, cou nter s tr ike , and do dge)
Matrices: I ron Palm ( 1) , Charge Weapon ( 2) , Incr ease Strength
( 3) , Energy Snare ( 4) , Hyper Thro wing ( 5) , Dea th In vulnera bility ( 6) ,
Smar t Missile II ( 7) , Bind Soul ( 8) , Im pr ison Soul ( 9)
Nok-la: Nok-la is a l l about focusing your aggression. Nok-la s tudents
are tra ined to ha rness their natur al aggression, holding i t in check at a l l
times un til it is need ed. Nok-la stude nts are foun d in all walks of life but
typically work in construction, public safety, psychological counseling,
or a s pro fessional a th le tes . SC: 7
Techniques: S tr ikes ( cross , hook , and elbow) , Kicks ( k ick, knee
kick) , Head Butt, Control , Joint Lock, Thr ow, Defensive Techniqu es
( dodge)
Matrices: Em pathy ( 1) , Blitz ( 2) , Berserk ( 3) , Transfer Power
( 3) , Suicidal ( 5) , Dea th In vulne rab ility ( 6) , Death Touc h ( 7) , Sacrifice
( 8) , Trih’s Finale ( 9)
Suw-ne-na: The l ife ar t of Suw-ne-na d eals with disabling your opp o-
nent with the least amoun t of force on your p art . Suw-ne-na p racti t ion-ers are often in technical f ie lds , but many are a lso poli t ic ians, media-
tors , or law en force men t officers . SC: 7
Techniques: S tr ikes ( cross and elbow) , Kicks ( k ick, kne e kick) ,
Weak Point Attack, Joint Lock, Throw, Defensive Techniqu es ( b lock,
counter s tr ike , and dodge)
Matrices: Sense Power ( 1) , Life Sense ( 2) , Para lyze ( 3) , Fre eze
Blast ( 4) , Reflection Shield ( 5) , Imp ar t Ability ( 6) , Smar t Missile II
( 7) , Fists of Do om ( 8) , Trih ’s Fina le ( 9)
T’ka: T’ka is a Dul life art stressing mental discipline. T’ka practition-
e r s s t r e s s fo re though t and p lann ing in a l l the i r a t t ack s t ra teg ie s . In
addit ion, s tudents o f T’ka often a ttack their targets m entally ra ther than
physically. T’ka a rtists have a re putation for be ing dirty fighters, tho ughthey cla im they are just able to o ut th ink their op pone nts . T’ka p racti-
t ioners are often found in occupations that rebel against socie ty and
established norms. Your typical T’ka s tudents are often employed as
art is ts and musicians, though just as many are in science occupations
or are military officers. SC: 1 0
Techniques: S tr ikes ( a l l) , Kicks ( a l l) , Bite , Head Butt , Fakes,
Traps, Throws, Defensive Techniques ( b lock an d d odge)
Matrices: Sense Power ( 1) , Read Mind ( 2) , Numb Senses ( 3) ,
Sensor y Block ( 4) , Revenge ( 4) , Cloud Mind ( 5) , Stasis ( 6) , Death
Tou ch ( 7) , Mind Control ( 8) , Impr ison Soul ( 9)
Tourt: Tourt is an art that s tresses toughness and durabil i ty . A Tourt
practi t ioner m ust und ergo r igorous physical con dit ioning every day. Forevery two levels of tourt , the practi t ioner receives an addit ional body
po in t. A Tour t p rac t it ione r mus t p e r fo rm th is to r tu rous work ou t fo r
two hour s every day or lose the ab ove bonus, un ti l they again work out.
Because o f the cons tan t phys ica l t r a in ing Tour t p rac t i t ione rs mus t
under go, they are o ften emp loyed in jobs that req uire ph ysical labor or
that have a flexible schedule. Often Tourt students are employed as con-
struction workers . SC: 1 0
Techniques: Strikes ( jab, cross, and elbow) , Kicks ( knee) , Head
Butt, Control, Joint Lock, Throw, Defensive Techniques ( block and dodge)
Matrices: I ron Palm ( 1) , Power Shield ( 2) , Fatigue Resis tanc
( 2) , Fie ld of Protection ( 3) , Undying Warrior ( 3) , Durabil i ty ( 4
Reflection Shield ( 5) , Death Invulnerab il ity ( 6) , Death Touch ( 7
Sacrifice ( 8) , Shield o f La’na ( 9)
Tra-el: When someone says Tra -e l , one th ing shou ld pop in to you
mind: Speed. Tra-el practi tioners a re as fast as they com e. Tra-el pra
ti tioners get an addit ional a t tack for every 4 levels over level 2 , ra thethan the usual 5 levels. Tra-el practitioners are always moving, and thei
caree r c hoice u sually ref lects th is . Tre-al s tuden ts are often p ilo ts , bu
they tend to change jobs frequently. SC: 1 0
Techniques: St r ikes ( a l l) , Kicks ( a l l) , Weak Po in t At tack
Trap ping, Defensive Tech niqu es ( all)
Matrices: Spee d Str ikin g ( 1) , Ru nn ing ( 1) , Levitation ( 1) , Fly ( 2
Speed o f Tra lu le ( 3 ) , Te lepo r ta t ion ( 4 ) , Avo idance ( 4 ) , Hype
Thro wing ( 5) , Bind Soul ( 8) , Trih’s Finale ( 9)
Tre-la: The s tuden ts of th is Dul l ife ar t s tr ive for one goal: to ta l focu
and concentra tion under any circumstances. Though Tre-la practi t ion
ers can be found in any occupation, they are typically found in high
stress jobs l ike big business or law enforce men t. SC: 9Techniques: Strikes ( all) , k icks ( all) , Joint Lock , Disar ms, Wea
Point Attacks, Defensive Techniques ( block, counter strike, and dodge
Matrices: Leap ( 1) , Focused Attack ( 2) , Trian gulation ( 3) , Pa
Imm unity ( 4) , Heal ( Other) ( 5) , S tasis ( 6) , Death Touch ( 7) , Min
Control ( 8) , Shield o f La’na ( 9)
KleeMartial ArtsKus: Kus is the mo st pop ular Klee m artia l ar t . Kus involves suc kerin
your opponent in to lowering his defenses for a cr ippling a ttack. Ku
prac ti tioners r eceive a + 20 to their fakes. SC: 5
Techniques: S tr ikes ( a l l) , Kicks ( no jumping kicks) , Disarm
Weak Po int Attacks, Trapp ing, Fakes, Defensive Tech niqu es ( all)
Trus: Litera lly transla ted as “dir ty,” Trus practi t ioners are the dir t ie
fighters in Zenax. Originally a wre stling style art, Trus h as ch anged sinc
the Klee encoun tered larger, a l ien o ppone nts . A Trus fighter will lea
onto a larger oppon ent and crawl around them like a rabid squirre l . Th
whole time the victim is trying to get rid o f the angry Klee, he is delive
ing multiple bite wounds to his aggressor. Trus fighters have also bee
known to carr y num erous kn ives and other c lose com bat weapons. Tru
fighters get one level of Hand Weapon ( Knife) for every three levels o
Trus and one level of Acro batics for e very 5 levels of Trus. SC: 5
Techniques: S tr ikes ( a l l) , Kicks ( knee kicks) , Head Butt, Bit
Control , Joint Lock, Throws, Disarms, Weak Point Attacks, Trappin
Defensive Techniques ( b lock an d d odge)
RazaaMartial ArtsMazie: Mazie , for lack o f a better analogy, is the Razaa equivalent t
k ickboxing. In typical Razaa fashion, the art lacks the f inesse o f huma
kickboxing and basically involves bruta lly pummeling your opponen
into submission. The emphasis of Mazie is to practice launching th
mos t power fu l a t tack the s tuden t i s capab le o f gene ra t ing . Block in
incom ing attacks is a seco ndar y concern to m ost Mazie s tudents . Maz
practi t ioners get double their s trength bonus on an a ttack by spendin
MARTIAL ART
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54 BATTLELORDS O F THE TWENTY-THIRD CENTURY
all of their actions o n a s ingle a t tack. SC: 4
Techniques: S t r ikes ( c ro ss , hook , and e lbow) , Kicks ( a l l) ,
Throws, Defensive Techniques ( dodge a nd hard block)
Taling: There’s an old phrase in the martial arts: never box a boxer and
never grapple a grappler. The Razaa art, Taling, is the equivalent of human
wrestling. Taling practitioners are consummate grapplers who are just as
at hom e grappling with an alien species as they are their own kind. SC:
3
Techniques: S tr ikes ( c ro ss and e lbow) , Head Bu tt , Con t ro l ,
Throws, Joint Lock, Disarm , Defensive Technique s ( dodge)
WheMartial ArtsJus: All Whe co mb at troo ps ar e traine d in the ar t of Jus. Jus is a no frills
hand-to-hand combat system that is designed to be s imple and easy to
lea rn . SC: 3
Techniques: S tr ikes ( c ro ss and e lbow) , Kicks ( k ick and kneekick) , Disarms, Weak Point Attacks, Defensive Techniques ( dodge and
b lock )
FIGHTINGSTYLE/ MARTIALARTTECHNIQUELIST
The following char t sum mar izes the l ist of available techniques for the
various mar tia l ar ts and f ighting s tyles presen ted in th is boo k.
TechniqueList keyJAB: Jab CRO: Cr o ss ELB: Elb o w
HOO: Ho o k BIT: Bite HB: Head b u tt
KI C: St an d a r d k i ck KNE: Kn e e k i ck SP I: Sp i n ni n g k i ck
JUM: Jumping k ick JSK: Jump sp in k ick CNL: Con t ro l
JL: Jo in t lo ck TRO: Thr ow DIS: Disa r m
FAK: Fak e TRA: Tr ap WPA: Weak Po in t Attack
BLK: Blo ck CST: Co un te r s tr ik e DOD: Do dge
HBK: Hard block
*Eyestrikesonly
**CedeunandDisrapanarenatural biters.Other speciesthatstudythesemar-
tialartswill quicklydevelopthesamehabit.
2 • SKILLS
ART JAB CRO ELB HOO BIT HB KIC KNE SPI JUM JSK
Attart X X X X - - X X X X X
Brawling X X X X X - - - - - -
Jus - X X - - - X X - - -
Kel-na - X X - - - X X - X -
Kius X X X X - - X X X - -
Knell - - - - - - - - - - -
Kne-na X X - - - - X X X X X
Mazie - X X X - - X X X X X
Na-De-Kah - X - - X** - X - - X -
Na-nee X X X X - - X X - X -
Nok-la - X X X - X X X - - -
Rock Fighting X X X - X** - X X X X X
Rock Wrestling - - - - X** - - - - - -
Sue-ne-na - X X - - - X X - - -
T’Ka X X X X X X X X X X X
Taling - X X - - X - - - - -
Tourt X X X - - X - X - - -
Tra-el X X X X - - X X X X X
Tre-la X X X X - - X X X X X
Trus X X X X X X - X - - -
Yelah X X X - - - X X X X X
FIGHTING STYLE/ MARTIAL ART TECHNIQUE TABLE 1
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5BEYOND THE RIFT
VEHICLESKILLS
Hover Board: Th is sk i l l a llows the u se r to ska te on a ho ve r boa rd .
While on a hover board, the pilot’s Defensive Modifier is assumed to be
0. However, while using the hover boar d, the user possesses a negative
defensive m odifier equal to their curr ent level of hover boar d skil l .
For instance, Aaron , a hu man , nor mally has a Defensive Modifier o f -10 and 15 levels of hover board skil l . However, while s tanding on a
hover board, he can not dodge and stay on the board. As a result , h is
Defensive Modifier is red uced to zero for as long as he rem ains on the
boar d. However, Aaron is great a t p i lo ting a hover boar d and can sub -
stitute his 15 levels of hover board skill for his defensive modifier. Like
the standard Defensive Modifier, this assumes the character is trying to
avoid being hit and attempting to evade the a t tack.
WEAPONSKILLS
I t is on ly a ma t te r o f t ime be fo re cha rac te r s encoun te r o r cap tu re an
alien weapon an d want to use i t . Even though Zenax weapo ns work on
the sam e pr inciple as Alliance weap ons, they are so different that char-
acters are unlikely to f igure out how they work. Thus learning how to
use a Whe ra il gun requires that you purchase the Whe ra il gun skil l ,
even if you alrea dy have the ( Alliance) Rail Gun skill.
The question then becom es, “Where ar e charac ters going to get the
tra ining they need to learn how to use these weapons?” Fortunately ,
there are several options. Characters may be able to f ind someone t
tra in them in the use of an a lien weapon. There is a Klee trader som
wher e out ther e that will sho w you h ow to use an y weap on you want, fo
a price . Alternatively , a character might be able to f igure out how t
work the weapon g iven en ough t ime and dange rous expe r imen ta t io
( BMs discretion ) . Char acter s who ar e skilled in Alien Tech nolo gies ma
be able to wing-it with a strange weapon system, but they’ll never be agood as someone who is tra ined with a weapon.
Remem ber that even if you k now ho w to use an a lien weapo n, yo
sti l l have a -30 modifier to use that weapon because the tr igger wa
designed for a l ien hands, not yours .
VEHICLE AND WEAPON SKILL
ART CNL JL TRO DIS FAK TRA WPA BLK CST DOD HBK
Attart - - - - X - X X X X X
Brawling - - - - - - X* - - X -
Jus - - - X - - X X - X -
Kel-na - X X - X - X X X X -
Knell X X X - X X - - - X -Kne-na - - - - - - - X - X X
Kus - - - X X X X X X X X
Mazie - - - - - - - - - X X
Na-De-Kah X - - X - - X - X X -
Na-nee - X - X X X X X X X -
Nok-la X X X - - - - - - X -
Rock Fighting - - - - - - X X - X -
Rock Wrestling X X - - - X - X - X -
Suw-ne-na - X X - - - X X X X -
T’ka - - X - X X - X - X -
Taling X X X X - - - - - X -
Tourt X X X - - - - X - X -Tra-el - - - - - X X X X X X
Tre-la - X - X - - X X X X -
Trus X X X X - X X X - X -
Yelah - - - - X X X X X X X
FIGHTING STYLE/ MARTIAL ART TECHNIQUE TABLE 2
SKILL P L T $ PS JA M JS BC
Hover Board 1 25 2wk 1 AG - 15 - -
VEHICLE SKILLSSKILL P L T $ PS JA M JS BC
Aktai Force Weapons 4 25 3wk 12 MD - 10 - -
Aktai LGAs 5 25 4mo 30 IN - 10 - -
Aktai MTWs 5 25 3mo 25 IN - 10 - -
Aktai Fuel Pumps 4 25 2wk 10 MD - 10 - -
Disrapan Lasers 3 25 2wk 10 MD - 10 - -
Klee ParticleWeapons
3 25 1mo 10 MD - 10 - -
Razaa PlasmaWeapons
4 25 3wk 12 MD - 10 - -
Whe ProjectileWeapons
2 25 2wk 8 MD - 10 - -
Whe Mass Doublers 5 25 4mo 25 MD - 10 - -
Whe Rail Guns 3 25 3wk 12 MD - 10 - -
Whe Vehon 1 25 1wk 5 ST - 10 - -
Whe Wall Guns 4 25 4mo 20 MD - 10 - -
WEAPON SKILLS
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EAPONS
There are a few things to remember about weapons in the Zenauniverse. The f i r s t is that there are very few w eapons m anufa
tures who are n ot loyal to the i r n at ion of r esidence or specieCombine this with the fact that nobody trades weapons technolo
gies with anybody else, and you’ve got l im ited weapon c hoices. This m eans thcharacters fro m the Al l iance are only l ik e ly to get weapons from a couple o
sources: th ings they br ing w i th them and th ings they take, bu y, or steal f rosomebod y else. Native species are even mo re restricted as to the “ things thebr ing wi th them” and wi l l be l imi ted to weapons and equipment bui l t by the
species.The pr ice of a l l weapons and equipment l is ted in th is book are in Akt
credi ts, which i s the closest thing to a “ universal cur rency” that exists in ZenaThis is done to show the weapon’s va lue in re la t ion to other weapons an
equipment. Depending on avai labi l i ty, species of manufacture, rari ty, and thsel ler ’s opin ion of you, the pr ice m ay change dramatica l ly. I n addi t ion, s incthere is no single curr ency among the species of Zenax, you also have to facto
in the exchange rate of the curr ency you are using. To fur ther com plicate maters, species l ik e the Klee don’ t even use cur rency; instead, they barter fo
goods. Your BM wi l l be the f ina l arb i tra tor on the cost of a part icu lar i tem.Final ly, the weapons l isted here are examp les of what characters are l i ke
to encoun ter wh ile adventurin g. Just because i t isn’t l isted here do esn’t m eandoesn’t exist. So don’t get cocky because you’re in mechanized battle armo
and you’ve never seen a Whe with a Wall Gun capable of doing heavy poidamage. Just around the cor ner your BM may have a surpr ise for you, anddoes triple digit damage!
Note: Remember that you h ave a -30 m odi f ier to use a weapon wi th aal ien tri gger, assumin g you can find the trigger.
5BEYOND THE RIFT
WEAPONS INFO
C H A P T E R 3
WeaponsandEquipment •3
INTHISCHAPTER...
WeaponsTables
WeaponDescriptions
ArmorTables
ArmorDescriptions
ArmorOptions
DefensiveSystems
MedicalEquipment
PersonalEquipment
ARazaa with a typical ridiculously-sized
weapon,theTaZiZa.Needlesstosay,Pythonsstuck
inZenax arequitejealousof Razaatoys.
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58 BATTLELORDS O F THE TWENTY-THIRD CENTURY
3 • WEAPONS & EQUIPMENT
TYPE 1 2 3 4 5 6 7 8 P SS ROF Q DAM IR ENC TL AV COST
BFH 70 - - - - - - - 10 100 1/6 5 6-26 10 80 4 C 12K
Blade Launcher 85 65 20 - - - - - 15 80 1/4 1 2-12 4 15 3 UC 3K
Collapsible Staff 85 - - - - - - - 50 80 1 - 1-8 - 4 2 P 100
Electro-nails 45 - - - - - - - - 45 1 10 1-8 - 2 3 R 7500
Laser Knife 50 - - - - - - - 02 65 2 5 2-8 1 2 4 UC 400Laser lance 85 20 - - - - - - 45 80 1/3 10 4-16 1 6 4 UC 1600
Laser sword 75 - - - - - - - 35 75 1/3 7 2-12 1 6 4 C 900
Llurk 60 50 20 - - - - - 25 85 1/2 -/1 2-8 1 6 3 P 5000
HAND WEAPONS PG. 62
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
AFP1 90 20 -40 - - - - - 95 90 1/6 10 2-12 * 8 7 VR 90K
AFP2 87 50 10 - - - - - 93 91 1/3 5 10-40 * 16 7 VR 220K
AFP-S 65 30 10 - - - - - 91 80 1/2 3 20-80 * 24 7 U 3.0M
AKTAI FULL PUMPS PG. 62
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
Crusher 80 20 - - - - - - 96 96 1/3 5 4-24 * 140 7 VR 3.5M
Squish 85 40 5 - - - - - 90 90 1/6 7 5-30 * 180 7 VR 4.0M
Flattener 90 30 - - - - - - 93 93 1/9 8 6-36 * 260 7 VR 5.0M
Patty 110 60 20 - - - - - 96 96 1/12 3 8-48 * 500 7 VR 7.5M
AKTAI L0CAL GRAVITIC ACCELERATORS PG. 63
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
Adapt 100 65 20 - - - - - 98 90 1 5 1-8 0 7 7 UC 45K
Diverse 90 70 30 5 - - - - 97 92 1 10 2-12 0 7 7 UC 65K
Able 95 76 40 20 - - - - 96 91 1 7 3-24 0 7 7 UC 80K
Capable 97 59 34 12 - - - - 99 93 1 8 4-32 0 7 7 R 95K
Perfection 99 50 25 5 - - - - 98 96 1 11 12-48 0 7 7 R 500K
Terminus 80 40 15 - - - - - 96 98 1 4 10-100 0 7 7 VR 15M
AKTAI FORCE WEAPONS PG. 63
TYPE 1 2 3 4 5 6 7 8 MN SS ST/ROF Q DAM IR ENC TL AV COST
AMTW 2 120 90 73 40 13 07 - - 95 90 2/- 7 10 * 40 7 UC 3.0M
Dis. Mode 80 40 27 - - - - - 98 - -/1/3 - 1d10 ** - - - -
AMTW 5 150 100 80 70 40 20 10 02 96 91 4/- 10 20 * 80 7 R 6.0M
Dis. Mode 90 35 20 10 - - - - 97 - -/1/8 - 1d20 ** - - - -
AMTW 7 200 150 90 50 40 30 20 10 95 92 8/- 20 40 * 120 7 R 20M
Dis. Mode 95 70 40 20 03 - - - 95 - -/1/14 - 2d20 ** - - - -
AMTW 10 250 200 150 90 75 35 25 15 95 97 20/- 40 100 * 400 7 VR 50M
Dis. Mode 110 80 50 10 - - - - 90 - -/1/24 - 5d20 ** - - - -
AKTAI MTW PG. 64
* Integrity reductionisequal tothedamagetheshooter appliestotheweapon/armor/etc. ** Integrity reductionisequal tothedamagedonebytheweapon.
* Integrityreductionisequal tothedamagedonebytheweapon.
* Integrity reductionisequal tothedamagedonebytheweapon.
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5BEYOND THE RIFT
WEAPONS TABLE
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
EAU1 80 60 40 10 -30 - - - 99 99 1/3 50 2-12 1 20 5-6 P 130K
EAU2 80 55 45 20 00 -15 -35 - 99 99 1/3 30 3-18 1 30 5-6 C 160K
EAU3 80 60 50 35 15 -20 -40 - 99 99 1/2 10 4-24 1 40 5-6 UC 200K
CEDEUN PARTICLE WEAPONS PG. 65
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
AKS1 120 90 50 10 - - - - 99 95 1/2 15 5-30 8 40 5 P 50K
DJS1 150 99 30 - - - - - 99 98 1 8 6-48 10 70 5-6 C 375K
SKS1 135 70 25 01 - - - - 99 97 1 11 10-100 20 140 5-6 UC 1.0M
CEDEUN PLASMA CANNON S PG. 65
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COSTT3 Tac 110 95 80 60 30 10 - - 95 95 1 8 10-40 0 4 3 R 4000
HILD 130 98 85 20 - - - - 94 93 1 15 20-80 0 8 3 R 6000
LL-20 B 75 62 50 43 28 19 10 5 98 99 1 30 5-30 0 2 3 UC 60K
DISRAPAN BLINDING LASERS PG. 66
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
ML3 TR 95 70 20 05 - - - - 90 98 1 50 3-18 1 20 4 C 35K
Type 3 TR 90 75 65 43 23 08 - - 95 92 1 15 2-20 1 5 5 P 50K
MiS 5 99 87 67 53 33 20 11 5 92 98 1 5 2-40 1 7 5 C 80K
TR 5 110 90 83 67 50 40 20 7 99 99 1 12 4-24 1 5 6 UC 180K
TR 8 98 90 70 63 40 20 7 - 98 99 1 10 8-64 1 12 6 R 2.0M
CR 10 80 65 48 30 15 00 - - 92 92 1 20 10-40 1 7 6 R 2.5M
DISRAPAN CUTTING LASERS PG. 66
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
XRL-1 120 90 80 60 40 30 20 10 92 95 1 1 2-8HP 10 100 7 VR 20.0M
XLR-1RF 99 80 60 40 20 10 5 2 90 92 3 10 1-4HP 5 100 7 U 40.0M
DISRAPAN NUCLEAR LASERS PG. 68
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
LL-20 75 62 50 43 28 19 10 5 98 99 1 30 2-12 1 2 4 P 80K
LL-30 90 87 60 53 42 29 10 5 99 100 2 30 4-24 1 4 4 C 280K
LL-40 110 90 75 62 50 30 15 7 100 102 3 30 6-36 1 7 5 UC 1.2MLL-50 80 70 60 40 30 30 20 10 100 105 2 30 8-64 1 9 5 R 3.0M
DISRAPAN IMPACT LASERS PG. 67
DisrapanNuclearLasersusemissilerangebrackets
Damagedonebythisweaponis permanently subtractedfromthetargetsvisual modifier.
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60 BATTLELORDS O F THE TWENTY-THIRD CENTURY
3 • WEAPONS & EQUIPMENT
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
Piercer 60 42 30 19 11 - - - 80 81 1/6 8 1-4 1 8 5 UC 60K
Penetrator 70 65 52 43 30 10 - - 85 82 1/4 6 1-8 1 16 5-6 R 120K Exploder 87 70 50 45 29 05 - - 75 88 1/2 10 2-12 1 14 5-6 UC 200K
Blaster 92 83 72 61 35 10 -15 -25 92 80 1 12 1-20 1 19 6-7 VR 500K
Finale 100 92 83 66 39 25 -5 -15 72 90 1 30 6-36 1 35 7 U N/A
KLEE ANTI-ARMOR PARTICLE BEAMS PG. 69
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
Duster 80 65 43 20 0 - - - 95 89 1/ 2 30 2-12 1 5 5-6 UC 25K
Buster 83 70 39 15 -5 - - - 97 93 1/ 2 40 2-24 1 8 5-6 UC 50K
Grounder 92 79 50 30 10 - - - 94 92 1/ 3 28 4-48 1 10 5-6 R 250K
Shooter 88 68 39 10 -5 - - - 99 93 1/ 4 70 6-60 1 20 6 VR 500K
KLEE DUST GUNS PG. 70
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
Vaporizer 70 60 50 40 20 0 - - 95 98 1/2 15 1-8 1 3 5 C 30K
Zapped 80 75 62 35 15 5 -5 - 98 97 1/2 20 2-12 3 5 5-6 P/R 120K
Death2U 87 70 55 45 27 12 3 - 97 96 1 30 3-18 6 4 5-6 UC 250K
Destructor 90 82 60 53 35 10 -20 -50 98 98 1 12 4-16 12 6 6-7 VR 500K
KLEE PARTICLE WEAPONS PG. 70
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
Wargun 90 70 20 -5 - - - - 99 100 1 5 2-8x5 * 16 6 R 125K
Foebender 99 80 05 -40 - - - - 100 100 1 10 2-12x3 * 20 6 VR 85K
XG-1 120 50 20 5 - - - - 101 104 1 6 3-24x4 * 28 6 R 300K BFG-1 99 30 -5 - - - - - 100 102 1 25 4-16x8 * 32 6 VR 650K
RAZAA CONTINUOUS EFFECT DISINTEGRATORS (CEDS) PG. 70
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
TraZa 90 75 56 32 25 05 - - 99 99 1 6 4-24 10 22 4-5 C 20K
MakZa 100 90 70 60 40 15 -5 - 100 101 1 9 6-36 10 26 5-6 C 35K
MigZa 110 95 78 55 30 17 - - 100 99 3 12 3-18 10 20 5-6 C 175K
TragZa 89 74 61 45 10 -12 - - 100 100 1 8 10-60 10 28 4-5 UC 250K
TaZiZa 99 60 30 15 0 - - - 98 99 8 40 4-24 10 19 5-6 UC 160K
RAZAA PLASMA WEAPON PG. 71
* Integrityreductionisequal tothedamagedonebytheweapon.
TYPE 1 2 3 4 5 6 7 8 MN SS DAM IR ENC TL AV COST
M-1d 80 60 40 30 10 - - - 98 100 4-24 10 0.5 5-6 P 1000
M-2f 90 70 55 40 25 10 - - 98 100 3-18 10 0.5 5-6 P 3000
M-4c 80 50 30 10 - - - - 98 100 5-30 10 0.5 5-6 C 4700
M-19m 100 100 100 100 100 100 100 - 99 120 6-36 10 0.5 4-6 P 5500
MK-4 95 95 95 95 95 - - - 100 100 8-48 25 7 5-6 C 10K MK-5 95 95 95 95 95 95 - - 100 100 10-80 25 10 5-6 C 12K
MK-6 80 80 80 80 80 80 - - 100 100 6-60 25 12 6-7 R 30K
MK-6a 100 100 100 100 100 100 - - 100 100 20-120 25 14 6-7 R 40K
MK-7 120 120 120 120 120 120 120 120 100 100 30-240 25 20 7 R 50K
MK-9b 140 140 140 140 140 140 140 140 100 100 1-4HP 25 40 7 VR 65K
MK-15 170 170 170 170 170 170 170 170 100 100 10-40HP 25 80 7 VR 120K
DISRAPAN MISSILES PG. 68
M-series(armrockets) weaponsusetheHandanddischargeweaponrangebrackets. MK-series(reflexmissiles) weaponsusetheMissileRangeBrackets.
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6BEYOND THE RIFT
WEAPONS TABLE
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
Tramie8 70 60 55 25 05 -30 - - 91 97 1 12 2-8 1 2 2-3 P 500
Waks4 75 70 65 50 30 00 - - 98 99 1 8 1-6 1 1 2-3 UC 675
Dramier1 65 55 45 35 20 10 -20 - 96 98 1 6 4-16 3 4 2-3 VR 20K
WHE PROJ ECTILE WEAPONS - PISTOLS PG. 72
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
Emis6 85 75 70 60 50 40 20 10 96 100 2 17 2-8 1 7 3 UC 1500
Drak1 80 70 60 40 20 01 -30 - 97 97 3 20 3-12 1 10 3 P 2,000
Drak2 60 50 40 30 20 10 5 1 97 98 1 8 6-36 3 12 3-4 C 30k
WHE PROJ ECTILE WEAPONS - RIFLES PG. 72
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
Drak2A 70 60 50 40 30 20 10 5 97 98 8 8 6-36 3 18 3 UC 45k
Machier7 100 95 85 75 65 45 25 15 97 99 30 60 4-24 3 25 4 R 100k
WHE PROJ ECTILE WEAPONS - MACHINE GUNS PG. 72
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
DY8 105 95 85 75 65 55 45 35 80 90 1/10 10 4-16 2 50 7 R 500K
Kemde3 100 90 85 80 75 65 35 20 90 90 1/8 6 4-24 2 78 7 R 1.25M
Kud9 104 93 82 80 70 60 50 40 92 95 1/4 11 5-30 2 112 7 VR 3M
WHE MASS DOUBLERS PG. 73
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR THR-R ENC TL AV COSTUd9 95 85 75 65 45 35 25 15 98 98 1 10 2-8 1 5 15 4-5 C 45K
XK8 25 25 25 30 40 50 60 70 97 100 1 15 2-12 1 8 12 6-7 VR 250K
Yulu7 90 80 75 60 50 40 30 20 99 100 1 12 4-24 1 15 23 5-6 UC 400K
Mazz3 99 98 97 92 85 75 50 30 95 95 1 12 3-18 1 20 18 6-7 R 700K
JDU6 90 75 55 45 35 25 15 5 97 99 1 5 10-60 5 3 80 6-7 R 2.3M
WHE RAIL GUNS PG. 73
TYPE 1 2 3 4 5 6 7 8 P MN SS ROF Q DAM IR ENC TL AV COST
Vehon 1 80 60 25 00 - - - - - 97 50 1/6 1 2-12 1 1 * * 350
Vehon 2 60 40 5 00 - - - - - 95 50 1/6 1 4-24 2 2 * * 700
Vehon 3 40 20 -15 - - - - - - 96 50 1/6 1 8-48 4 4 * * 1200
WHE VEHON PG. 75
TYPE 1 2 3 4 5 6 7 8 MN SS ROF Q DAM IR ENC TL AV COST
Dij 50 30 20 10 - - - - 90 91 1 5 4-24 0 20 4 UC 35K
Mij 75 50 35 5 - - - - 95 97 1 7 5-30 0 18 4-6 R 55K
Traj 60 40 20 0 - - - - 92 96 3 8 5-30 0 22 4-6 UC 35K Mij2 40 30 10 0 - - - - 97 98 1 6 8-48 0 14 5-6 R 65K
WHE WALL GUN PG. 74
* UsethehighestTechLevel andAvailabilityratingofthefuseandanchorusedintheVehon
MassDoublersusemissilerangebrackets
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62 BATTLELORDS O F THE TWENTY-THIRD CENTURY
HANDWEAPONS
Because species l ik e the Dul and Razaa favor hand w eapons, there wil l
always be an abundance of u niqu e and ingenious hand weapons avai l-able to characters. Despite their brutal effectiveness in close quarters,
hand weapons are under fewer trade restrictions than other weapons.This makes them much easier for characters to obtain.
This l ist includes som e of the mo re uniq ue hand weapons in Zenax.However, there are Zenax equiva lents of m ost com mon Al l iance handweapons ( kn ives, swor ds, spears, etc.) .
BFH: The BFH is a ti tanium/ tungsten al loy sledgehamm er with a point-ed t ip . On the handle of th is w eapon is a button that activates smal lro ck ets that prop el the head of the hamm er towar d i ts target. The ham-
mer imp acts i ts target wi th trem endous force, crushing mo st objects i thits. The rockets have enough propellant for five attacks. The user of
the hammer requi res a strength of 100 to reta in hold of the weaponwhi le swinging i t . For each poin t o f strength un der 100 , subtract one
poin t from the weapon’s chance to hit. The ROF is redu ced to 1/1 2 afterthe rocket ’s fue l is exhausted, and the damage is reduced to 2d6.
Propellant ch arges cost 5 credi ts to recharge.
Blade Launcher: The blade launcher is a bastardized version of the
Whe l lurk that was bui l t by thei r enemies after observing the l lurk incombat. The blade launcher is a two-handed sword that can propel the
blade of the weapon toward a target from the h i l t o f the sword. Oncefired, th e weapon is useless unti l the b lade is reattached. Som e version s
have a retrieval cable that can be used to reel in the blade after i t hasbeen fired. Spare blades cost 500 cr edits.
Collaps ible Staff: This staff is composed of a l ightweight but durableal loy. At ful l length the staff varies from 3’ to 6 ’ in l ength depending on
the wil l of the user. Because of the staff’s tube within tube design, i t can
be col lapsed mu ch l ik e a telescope. The staff does temp or ary damage.
Electro-nails: This device is bui l t in to a pai r o f g loves. A powerfu lelectrical char ge is del ivered to anything or anyone touched by the user.
Safety mechanisms m ake i t im possib le for the user to shock h imsel f .The device is treated exact ly l ike a smal l thunderbol t generator . Any
meta l weapon the user grasps whi le using the e lectro-nai ls wi l l carrythe charge from the electro-nai ls del ivering i t to any target stru ck b y the
charged w eapon. Electro-nai ls have a r un t ime of 60 seconds beforethey require a recharge. Electro-nai ls cost 8 credits to recharge.
Laser Knife: Same as the laser sword only smal ler . The laser kn i fecosts 3 credits to rechar ge.
Lase r Lance: A larger version of the laser sword that is used for spear-
ing targets. In a pin ch i t can be thr own. Th e laser lance costs 8 creditsto recharge.
Laser Sword: The laser sword work s ident ical ly to the Er idani -style
l ight swor d, except that the damage ignor es absorptio n just l ik e a stan-dard laser. These weapons were original ly developed by Disrapan but
have been adopted by a lmos t eve ry m a jor spec ies i n Zenax. TheQuantity l isted for these weapons corr espon ds to the numb er of rou nds
the weapon w i l l funct ion b efore requi r ing r echarg ing. Damage done bylaser swor ds is redu ced by Threshold and Ablative Liner as with no rm al
laser attacks. The laser swor d costs 5 cr edits to rechar ge.
Llurk: The l lurk is the traditio nal hand weapon of the Whe soldi er. It is
basica l ly a tr iangular shaped, three-edged short sword wi th a largespike pr ojecting out of the bottom of the handle. The Whe simpl y poin ts
the bottom of the handle toward the target, pr esses a button o n the grip,and the sp ike is launched out of the handle toward i ts target. Once
f i red, the sp ike must be recovered and r e loaded. M ost Zenax n at ivesare wel l aware of the l lurk ’s capabi l i t ies, but the launching pommel
spike may catch Al l iance personnel by surpr ise. The spike does 1-8poin ts of damage. Occasionall y, a Llurk m ay be found that has had thepommel spike replaced with a laser. Spare spikes cost 10 credits and
have an encumbrance of 1.
AKTAI FULLPUMPS
Aktai fu l l pu mps ar e mo di f ied M TWs ( matter transmission weapons)that function more l ike disintegrators than teleporters. These weapons
disintegrate their targets then r eclaim th e energy given off by the unfor -
tunate victim for u se as fuel. The Aktai have taken tr emendou s cri tici smfor developing such a horri fic weapon, yet they claim it is not meant to
be sadist ic , on ly effic ient. The fuel p ump s are expensive to pr oducecompared to convent ional d is in tegrators, and the i r on ly benef i t is the
abi l i ty to last through extended combat. One wonders why the Akta iwoul d cr eate such an inefficient and expensive weapon system.
Game Notes: Each weapon has a reclamation number l isted in i tsdescriptio n. When the weapon has done an amoun t of damage equal to
the reclamation num ber, 1 shot can be added to the weapon’s curr entQ, up to i ts maxim um . The damage done by these weapons is subtr act-ed from the integrity of any object hit. These weapons do double dam-
age to or ganic tissue.Recharges cost 50 credits per shot. Spare batteries cost 500 cred-
its and have an encumbrance of 5. Encumbrance l isted for the weaponincludes the encumbrance of the battery.
AFP1: The AFP1 is a prototype fuel pump that has been assigned to
Aktai com bat troops for f ie ld- test ing. Reclamation num ber: 24
AFP2: Another p ro totype under going field-testing, the AFP2 is covered
in sensors and r ecord ing equipment to gather data about the unfor tu-nate vict ims of th is weapon. Reclamation n umb er: 50
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6BEYOND THE RIFT
AFP-S: The AFP-S has just begun to be disseminated amo ng the fron t-lin etroops for field-testing. The ultim ate goal of fuel p um p technology is dis-played in the AFP-S mo del. The AFP-S model does not reclaim energy
from disintegrated targets l ike typical fuel pum ps but r ather releases theenergy as a second ary explosio n at the site of the in itial attack. I n essence
the AFP-Su ses the target as a fuel sour ce to blo w up the same target. Yourown armor becomes a liability when pitted against this weapon. Twice the
amount of damage done by the AFP-S in its initial disintegration attack isapplied to the target as a concussive explosion immediately after the firstattack has concluded. Reclamation nu mb er: 60
AKTAI LOCALGRAVITICACCELERATORS(LGAS)
These weapons increase the pul l of gravity in a local ized area. Thesemassive, barely man-portable weapon systems are the ultimate battle-field k i l l i ng m achines. Cur rently the on ly defense against LGAs are p ow-
erful and expensive anti-grav systems. However, even these massive a-grav uni ts requi re a fract ion of a second in which to act ivate, dur ingwhich t ime the target must suffer the crushing effects of the LGA.
Gravi t ic accelerators do have a few drawbacks. Besides the i r astro-nom ical cost, they are woeful ly heavy and m ust be uncom fortabl y close
to their targets in order to attack.
Game Notes : The damage done by an LGA a t tack i s d i v ided
between al l bod y areas of the tar get. Arm or, weapons, defensive fields,f lux sh i leds, and a l l equipm ent carr ied are a lso attacked. D amage to
weapons and equipment is appl ied to in tegr i ty . Damage to armor is
divided b etween the i ntegri ty of al l sections. Defensive Fields and FluxShields are attacked, but they do not p ro tect the target from the effects
of an LGA. Aktai Energy Fields pr ovide no pr otection against LGAs.Recharges cost 20,000 credits per charge. Spare batteries are not
avai lab le. Encumbrance l is ted for the weapon includes the encum-br ance of the battery.
Crusher: This heavy LGA is moun ted in a back pack and general ly car-
ried into b attle by a heavy weapons officer who is trained to activate anduse i t. Typical ly at least four o ther sold iers escort the LGA troop er.
Squish : It has extended range and more damage than the crusher butwi th a lower r ate of f i re and m ore weight.
Flattener: The flattener is carr ied onto the battlefield by two to four per-
sonnel who set the device up and guard i t unti l needed. While most of
the team camouflages the unit, a “ ru nner” is sent out to lur e the enem
into range. The uni t can a lso be activated r emote ly by radio ( 2krange) , but because the enemy often destroys the unit after it is activa
ed, such a sacri fice is m ade only i f the enemy is a substantial thr eat.
Patty: The patty, or “ patty maker” as i t has been nic kn amed by the Whis cur rent ly the m ost powerfu l LGA that anyone has encountered. N
one k nows if the Aktai have a m or e powerfu l m odel. Because of i ts higcost and short range, the patty maker is used a lmost exclusive ly tambush vehic le crews where a quick k i l l is requi red before they ca
br ing their heavy weapon s to bear on the LGA crew.
AKTAI FORCEWEAPONS
These weapons cr eate fields of for ce that can be pr ojected at a target create a number of effects. The field can be manipulated to impact th
target l ike an omega weapon or modi f ied in to a nanoscopic ly th inarm or p iercin g needle. Once inside the arm or, the needle expands anwhips around l ike a loose f i re hose l iquefy ing the target ’s in terna
organs. The fields are so flexible that they can be used to manipula
objects at a distance. Force weapons are such efficient weapons thathei r l im i ted range is the one th ing that prevents them fr om being thonly weapon an Akta i would need. They don’ t seem to mind that th
weapons are r elatively fragi le.
Game Notes: If the field is set for a concussive attack, the dam agis t ransla ti onal and i gno res th reshold . I n a rmor p ie rc ing mode th
weapon can reduce an opponent ’s threshold when determin ing damage. Threshold i s not perm anently reduced. If the field is set for arm o
pierc ing m ode, the user can set the amoun t of thr eshold r educt ion whatever they desir e, up to the maxim um d amage of the weapon m inu
one. The shooter m ust decide BEFORE fir ing the weapon how m uch hor she wants to redu ce the threshold of the target. Whatever num ber th
user chooses wil l be subtracted from the damage done by the weapo
Armor-p ierc ing m ode ignores absorpt ion.If the field is set into manipulative mode, then the STR of the fiel
is equal to the maximum damage of the weapon. When the field is seto m anipul ative mo de, the CURRENT quanti ty ( Q) i ndicates the num be
of seconds i t m ay be used before the b atter ies are dr a ined. For eacsecond of use, reduce the cur rent qu anti ty ( Q) by one.
Because of the micro scopic d iameter of the armo r-p ierc ing tendrthe integri ty reducti on caused by the weapon i s 0 in al l m odes.
Recharges cost 50 cr edits per shot. Spare batteries cost 1000 cr eits and have an encum br ance equal to1.
Adapt: The Adapt was the f i rs t force w eapon that the Aktai f ie lded. has excel lent accur acy at very shor t ranges, even com pared w ith newe
models. Despi te i ts accuracy, the Adapt does have a few f laws. Thweapon is underpowered, and is unl ike ly to be considered a threat b
anyone wearing heavy armor. In addition, l ike most Aktai weapons i t relatively fragi le. Try not to dr op i t.
Diverse : The D ive rse i s an upgraded ve rs ion o f the Adap t fo rcweapon. I t sacr i f ices short- range accuracy for improved range an
damage. In addi t ion, i t has a larger power pack g iv ing i t double thcapacity of i ts pr edecessor. It is a l i tt le m or e dur able than the previou
model, but the modifications made to the weapon seem to have affec
AKTAI WEAPON
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64 BATTLELORDS O F THE TWENTY-THIRD CENTURY
ed its rel iabi l i ty. In arm or p iercin g mode this weapon is capable of tak-ing out low-end heavy armor.
Able : The Ab le fo rce weapon , l i ke the D ive rse , i s a mod i f i ed andimpr oved vers ion of the or ig ina l force weapon used by the Akta i , the
Adapt. The Able has incr eased range and dam age over the two m odelsthat were designed before i t . I t has the same size power pack as the
Diverse, which are in terchangeable. However the Able ’s increasedpower output means i t can f i re fewer shots than the Diverse beforeneeding a recharge. L ike the Diverse, the m odi f icat ions to the Adapt
weapon system have overcompl icated i t and th is weapon is pr one tomalfunction and wil l suffer l i tt le abuse before breaking.
Capable : After Aktai engineers were unable to upgrade the Adapt seriesof force weapons into a reliable weapon system they were forced to startfrom scratch. However, since many of the Aktai vehicles and armo r sys-
tems were designed to accomm odate the Adapt-series of for ce weaponsthe new weapon had to be the same weight and size. The end result of thenew weapon development was the Capable force weapon. Though sti l l
relatively fragile by some standards, the Capable is far less likely to mal-function than pr evious for ce weapons. The Capable has specs compar a-
ble to the Able force weapon , but it has lower accu racy at extr eme ranges.
Perfection: An upgrade to the Capable force weapon, the Perfection hasthe best damage yield of any force weapon avai lable when it was first
released. This weapon is a serious threat on the battlefield, and even sol-
d iers in m echanized batt le arm or can be “ put down” by th is bad bo y.The perfection has the largest power pack o f any Aktai for ce weapon.
Terminous : In an attempt to make the current l ine of force weapons a
thr eat to even the mo st heavi ly arm or ed oppo nents, the Aktai developedthe Terminous. Though you couldn’t tel l by looking at i t, the Terminous
is based off of the Capable for ce weapon. Even the Ak tai engineers whobui l t the weapon w ere amazed at the amount of power they were ableto squeeze out of the weapon given the size and weight restrictions of
using the Capable ’s chassis. The weapon’s m ajor drawback is that i tsucks the power out of the battery so fast, that you only get four shots
before you have switch b atteries or rechar ge.
AKTAI MTWAkta i m atter transmission weapons are actual ly state-of- the-ar t te le-por ters and a typical examp le of Aktai over achievement to do a sim ple
jo b . Th ese weap ons wor k un der th e sam e co nce pt as Al l ia nc e tel e-porters, only they have had the safety systems removed and can be usedto telepor t pi eces of the target away. The b enevolent Ak tai usually tele-
port w eapons and armor away from thei r targets, but the MTW can beused to rem ove appendages or intern al or gans.
These weapons are expensive, com plicated, and heavy. Each Aktaicombat unit is assigned one MTW as a support weapon. In a pinch the
weapon can be used as a standard d isintegrator b y manually aimi ng at
the target and rando ml y telepor ting pieces away.
Game Notes: This chance for a MTW to hit ( cal led a sensor lock
percentage) is based on the quali ty of the sensor systems used in theweapon. MTWs requi re a sensor lock on a target in order to te leport
p ieces or the whole th ing away. Often the sensor l ock must be main-ta ined ( ro l l i ng successfu l ly against your chance to h i t) for mul t ip le
ro unds in or der to attack the target. Without a sensor lock the MTW cannot attack the target. It is important to note that i f your target has anyscanning gear, they will detect that they are being scanned, and they will
also be aware of your location as well .Any active ECM the target possess is subtracted from the MTW’s
chance to hit. A sensor l ock is not affected by l ighting con dition s, cover,concealment, or wind conditions. Al l other Combat Modifiers affect the
sensor lock normally.M TWs always do the same amou nt of dam age. The user of an MTW
can choo se to do less than the l isted damage. The shooter then divides
the damage amon g the in tegr i ty of any weapons, arm or, or equipmentstuck in that area and/ or the target’s body points.
For example, if an MTW that does 20 points of damage struck the left
arm of an Alliance soldier, you can divide the damage between the user’sarmor and his body points. You could apply 5 points of damage to thearm or i ntegrity in the left arm and apply the other 15 poi nts to the target’s
body po ints. The user can di vide damage in any fashion he or she sees fit.If you wanted, you could divide the damage evenly between the armorintegrity and body points. If the target had a weapon o r pi ece of equip ment
in hi s left hand, it co uld also take dam age if the shooter so desired.MTWs do not have a rate of fi re. The speed at which an MTW fires
is dependent on the computer system being used by the weapon. Thefaster the computer, the faster the weapon can track and transport the
atoms of the target. MTWs h ave a Scanning Time ( ST) l is ted w hichreplaces the ROF and ind icates the num ber of r ounds the target must
maintain the sensor lock before the target can be attacked. If the sen-
so r l ock on the target i s b roken be fo re the target i s a t tacked , theprocess must start over again. Reducing the amount of material being
te leported can r educe the Scanning Time ( ST) . For Example, I f youchoose to move half of the weapon’s maximum load ( i .e. do half dam-
age to the target) , then the nu mber of r ounds you m ust mainta in thesensor lock is also reduced by half.
I f the weapon can not lock onto the target, i t may st i l l be usedagainst the tar get as a disintegrator. Use the statistics l isted for the dis-in tegrator m ode when f i r ing the weapon w i thout a sensor lock . When
used in this fashion , the weapon is affected norm ally by l ighting condi-tions, cover, concealment, and wind conditions.
Recharges cost 200 credi ts per shot. Spare batter ies cost 6000credi ts and have an encumb rance equal to the maximu m dam age of the
weapon. Encumbrance l isted for the weapon includes the encumbranceof the battery.
Note 1: When used in M TW mod e, arm or and Wh e defensive fieldscan be attacked d ir ectly and/ or bypassed to attack the target behind thef ie ld . In d is in tegrator m ode M TWs can no t bypass armor or defensive
fields, just l ike a standard disintegrator.
Note 2: MTWs weapons ( in either m ode) can be stopped by phase
null i f ication units ( Lock-N-Load, armor options) .
Note 3: MTWs can be used safely as a displacement device i f the
damage of the weapon equals or exceeds the sum o f target’s body poin tsand the integri ty of any armor, weapons, and equipment being moved.
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6BEYOND THE RIFT
This is assuming the weapon doesn’t malfunction while i t’s teleportingthe target.
AMTW2 : The AMTW2 is a second-generation matter transmissionweapon developed by the Aktai. While the first generation MTWs were
simply teleporter s with the safety features remo ved, second generationMTWs are designed for combat. The AMTW2, or model 2 as i t is also
kno wn, is an expensive and heavy piece of equipment wi th l im ited range.However, given abou t 2 seconds to scan th e target the AMTW2 is capa-ble of disabl ing most creatures in a single shot, assuming they are not
pro tected by a flux shield. Using the MTW2 as a personnel teleporter isnot recom mended, thou gh it is capable of telepor ting small creatures.
AMTW5 : The AMTW5 has a mu ch better r ange than the AMTW2, but i ts4-second scanning t ime m akes i t d i f f icu l t to use at fu l l pow er in com-bat. The AMTW5 can be used as a personnel te leporter i f you don’ t
mind the 5% chance that i t wi l l accidental ly disintegrate you.
AMTW7 : A massive piece of equip m ent, the ATMW7 is capable of doing
severe dam age to anything it is tar geted against. Ho wever, its slow scan-ning tim e and weight general ly relegate i t to the rol l o f suppor t weapon.
AMTW10 : This enor m ous MTW is capable of debi l i tating any unshield-
ed target on the battlefield. Its pon dero usly slow scan tim es, means theweapon is general ly used at 1/2 pow er or even 1/4 po wer, trading dam-
aged for an incr eased rate of fi re.
CEDEUNPARTICLEWEAPONS
For long range targets, the Cedeun genera l ly use Part ic le weapons
rather than the i r i n famous p lasma cannons. Cedeun part ic le weaponsare mu ch c loser in capabi l i t ies to Al l iance part ic le weapons than the
spectacular Klee particle weapons.
Game Notes: Cedeun Part ic le Weapons ignor e absorpt ion poly-
mer s. Magnetic disrup tion negates the effects of this weapon.Reloads cost 50 c redits p er m agazine. Spare m agazines have a cost
of 150 credi ts and an encumbrance of 1 . Encumbrance l is ted for theweapon includes the encumbrance of a ful l magazine.
EAU1: The EAU1 is a base model p article w eapon used by the Cedeun.Partic le weaponr y is used by the Cedeun w hen the target is beyond the
range of Plasma Cannons. The EAU1 is designated for use as a shortrange particle weapon. Cedeuns know th at i f i t is too far away for their
p lasma cannons to h i t , then i t ’ s i n sho r t range fo r the i r pa r t i c l eweapons.
EAU2: The EAU2 i s designed fo r med ium range work , ou tside the
range of plasma cannons. The EAU2 has increased range and damageover the EAU1.
EAU3: The EAU3 is the mo st powerfu l standard part ic le weapon cu
rently in use. The EAU3 designation ind icates the weapon is to be u sefor long range work. Regardless, the EAU is not capable of hitting ta
gets at extreme r anges l ik e high-end Klee particl e weapons. However,can st i l l launch a part ic le stream for a r espectable d istance. L ike a
Cedeun weapons, the EAU3 is heavy in compar ison to equiva lenweapon systems. Rumors abound that an EAU4 is being co-develope
with the Klee, which wi l l fur ther extend the reach and po wer of Cedeuparticle weaponry.
CEDEUNPLASMACANNONS
Used pr im ari ly for shor t range work , Cedeun Plasma cannon s are ma
s ive weapons tha t wor k on the same p r inc ip le as A ll i ance Pu lweapons. Ho wever, they are general ly heavier since m ost are designefor zero-G wor k. In addi t ion, Cedeun Plasma weapons genera l ly trad
rate of f i r e for a h igher dam age potent ial . Plasma cannons are ind icr im inate weapons that do hordes of co l la tera l damage to anyth ing their l ine of fi r e. The barrel size on some Cedeun Plasma cannons ca
reach 35 cm in d iameter! Hence the nam e, Plasma CANNON.
Game Notes : These weapons are handled as standard p lasm
weapons. Al l are body-mo unted weapons. The bal l of plasma ejected bthese weapons expand s and becom es less concentr ated as i t tr avels.
Range Bracket 1, any object within 1 meter of the primary target takehalf damage from the weapon. In Range Bracket 2, any object within
meters of the pr imary target takes 1/4 damage from the weapon. I
Range Br acket 3, any object within 2 m eters of the pr im ary target take1/8 damage from the weapon. The pr imary target a lways takes norm
damage, regardless of Range Brack et. These weapons do tr iple dam agto unprotected characters ( no armor or shields) .
Reloads cost 300 credi ts per shot. Spare m agazines cost 500 c redi ts and h ave an encumbr ance equal to the m in im um damage done b
the weapon. Encumbrance l is ted for the weapon includes the encumbr ance of a ful l magazine.
AKS1: The AKS1 i s the base-l ine Cedeun Plasma cannon. This PlasmCannon is a body-mounted weapon that is designed for combat
space. The AKS1 i s standard issue to Cedeun spacecraft boar ding p aties. Since Cedeun have no need for an atmosphere, they don’t care
they poke a few holes in the hul l of the ship w ith on e of these weaponThe AKS1 has a barrel di ameter of 12 .5cm .
CEDEUN WEAPON
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66 BATTLELORDS O F THE TWENTY-THIRD CENTURY
DJS1: The DJS1 was also designed for space assault, and i ts tremen-dous bul k i s not as mu ch of a hind rance in the weightlessness of space.The DJS1 i s feared by just about anyone that has seen the end r esult o f
a Cedeun pir ate attack. The twisted, m elted metal and pl asma scars leftbehind by this weapon gives i t a well-deserved reputation as “ brutal ly
effective.” The AKS1 has a barrel di ameter of 20 cm .
SKS1: The SKS1 is a heavy assault pl asma canno n. Designed fo r p unc h-ing holes through interior bulkheads, the SKS1 allows a Cedeun pirate to
dr i l l h is way thro ugh a ship, from point A to p oint B. The SKS1 can even-
tual ly bore i ts way through armored outer hul ls to depressurize a shipand k i l l the unp rotected crew. The SKS1 has a barrel diam eter o f 35cm .
DISRAPANBLINDINGLASERS
The Disrapan developed b l ind ing lasers over three centur ies ago. A
pr im i t ive weapon by mod ern standards, l ike archaic p owder weapons,i ts age mak es i t no less effective. The l ight emi tted by a bl ind ing laser isso bright that i t permanently burns out the eyes of the target. Because
these weapons cr ipp le the i r targets, they are i l legal o n most wo r lds.
However, the Disrapan use these lasers with disdain against anyone thatwould attack them.
Game Notes: The shooter must make a cal led shot to the target’s
head in order for this weapon to be effective. The damage of the weaponis PERMENANTLY subtracted fro m the visual m odifier of the target. Anytarget that doesn’t have cyber netic eyes with the Flash Supp ressor ar m or
option , a Resonance Structur e Helmet, or some other for m of pr e-emp-tive flash suppression is vulnerable to these weapons. Shielding or clos-
ing the eyes does no goo d as the light shines arou nd and thou gh the eye-l ids and hands of the target. The target is ent i t led to an SMR vs.
Radiation, with the damage done by the weapon as the penalty. A suc-cessful SMR role means the weapon had no effect. These weapons do no
other damage and can be defeated by smoke just l ike nor mal lasers.
Flash suppressor s are standard on al l Disrapan helm ets— I can’t imag-ine why. Al l bl indin g lasers fire in the visible spectrum of l ight.
Bl inding lasers cost 5 credits to recharge. Spare batteries cost 15credi ts and have an encumbr ance of 0 .5. Encumbr ance l isted for the
weapon includes the encumbrance of the battery.
T3 Tac: The T3 Tac or Tact ical laser i s a m ore typ ica l example of aD is rapan b l i nd ing l ase r , compared to the more common LL -20B.
Designed specifical ly for close-quarters work, the T3 is quite effectiveat short range. Or ig ina l ly designed for work in pr isons, the T3 has
found i ts way on to ba tt l ef i elds. L i ke mos t non - lethal weapons i nDisrapan m il i tar y service, these weapons are used to i ncr ease the effi-c iency of the le thal weapons a lso in use. In other words, a b l inded
enemy can not shoot at you, but you sti l l get to shoot h im .
HILD: HILD is an acronym for High I ntensi ty L ight Device. The HI LDblin ding laser is not technical ly a laser, but i t is a mor e dispersed beam
of h igh in tensi ty l ight capable of a f fecting mul t ip le targets s imul tane-ously. Any targets in a 60-degree arc in front of the weapon are auto-matical ly hit ( assum ing a successful die ro l l) when the weapon i s fired.
However effective the weapon’s bl inding capabil i t ies may be, i ts mainweakness is i ts short r ange. This bl indin g laser was bui l t by DAC rather
than TCWD in or der to get aro und w eapon restrictio ns placed on TCWDby the House of Government.
LL-20 B: A modification o f the standard LL-20 laser ri fle, the B variant
refers to thi s blind ing laser. Because the standard LL-20 w as designed forreal combat, the re-tuned version is a bit of overk i l l for a bl inding laser.
These weapons are seldom used at the r anges the LL-20 is capable ofattainin g. Developed by the Trade Consortium Weapons D ivision ( TCWD) .
DISRAPANCUTTING LASERS
Rather than using pulse lasers in combat, the Disrapan favor continu-
ous fir e or cutting lasers. The beam em itted by these lasers stays on foras long as the tr igger of the weapon is held ( or unt i l you r un ou t of ju ic e) . Th e beam can th en be d r agge d acr oss a tar get , pot en ti al ly cu t-
ting them in half. Al l Disrapan cuttin g lasers are im pact lasers.
Game Notes : To make an attack with a cutting laser the shootermu st pick the spot on the target he wants the beam to initi al ly strik e ( akaorigin) . Next he must select path he wants the beam to fol low, notingeach additi onal hit location h e wants the beam to strik e other than thearea initially struck by the beam. When selecting the path you want beamto fol low i t is impor tant to rememb er that you can only strik e areas adja-
cent to the body area curr ently being struck . In other wor ds, i f you candraw a s ing le uninterrupted l ine from the or ig in to the ending point o f
the beam, then you haven’t selected a val id b eam path. The arm or dia-gram in the top right cor ner of the last page of the Battlelord s book can
be of help when d ecided what path you want the beam to fol low.If you real ly want to “ skip” an area, l ike dragging the laser beam
from the head, dir ectly to the arm , bypassing the chest, you take a “ one
area penalty” to your attack. As you can see, you r eal ly gain no benefi tf rom skipping. You m ight as wel l p i ck another adjacent body area to
attack, u nless there is some r eason you r eal ly want to avoid hitting thechest on your target. There is no skipping penal ty for attacking both
legs without attacki ng the abdo men. As always the Battlem aster h as thefinal decision on any attack penalties.
For our pur poses “ hold ing” the beam on a single area for the dur a-tion of the combat segment confers no additional damage.
•Example: For ourexample,let’ssayStinkytheKleewantstoshootLt. B’Zat
oftheWhehighcommandwithhiscuttinglaser.StinkyinitiallywantstohitB’Zat
intheheadwiththebeamanddragit downtohischest andthentofinally to
hisabdomen. Sincetheheadis“connected”tothechest,whichis”connected”to
theabdomenStinkyhasselectedavalidbeampath.Stinkycouldhavealsogonefromtheheadtothechesttotheleftarm,buthecouldnotof,forinstance,gone
fromtheheaddirectlytotheabdomenwithout“skipping.”
To determ ine the difficulty in m aking attack, fi rst find the body area
( or body part) in the beam path wi th the largest ca l led shot p enal ty.This penalty serves as our base penalty. Then add a penalty for eachaddition al area other than the first in the beam path as fol lows: -10 for
the 2nd area, -20 for the 3rd ar ea, -40 for 4th area, and so on to d eter-mi ne your total path p enalty. As you can see the penalty is expon ential,
doub ling for add ition al area. Rememb er, when using a cutting laser you
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6BEYOND THE RIFT
select the areas that you would ideal ly l ike to hit and then spend onesecond v io lent ly whipping the beam around attempting to h i t thoseareas. It is very difficult to hit your selected targets under those condi-
t ions. Don’ t expect to be drawing ornate patterns on your enemy’sarmor with these things!
•Example:Inourpreviousexampletheareawiththelargestcalledshotpenal-
tywastheheadat -50. Soour basepenaltyis-50. Atotal of threeareaswere
targeted, whichmeansweadd-10for thesecondarea, and-20for thethirdareatothebasepenaltyfor afinal penaltyof -80! If Stinkywantedto“skip”
the chest and attack the head and armonly wewould still have -80penalty
becausehis penaltyis calculatedasfollows: -50for theheadplus-10for the
skipplus-20forthearm.If Stinkywantedtospecificallyhittheeye(head), then
thechest, andthentheabdomen,hispenaltywouldbe-120.
Final ly, w e need to determ ine how many of those selected areaswere struck by the beam. M ake an attack r ol l for each area in the beam
path, star t ing wi th the or i g in and pr oceeding down the path unt i l youreach the last area. Each attack roll has a penalty equal to the total pathpenalty calculated for your b eam path, plus any other appr opr iate com -
bat modi f iers. There is no need to ro l l for “ sk ips” as they are a lways
assumed to successful ly miss the target ( BM’s Discretion) . Each suc-cessful attack rol l indicates that selected area was struck. A fai led rol lindi cates that you mi ssed the target entirely. A fai led r ol l d oes not pr e-
vent you fr om makin g attack r o l ls for areas that fal l a f ter the m issedarea along the beam path.
These weapons suffer al l of the same environmental penalties asnor mal lasers ( smo ke, co ver, concealm ent, etc) . Cutting lasers may beused l ik e conventional laser weapon, ( assume ROF: 1) strik ing a single
body area. When used in th is fashion a cutt ing laser may be a imed.When used as a cutting laser any aiming bonuses apply only to attack
ro l l for the f i rs t area struck .All cutting lasers, except the TR8 and CR 10, fire in the visible spec-
trum of l ight. Cutting lasers cost 15 cr edits per shot to r echarge. Spare
batteries cost 45 credits and have an encumb rance of 0.5. Encum br ancelisted for the weapon incl udes the encum br ance of the battery.
ML3 TR: The M L3 was origin al ly designed as an in dustrial c utting laser.
I t is incredib ly heavy for a laser and under normal c i rcumstances issupported by an ar t icu lated, r obot ic arm . The ML3 can take a beat ing
but r equir es some finesse to keep i t run ning. The ML3 was pressed intoserv ice by the Trade Consort ium, who used i t to get aroun d w eapon
manufactur ing and d istr ibut ion restr ic t ions.
Type 3 TR: The Type 3 TR cuttin g laser is a decent weapon, bu t i t can’t
take much abuse.
MiS 5: The MiS 5 ser ies cutt ing laser is a long-range cutt ing laserdesigned for m il i tary service. The MiS 5 suffers fro m po wer di stributi on
problems. The beam intensity varies widely from shot to shot, and the
battery drains quick ly. The MiS 5 is curr ently being recal led for u pgrad
to the Mi S5B variant.
TR 5: A mor e typ ical Disrapan weapon than i ts brethren, the TR 5 efficient, rel iable, durable, and l ight.
TR 8: A version o f the TR 5 series designed for heavy fire suppor t, thTR8 is another qual i ty Disrapan beam weapon. Don’t be on the recei
ing end. The TR 8 is UV laser.
CR 10: The CR 10 c utting laser is a new concept developed by TCWto address one of the m ain pr oblems wi th cutt ing lasers. This weapo
is a imed l ike a norm al beam weapon. When f i red, a mechanism insidthe barre l draws the beam hor izonta l ly from left to r ight. This e l imnates the need for the fir er to w hip th e weapon arou nd m anually. Calle
shots may be made normally with the CR 10, and no snap shot penalis appl ied unless the situation cal ls for i t. The beam always runs hor
zontal ly across the area stru ck. Creative Disrapan have been k now n tpurposely hold this weapon sideways causing the laser to draw vert
cally across the target. The CR 10 is UV laser.
DISRAPAN(IMPACT)LASERS
Disrapan l asers are well-d esigned r el iable weapons that are exceedinly l ight when compared to Al l iance lasers. A mandate by the Disrapafield weapon design committee requires that al l infantry lasers have
min imum of 30 shots per p ower pack, weigh less than 10 p ounds, anbe able to attack targets out to 2000 meters. Al l Disrapan lasers a
impact lasers. Al l Disrapan impact lasers, except the LL-40 and LL-5fire in the visible spectrum of l ight.
Disrapan impact lasers cost 15 credits per shot to recharge. Sparbatteries cost 45 cr edits and h ave an encum br ance of 0.5.
LL-20: The standard l ight-du ty field laser weapon u sed by the Disrapami l i tary, the LL-20 is a TCWD design.
LL-30: The LL-30 is a medium-duty laser based on the sol id LL serie
design.
LL-40: The Disrapan heavy-duty field laser, the LL-40 is a solid weaponwhic h is designed to take abuse and fal ls fro m great heights. The LL-4
is a UV laser.
LL-50: You guessed i t; the LL-50 is the super heavy-duty version of th
LL-20. The LL-50 is a UV laser.
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68 BATTLELORDS O F THE TWENTY-THIRD CENTURY
DISRAPANNUCLEARLASERS
The weapon w ork s by focusing the l ight from the explosion o f a smal l
tact ica l nuclear weapon, which is detonated inside the weapon. Theexp losion i s con tained sa fe l y i ns ide the weapon by f l ux shie lds.
However, l ight from the explosion is al lowed to escape and is focusedthrough a crystal or flux lens to form a powerful laser beam.
Game Notes : Anyone s tand ing w i th in 5 me te rs o f the beam,excluding the shooter , takes hal f d amage from the in tense heat. Thisweapon affects heavy armo r as i f i t wer e an Im pact Laser and u ses mi s-
si le range brackets. Smo ke, r eflective sur faces, or o ther enviro nm entalconditions do not affect nuclear lasers.
The flux-shielded tac nukes these lasers use as fuel cost 20,000cred its pe r sho t to re load . Reloads have an encumbrance o f 5 .
Encumbrance l isted for the weapon includes the encumbrance of a ful lmagazine. It is nearly impossible to accidentally detonate the ammo used
by a nuclear laser; Even shooting the reloads wil l not detonate them.
XRL-1: The XRL-1 is a disposable, battlefield x -ray laser system that has
been cobbled together from Disrapan satellite and ship-based lasers. This
is a one shot weapon. After fir ing, the lasing crystal is destroyed, the atom-ic fuel is spent, and the flux shield inside the weapon can only contain a sin-gle blast before collapsing. The firer and the weapon are pro tected fro m the
the atomic blast by a flux container that contains the explosion inside thegun. Developed by the Trade Consortium’s Space Weapons Division.
XLR-1 RF: The XLR-1RF is a rapid fire, hence the RF designation, prototypeof the standard XLR weapon system. By reducing the size of the atomic
mu nition s in the weapon and installing an autoloader, the XLR-1RF is ableto fire m ultiple blasts at a rate of up to thr ee per second! Rather than using
a lasing cr ystal to concentr ate the light from the detonation, the RF modeluses a less efficient but mo re du rable flux lens. After 5 shots, the RF must
sit for one r ound while i t activates a secondary flux container. Al l otheradvantages and drawbacks are the same as with the standard XLR series.
DISRAPANMISSILES YSTEMS
Disrapan missi le systems are state-of-the-art, even by Al l iance stan-dards. Because the Trade Consortium favors effectiveness over price,
many missi les are packed fu l l o f ECCM gear, and some even havemaneuver system s with AI contr ol ler s. There is nothi ng mor e unnerving
than watching that Disrapan missi le turn around the corner, stop inmid-fl ight, hover unti l i t spots you, and then take off toward your skul l .
Most Disrapan missi les can be purchased in an anti-radar version,
which homes in on the nearest active radar source and h i ts the user.Whi le hom ing in on the r adar transmission, the m issi le has an addi -
tional + 20 in each range brack et unless the radar sour ce is tur ned off.If the radar is deactivated, the missi le impacts the last recorded posi-
tion of the radar emissions.
Anti-laser ( AL) missiles are rare, but they do exist ( increase AV one
level for Anti- laser version ) . These m issi les fol l ow a targeting laserdown the beam to th e emitter. Anti- laser m issi les have a + 50 add ed to
each range bracket when fol lowi ng a targeting laser to i ts sour ce. If thetarget ing laser is turned off , the mi ssi le wi l l imp act the last r ecorded
position of the targeting laser. The missi le can no t trace offensive lasersto the source, as they do no t rem ain on the target long enough.
Any active ECM reduces the chances for all Reflex missiles to hit ona point for point basis. ECM can only reduce the chances for the MK-6and MK-6a to h i t by a maximum of 20%.
M-1d (arm rocket): The M-1 is equivalent to the Al l iance arm rock-
ets. This air-to-groun d m issi le was or iginal ly designed for use by flyingDisrapan to destroy ground-based targets. It is small , l ight, and has a
payload r espectable enough to m ake l ightly arm or ed targets think twice.Ironically, this weapon was originally designed for use against rebels andanti-governm ent demon strators. Range: 100 m eters. Speed: 200m /s.
M-2f (arm rocket): The M-2 is a long-range missi le wi th a l ighter
payload than the M-1. Range: 200 m eters. Speed: 250m /s.
M-4c (arm rocket): The short- range weapon is designed for urbancombat. I t is re la t ive ly slow m oving and i s capable or turn ing two 90-
degree angles before the m aneuver ing thrusters r un out of fue l . Theweapon is heat seekin g and lock s onto the heat signatur e of any targetwhere i t is a imed. ECCM rated at 20%. Range: 50 meters. Speed:
150m/s .
M-1 9 m (a r m r o c k e t) : One o f the o lde r weapon systems in theDisrapan arm ory, this laser guid ed lon g-range missi le has been a stan-
dard weapon of the TC troops for the last 20 years. The TC is slowlyphasing out laser guide m uni t ions in favor of in te l l igent, sel f-gu idedweapons. The missi le comes with i ts own UV painting laser, which mu st
be aimed and held on the target for the duration of the missi le’s fl ight.The paint ing laser is a imed l ike a norm al beam weapon and has the
same statistics as LL-40 b ut do es no dam age. Despite its age and the thi r-teen pr eviously released variants, the M-1 9 is sti l l one of the mo st rel i-
able weapons the Disrapan possess. Range: 500 meters. Speed: 300m/s.
MK -4 (R e fl e x Mis s i l e ) : The standard issue m edium missi le forDisrapan TC troop s, the MK-4 is a no-fri l ls weapon system d esigned foruse against personnel in heavy arm or at medium range. The weapon
has been cr i t ic ized for i ts short range. Typica l ly personnel in heavyarmor can afford w eapons systems that they can b r ing to bear b efore
the MK-4 can be used. Range: 1000 m eters. Speed: 600m /s.
MK-5 (Reflex Miss i le ): A heavier payload m issi le bui l t off th e MK-4frame, the MK-5 a lso features increased r ange, at the cost o f speed.
Range: 2000 meters. Speed: 400m /s.
MK-6 (Reflex Missile): The dr eaded M K-6 is a perfect exampl e of the
Disrapan weapons design phi losophy. The Trade Consort ium mi l i tarywas facing attacks by rebels whose guer i l la tact ics were becoming
incr easingly effective against the TC troo ps. As a result, th e TCWD wascommissioned to develop a weapon that would prove more effect ive
against the r ebels. Two years later their special weapons division devel-
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oped the MK-6. Designed for ur ban com bat, once the MK-6 locks ontoits target, i t wi l l pursue that target unti l i t is destroyed. The MK-6 canachieve speeds of 200 m/ s but is a lso capable of hover ing and even
turn ing around corners. The MK-6 tracks targets by a combin at ion ofvisual, IR, UV, and r adar signatu r es. Targets that are abl e to change their
shape, colo r, size, temp erature, and r adar signature ( -20% for each sig-nature that is changed) may be able to elude the MK-6. If the M K-6 loses
its target, i t wi l l search or lay dormant unti l a suitable match is found.MK-6 m issi les are exorb itantly expensive but can lay dorm ant for up tosix years w hile w aiting for i ts target. The missi le is assum ed to h ave an
INT of 6 0. ECCM rated at 40% . This m issi le is capable of tr avel ing up to2000 m eters befor e exhausting i ts fuel.
MK-6a (Reflex Miss i le ): Ident ica l to the standard MK-6 in most
respects, the a-variant can be pr ogram med to search for a range of tar-gets. Any target that fi ts the search cri teria wil l be attacked. The M K-6a
has an arti ficial in tel l igence of 45. ECCM rated at 40% .
MK-7 (Reflex Miss i le ): This ant i -armor missi le is equipped wi th a
shaped-charge flux im plosion w arhead that reduces the THR of any tar-
get struck by 50 points when determin ing penetrat ion. Range: 8km.Speed: 500m/s.
MK-9b (Reflex Miss i le ): This missi le has a 20% chance to passthrough flux shields unhindered. Supposedly an e-variant exists whichis equip ped with a pri mi tive dispersion un it capable of passing through
arm or and Whe defensive fields. Range: 20k m . Speed: 800m /s.
MK-15 (Reflex Miss i le ): This heavy payload m issi le is designed foruse against hardened targets and vehic les. Range: 100km. Speed:
1,000m/s.
DULWEAPONS
The Dul’s amazingly potent combat matrix abi l i t ies and preference for
melee weapons greatly reduced their advances in weapon d esign. As aresul t , Dul weapon design is decades behind anybody e lse in Zenax.
When the Dul requir e moder n weaponr y, they typical ly pur chase i t fromtheir al l ies, rather than use devices of their own design. The Disrapan
and Razaa bo th have con t rac ts w i th the Du l to p rov ide them w i thweaponry. Regardless, the Dul manage to get a hold of just about any
weapons they need via the Klee.
K LEEANTI-ARMOR PARTICLEBEAMS
These particl e weapons have a unique m echanism, wh ich i s designed to
bypass the arm or of an opponent. ( 0) The part ic les used in theseweapons can harml essly pass though m aterial objects. The amm uniti on
for th is weapon is stor ed in a stasis field, whi ch stabi l izes the amm uni-tion unti l needed. Once they are removed from storage to be fired, theparticl es begin to decay at a set rate and eventual ly explode.
If you know the range to your target and the rate at which the par-ticles decay, you can time the particles to explode just after they pass
through the armor of an opponent, l i tera l ly b lowing h im up from theinside out. I t 's pr esum ed that the Klee have determ ined a way to change
the decay rate of the particles on the fly, thus improving the weapon's
abi l i ty to accurate t ime thei r explosive decay. These w eapons igno
threshold, absorption, and the effects of magnetic disruption.These weapons are designed to slowly discharge their ammunitio
i f the batter ies power ing the ammo “ freezer” begin to run low. Thexp lod ing pa r t i cl es a re ha rmless i f re leased in smal l quan ti t i e
However, i f these weapons are dra ined of power rapid ly, they wiexplode. Multiply remaining shots by the damage of the weapon to g
the damage done by the explosion.These weapon s are often equip ped wi th active sighting d evices tha l l ow the user to target the weapon th rough in te rven ing mater i
ob jects. A smal l 1” d iameter hover ing sensor-sphere moves ( maspeed 50 m/ sec) behind the weapon’s target as a receiver for the activ
sensor beam, and then r adios back the visual im age to the Klee’s scop
Game Notes: These weapons use a com bination of r adar and lase
range finders to determine the exact distance to the target. If properequipped, an enemy m ay be able to p inp oint the f i rer ’s locat ion. I f thweapon can not determ ine the range to the target, i t wi l l im pact the ou
side of the arm or. In thi s case the threshold of the target wil l r educe thdamage done by the weapon. Absorp tion is ignor ed. These weapon s a
treated l ike n orm al part ic le weapons when im pact ing a flux sh ie ld. A
part ic le beams are imm une to the effects of m agnetic d isrupt ion.Encumbrance l isted for the weapon includes the encumbrance of
fu l l magazine. Klee ant i -arm or part ic le beams cost 1,000 credi ts pe
shot to r eload. Spare m agazines cost 1,500 cr edits and have an encumbrance of 0 .5.
Piercer: Hey, i f you were only 4 feet ta l l , you’d have to g ive youweapons names l ike th is, too. The standard Klee ant i -arm or weapo
the Piercer can pass r ight thr ough even the th ick est arm ors to h i t thsoft, squishy Whe soldier inside. It suffers from an abysmal rate of fi
and a low dam age yield, but i t is sti l l enou gh to mak e most Whe soldienervous. This weapon only has a 50% chance to ignore armor an
other intervening material objects.
Penetrator: Though it has an in creased r ange, damage yield, and ra
of fir e over i ts pr edecessor, the Penetrator has been p lagued by manufactur ing pr oblems and has been s low to m ake i ts appearance on th
battlefield. Once i t is avai lable in sufficient num bers, the Klee wil l equpaid m ercenary snipers with the weapon and send them o n gueri l la r aid
against the Whe garr ison for ces on occup ied planets. This weapon has75% chance to ignore armor and other intervening material objects.
Exploder: A devastatingly effective weapon, the Explod er is feared bthe Whe soldiers who have encountered i t on the battlefield. Watchin
your com patr io ts explode inside thei r armor must be a terr i fy ing sighSince Whe defensive f ie lds are composed of matter , they have n
defense against these weapons. This weapon has a 90% chance tignore arm or and other in tervening mater ia l ob j ects.
KLEE WEAPON
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Blaster: The blaster is the curr ent top of the l ine particl e weapon avai l-able to the Klee mil i tary. Unlik e their other weapons, they do no t expor tthis particular model to non-Klee mil i tary personnel for fear a captured
un i t m igh t fal l i n to Whe hands. Th i s weapon has a 99% chance toignore arm or and other in tervening mater ia l ob jects.
Finale: An exper imenta l ant i -armor part ic le beam, the Finale is the
Klee’s secret weapon against the Whe. It has not yet seen combat and issti l l in the developmental ph ase. The Klee plan on com bini ng the FinaleAA partic le cannon with n ew Aktai weaponr y in a futur e assault against
the Whe garr ison tro ops on the i r hom e wor ld . This weapon has a 95%chance to ignore armor and other intervening material objects.
K LEEDUSTGUNS
A revolution in particle weapon technology, the Klee have developed
particl e weapons in whi ch al l of th e atoms vibrate at the exact same fr e-quency and in unison - ca l led a Bose-Einst ien condensate. In th isuniq ue state, the matter stream emitted fr om the weapon behaves much
lik e a laser, punchi ng thr ough even the toughest materials with ease. A
side effect of the weapon is the layer of dust left behind on the target.Despite their benefi ts, these weapons have much shorter ranges thanlasers and ar e muc h heavier. These weapons are far m or e efficient than
Al l iance atomic part ic le weapons and the vo lum e of part ic les ejectedwith each shot is mu ch greater.
Game Notes: These weapons funct ion m uch l ike lasers ( ignor ing
absorpt ion) but do fu l l damage to f lux sh ie lds and heavy armor. Dustguns are not affected by smok e or reflective sur faces. Dust gun attacks
can be deflected by magnetic deflection generator s.Encumbrance l isted for the weapon includes the encumbrance of a
ful l magazine. Reloads cost 35 credi ts per m agazine. Spare m agazinescost 15 credits and have an encumbrance of 0.5.
Duster: The Duster is one of the m ost comm on Klee dust guns in usetoday. Though it h as a reputation fo r b eing fragi le, the Duster i s a good
all around weapon. It is l ightweight, accurate, and packs a respectablepunch. The gun is named after the thin layer of sodium dust i t leaves
behind on targets.
Buster: The Buster is the favor ed weapon of m ost Klee. When you thinkof the Klee, you usually think of them with one of these in their hands.
The Buster is a ri fle version of the Du ster pistol. Despite the larger size,the weapon actual ly is less accurate than the p isto l vers ion. I t does,how ever, generate a par ticle stream twice as large as the Duster.
Grounder: The Gro under is a dust gun designed for takin g out Whe wear-
ing heavy arm or. The partic le stream generated by this weapon is capableof penetrating anything short of the toughest mechanized battle armor.
Shooter: The Shooter is a massive dust gun designed for taking out top
of the l ine Whe m echanized battle arm or. When the weapon fel l short ofits goal, it was relegated to the role of a heavy suppo rt weapo n. Ir oni cally,
the weapon excels at eliminating just about anything else it hits.
K LEEPARTICLEWEAPONS
The particl e weapon is the weapon system of ch oice for the Klee. Theyexcel a t part ic le weapon technology and employ a number of exot icpart ic les, inc lu d ing ant i -matter , for use as amm uni t ion. Klee part ic le
weapons easi ly out-perform Al l iance weapons and are c loser in com-parison to Arachnid particle weapons.
Game Notes : Klee Particle Weapons are n ot effected b y absor ptionpolym ers. Magnetic disr uptio n negates the effects of this weapon .
Encumbrance l isted for the weapon includes the encumbrance of afu l l m agazine. Klee part ic le weapons cost 1 cr edi t per shot to r e load.
Spare m agazines cost 15 cr edits and have an encum br ance of 0.5.
Vaporizer: The Klee parti cle weapon i s a pistol-sized device, which isquite small and easi ly concealable. The Klee rely prim ari ly on their par-
t ic le weapons, and the i r designs are super ior in many aspects com-pared to their Al l iance counter-parts. Reduces threshold by 2 points.
Zapper: This Klee part ic le weapon is a large handgun, which is qui tean effect ive weapon. Reduces threshold by 3 points and i s carr ied by
Klee everywhere. Rare ( 05%) vers ions of th is weapon are equippedwith an ammo siphon, which can convert the air into an unl imited sup-
p ly of ammuni t ion.
Death2U: Continu ing the Klee trad i t ion of g iving weapons “ scary”
names in o rde r to s t r i ke fea r i n the i r opponen ts , we end up w i thweapons l ik e the Death2U particle r i fle. Despite i ts som ewhat si l ly name,
th is weapon should not be underestimated. I ts rate of f i re is un prece-dented compared to Al l iance particle weapons, and i t has respectable
range and damage. The particles used in this weapon make it immuneto the effects of magnetic disruptio n. Reduces threshold by 5 poi nts.
Destructor: This state-of-the-art particle rifle exceeds the capabilities ofany All iance partic le weapon. Reduces threshold by 1 0 po ints! Nuff said.
RAZAACONTINUOUSEFFECTDISINTEGRATORS(CED)
Mo st Razaa weapons were o ri ginal ly designed to take out other Razaa,
and these weapons are no exception. In or der to el im inate an oppo nentthat can heal almost as fast as you h ur t him , you have to com e up with
some pr etty devastating weapon systems. Unlik e Al l iance disintegrator s,the Razaa Continuou s Effect D isintegrators ( CEDs) contin ue to attackthe target, for up to what can sometimes be several seconds after the
3 • WEAPONS & EQUIPMENT
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7BEYOND THE RIFT
ini tial attack. Razaa have been know n to cut o ff a body part to k eep theirentire body from being disintegrated.
Game Notes: *CEDs damage is appl ied d irectly to AI ju st l ike with
nor mal d isintegrator s. CEDs do tripl e damage to or ganic tissue - I sug-gest you do n’ t get h i t by on e. After a h i t , ro l l to determ ine how many
rou nds the target wil l co ntinue to be disintegrated. After the damage l ist-ed for each CED is the maximu m nu mb er of rou nds the weapon wil l con-
tinue to effect i ts target. For exampl e, a CED that does 3-12 x 5 wi l l do3d4 points of damage each round for a maximum of 5 rounds. Afterscor ing a h i t wi th th is d is in tegrator , ro l l 1d6 ( ignor ing ro l ls of 6) to
determin e how m any rounds they wil l contin ue to disintegrate the target.If, for example, you rol l a 4, then 3d4 points of damage wil l appl ied to
the target’s AI or b ody points for four ro unds - includ ing the initial hit.Once an armor sect ion is struck, i t w i l l absorb the damage unt i l i t
is reduced to zero integri ty. Any remaining damage is passed onto thebody area below that arm or section as nor mal. If the disintegrator con -
t inues to damage the next roun d, th is new damage is d iv ided evenlybetween the character’s body poi nts ( and then tri pled) and the AI of anyarm or adjacent to the targeted area.
Flux shields are effected by the initial h it of a CED bu t do n ot suffer
the contin uous attack effect. Whe defensive fields on the other hand aresubject to contin uous disintegration . If a defensive field is total ly disin-tegrated, the rem aining damage is transferr ed to a random area on the
target to spr ead norm ally.CEDs cost 500 credit per shot to reload. Spare batteries cost 10
credits and have an encum br ance equal to the minim um d amage of the
weapon. Encumbrance l isted for the weapon includes the encumbranceof the battery.
•Example:Acharacter with50bodypointswhoiswearingarmor(AI 5)isstruck
intheleft legbyaCED.Thedisintegratordoes10pointsofdamagefortworounds.
Forthefirstroundthearmorontheleftlegtakes10pointsofdamage.It isreduced
to0,andtheremaining5pointsaretripledandthenappliedtothecharacter’sbody
points. Thisleavesthecharacter with35bodypoints(5x3=15. 50- 15=35).Notethatthecharacter cansavehimself further damagebyseveringhisleft leg
fromhisbody- acommonRazaatactictoavoidtotal disintegration.
Thenextroundthedisintegrator doesanother 10pointsof damage. Half of this
damage(5 points) isappliedtotheabdomenarmor(reducingit tozero)since
it isthebodysectionattachedtotheleft leg. Theother half of thedamage(5
points) istripledandappliedtothecharacter’sbodypointsreducinghiscurrent
bodypointsto20.
Wargun: The first and most popular of the Razaa CEDs, the wargun is asturdy weapon that is capable of vaporizing even the largest Ram Python
in a single shot- the per fect weapon for getting r id of th e pesky r egenerat-ing Razaa. The wargun suffers fro m the same range restrictio ns as all CEDsand is built to take abuse. However, it is quite heavy. Produ ced und er con -
tract by Weapons Developm ent Cor p. for the Razaa governm ent.
Foebender: The foebender is a noted imp ro vem ent over the fir st ge
eration CEDs, at i t has increased power output, but suffers from l imied dur at ion in i ts cont inuous effect. This uni t is a lso equipped w i th
larger power pack. Another WDC weapon.
XG-1: An amazing weapon, thi s CED is capable of hitti ng targets out
50 m eters. In addi t ion , th is incredib ly dur able d isin tegrator is capabo f p u t ti n g o u t h ea vy p o i n t d a ma ge u n d er t h e r i gh t co n d i ti o n
Defensive Systems Engineering corporation beat out WDC for the contract to produce high-yield CEDs for the Razaa government. WDC ha
accused Defensive Systems of steal ing their technology. Whatever thcase, they have obviously prod uced a b etter weapon than any of thWDC mo dels.
BFG-1: The BFG-1 i s another w ell-bui l t Razaa weapon that i s designe
for pro longed d is in tegrat ion of an unfor tunate target. I t has horr ibrange and is quite heavy due to i ts enor mo us power pack. The BFG-1
the Razaa answer to Whe defensive fields. One shot and the defensivf ie ld begins to break down, dur ing which t ime the shooter h ides an
bides h is t ime u nt i l the f ie ld co l lapses. Another d is in tegrator made b
Defensive Systems.
RAZAA PLASMAWEAPONS
Razaa p lasma weapons achieve longer ranges compared to Al l ianc
pulse weapons by fir in g the plasm a encased in a capsule that maintain
the magnetic bottle unti l im pact. The obvious pro blem wi th this methois that you have expensive amm unitio n, wh ich also in cr eases the ove
al l weight of the weapon. In addi t ion, these weapons genera l ly havfewer shots compared to their Al l iance counterparts. Despite this fac
the range benefi ts of these weapons can not be d enied.
Game Notes : Encumbrance l is ted for the weapon includes th
encum br ance of a ful l m agazine. Razaa plasma weapons cost 150 cr ei ts per shot to re load. Spare magazines cost 5 credi ts and have a
encumbr ance equal to the num ber of shots in the weapon ( MagazinENC = Weapons’ Q ) .
TraZa: The TraZa is a comm on p lasma l auncher used by the RazaTraZa translates into “ Death Giver.”
MakZa: The M akZa is the p erfect exampl e of a Razaa weapon: heav
ab le to d i sh ou t p len ty o f damage , and bu i l t to take t remendouamou nts of abuse. MakZa tr anslates into “ Doom Giver.”
RAZAA WEAPON
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72 BATTLELORDS O F THE TWENTY-THIRD CENTURY
MigZa: The MigZa is the standard sub-m achine gun equivalent used bythe Razaa. I t ’s l i gh t on damage compared w i th the o the r p lasmaweapons but h as a respectable rate of fi r e. Like al l Razaa weapons, this
one’s name is a promise of a quick death.
TragZa: A massive weapon, the TragZa is able to launch a p lasmacharge the s ize of a vo l leybal l . The weapon is very re l iab le, and you
don’t w ant to be on the business end o f this gun.
TaZiZa: A ful ly automatic plasma launcher, this weapon can empty i ts
magazine in 5 seconds. The translation of TaZiZa is quite offensive andcan’t be listed here without offending any Razaa who might be reading it.
WHEPROJECTILEWEAPONS- PISTOLS
Whe pr o ject i le weapons are designed to use a num ber of specia l ized
pr ojecti les, as the situation r equir es. The Whe never d eveloped subm a-chine guns or shotgun- l ike weapons. Instead, the Whe r e l ied o n spe-
cial ized ammunition to accomplish special ized tasks.
Game Notes: To reduce the number of moving parts and increaseaccuracy, Whe pro jecti le weapons have electric al ly ignited amm uniti on.
The electrical charge is provided via a small , 100-year battery housedin the w eapon. Shou ld the battery be dr ained ( say by a Mu tzachan pi ck -
ing up the weapon) , i t can st i l l be f i r ed in s ingle shot mo de ( ROF 1)and a -05% in al l range brackets.
Encumbrance l isted for the weapon includes the encumbrance of afull m agazine. Spare m agazines cost 1 cred it and h ave an ENC equal to 0.
Tramie: The Tram ie is the standard handgun for fron tline Whe troops. It is
a massive, bulky handgun that has become the trademark of the Whe. AllWhe soldiers are equipped with the Tramie pistol. Typical in Whe design,the weapon trades range for stopping power and increased weight. Like
mo st other Whe firearm s, the Tramie is not the mo st reliable of weapons.
Waks: The Waks is a small , easi ly concealable pistol assigned to theespion age division and non-com bat personnel who m ust enter the com -
bat zone. By Whe standards i t is woefu l ly pathetic but amazingly re l i -able. Many veteran Whe soldi ers request the Waks as a backup weapon.
Dramier: Quintessential Whe design, the Dram ier is al l about overk i l l .This enormous handgun was designed at the request of a famous Whegenera l who fe l t he needed a m ore “ substantia l ” f i rearm. The Whe
weapons designers came up wi th the Dr amier. I t is over 12 inches inlength and com es with an extended barr el and 12x scope. The Drami er
affects heavy arm or.
WHEPROJECTILEWEAPONS- RIFLES
Emis6: The Emis6 is an older, outdated pro jecti le weapon that is beingphased out by the Dr ak1 r i fle but sti l l sees service occasionally. Despitei ts amazing r ange comp ared to the Dr ak1, the Emis has a reputat ion
among Whe sold iers for be ing unr e l iab le and under-powered. In actu-
al fact, the Emis is less rel iable than the Drak1, but i t is nearly impos-sib le for a so ld ier to b reak. I t can f i r e in semi-automatic ( ROF 1) orfu l ly automatic mode.
Drak1: The Drak1 is the main l ine batt le r i f le for the Whe. In typ ica lWhe fashion, i t t rades range for a heavier punch. I t can f i re in semi-
automatic ( ROF 1) or fu l ly automatic m ode.
Drak2: The Dr ak2 i s the heavy battle ri fle used by the Whe. It is loadedwith the infamo us Dagger shel l whi ch is almost an inch in diam eter. The
Drak2 a lso doubles as an ant i -mater ia l r i f le against l ight ly armoredvehic les ( and yes, of course, the rare Ram you m ight encounter) .
Rumo r is that the Whe developed this weapon after their encounter w ith
the Razaa mari nes. The Drak 2 affects heavy arm or.
WHEPROJECTILEWEAPONS- MACHINEGUNS
Drak2A: The machine gun vers ion of the Whe heavy batt le r i f le , theDr ak2A is a heavy weapon that is able to throw out a lot of shel ls fairly
quickly. It has a much longer barrel for better accuracy. The Drak2A iseasi ly reco gnizable by i ts m assive hor izontal ly mo unted m agazine. This
weapon affects heavy arm or.
Machier7: The Mach ier i s famous fo r i ts amazing ra te o f f i re and
inc red ib le range , wh ich pu ts many l ase r weapons to shame. Theweapon has a h istory of be ing incredib ly accurate for i ts type, and
despite i ts weight, many Whe snipers choose to use this weapon. Theweapon w i l l fe tch a smal l for tune on the b lack mark et. I t f i res a medi -
um -sized ro und at an incr edible rate of fi r e. The Machier wi l l eat amm o
3 • WEAPONS & EQUIPMENT
WheWeapons
The numbers assigned to each weapon’s name is its version number,
which,oddlyenough, doesnotnecessarily correspondtoeither develop-
ment versionor versions in service. All Wheweaponsand armor are
equippedwithmultiplevideocamerasthattransmit imageseither tothe
user’shelmet visor Heads-Up-Display (HUD) or back tothe field com-mandHQ. Whesoldierscanpoint/hold their weaponsover anobstacle
oraroundacornerandusethecameratolookforthreatswithoutexpos-
ingtheir bodies.
In addition, all Whe weapons that are capable of using specialized
ammunitionallowtheusertoselectthetypeofammunitiontheywantto
use almost instanteously.This assumesthat multiple ammo typesare
alreadyloadedintotheweapon.
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7BEYOND THE RIFT
faster than you can feed i t. M ost Whe machin e gun crews are train ed tof i re in short , contro l led bursts. An even rarer ( 10%) vers ion of th isweapon was meant for sn iper work and has a s ing le-shot mode and
+ 05% in al l range br ackets. This weapon affects heavy armo r.
WHEMASSDOUBLERS
The most feared weapon in the Whe arsenal is the in famous MassDoubler . A Mass Doubler is a w eapon that pro jects a sh ie lded pro jec-
ti le at near-l ight speeds toward an unsuspecting target. Able to piercealmost any m ater ia l ob ject i t s tr ik es, the onl y defense against theseweapons is a flux shield.
Like many new weapons in the Whe arsenal, these weapons were
developed using stolen Aktai technolo gy. The M ass Doubl er co mb ines astandard Whe pro jecti le weapon and Whe Wall Gun wi th Aktai shieldingtechnology. The Whe have been attempting to develop a functional near-
light speed projectile for the past twenty years. However, they have beenunsuccessful since Whe shields are ablative and need a constant supplyof energy to be regenerated. However, Aktai shield technology uses non-
ablative, self-sustaining fields which can be used to shield and propel thepro jecti le. Mass Doub lers are sti l l extremely rare in th e Whe arsenal, as
they have not ful ly reverse engineered the Aktai shielding units. As aresult, al l Whe M ass Doubl ers sti l l use stolen Aktai shield generators.
Som e Whe mass doubl ers are equipped with stolen Aktai quantum -tunneling devices that allow the user to see through solid objects to sight
their tar get. These devices are r are but do n ot r equire a r eceiver ( sen-
sor-sphere) to be positioned behind the target as with Klee x-ray scopes.The Whe are cur rent ly developing large-scale Mass Doublers for
use on their spacecraft. Successful attempts to test large-scale massDoub lers have ripp ed the atmo sphere off two Whe weapons test mo ons.
Game Notes: A Mass Doubler pr o ject i le wi l l penetrate near ly anymaterial ob ject i t strik es. Because Mass Doub ler pr ojecti les are moving
so fast and are so small , they can not transfer al l of their impact ener-gy into the target. The damage l isted for a Mass Doubler is appl ied to
al l objects i t strikes. However, i f the projecti le hits a flux field or Aktaienergy f ie ld , mul t ip ly the damage by 10 and apply th is damage to thefield. This is don e because these shields are capable of absorb ing al l of
the projecti le’s energy and thus must bear the ful l brunt of i ts tremen-dous impact. I f the f lux sh ie ld co l lapses, the Mass Doubler ’s normal
damage is applied to the target. ( This method can also be used to deter-mine i f a M ass Doubler pro j ecti le can p ierce a massive target, l ike a
moun ta in or p lanetary body. Fi rst, m ul t ip ly the maximum damage theMass Doubler is capable of by 10. If this number exceeds the AI of theobject, the Mass Doubler wil l pass through the obstruction.)
Remember to apply the damage done by the Mass Doubler projec-tile to ALL inter vening objects, m uch l ik e a grav sheer. For exam ple, if an
arm or ed target is struck , fi rst apply ten tim es the norm al damage to theflux o r energy shield, i f any. If the flux shield col lapses, then apply the
norm al damage to the armor absorpt ion and the target ’s body points.
Final ly, don’t for get to reduce the arm or ’s AI by the appr opr iate amo u
fo r the mode l o f Mass Doub le r used . Mos t Mass Doub le rs reducintegr i ty by two points, but models wi th larger pro ject i les do exis
Plasma shields and Whe d efensive fields take nor mal damage from MaDoublers, but do not protect the user from the projecti le’s penetratio
Disintegration fields have no effect on M ass Doubler pr ojecti les.Mass Doublers use missi le range brackets. Mass Doublers can no
use spec ial i zed ammun i t i on . Encumbrance l i sted fo r the weapoincludes the encumbrance of a fu l l m agazine. Al l Mass Doubler ammis assumed to h ave cost per shot equal to the m aximu m damage of th
weapon m ultipl ied by 1,000. Spare magazines are not avai lable.
DY8: This massive ri fle is designed to be ancho red to a suit of m echnized armor ( body mounted) and carried onto the battlefield by a sin
g le so ld ier . The Whe typ ica l ly arm these sold iers wi th supplementweapons on qui ck d raw har nesses to use while they are waiting for th
BY8 to r echarge between shots.
K e m d e 3 : The Kemde3 is general ly carried onto the battlefield by tw
sold iers. Once i t is set up, on ly one sold ier is requi red to man th
weapon. The Kem de3 is equipped with a 1,000 po int defensive field foprotection against enemy fire. The soldier can create a gun port in thf ie ld that he can f i r e through or l i tera l ly shoot holes in h is ow n f ie
with the Mass Doubler. Since the dam age done b y the Mass Dou bler a non-f lux sh ield i s negl ig ib le , most Whe sold iers opt for the seconoption. The Kemde3 is equipped with a long-range 100x optical targe
ing system.
KuD9: The Kud9 is a super-heavy duty Mass Doubler designed to takout lar ge gro ups of arm or ed troo ps. Its relatively fast rate of fi re ( for
Mass Doubler) and h igh damage potent ial m ake i t ideal for taking otroops and equipm ent from long range. The Kud9 is one of the m o
feared weapons in the Whe arsenal . I t comes equipped wi th a 300poin t defensive field and i s general ly crewed by two m en, though a sigle individual can fire i t.
WHERAILGUNS
The rai l gun was one of the first successful attempts by the Whe to cr
a te a hyper-ve loc i ty weapon . Whe r a i l guns a re smal l er than thAll iance-created relatives, the gauss weapons. Rail guns work by pr
pel l ing a ferr ous s lug down ra i ls using a l ternat ing m agnetic f ie lds p rope l the p r o jec ti l e . Ra i l guns have severa l benef i ts i nc lud inincr eased range over tr aditional pr ojecti le weapons. Additional ly, sinc
the ammuni t ion conta ins no propel lant, i t is much l ighter . The Whhave developed specialized payloads capable of surviving the massive
for ces generated by being fired out of o ne of these weapons.Unl ike most other Whe weapons, the i r ra i l guns are remarkab
rel iable. Rail guns are the preferred weapons of Whe snipers. Capab
WHE WEAPONS
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7BEYOND THE RIFT
WHEVEHON
The Whe mil itary emplo yees a myr iad of special pur pose Personal Defense
Projectiles called Vehon. The Vehon is an aerodynamic disk that can bethrown l ike a grenade or set in place l ike a mine. Vehon can contain a
numb er o f special ized p ayloads including smok e, acid, and even explo-sives. In addition, Vehon come with an equally large selection of detona-
tion methods and anchors that allow them to adhere to various surfaces.
Game Note s: Vehon are avai lable with the same special ized amm u-nition types as Whe projecti le weapons. The Vehon 1 can be thrown a
max imum o f 1 /3 o f one ’ s s t reng th i n me te rs . The Vehon 2 can bethro wn a maxim um o f 1/4 of one’s strength in meters. The Vehon 3 can
be thrown a maximum of 1/6 of one’s strength in m eters.
*TechLevel andAvailabilityvarieswithproximityfuseandanchor type.Usethe
highestTLandAVratingofthefuseandanchor usedfortheVehonbeingmade.
Proximity Fuse : A Vehon w ith thi s fuse is equip ped with a m otio n detec-
tor. Any object that comes within 5 meters of the Vehon detonates thedevice. The user h as 5 seconds to cl ear the area after arm ing the device.
Timer: A tim er deton ator can be set for b etween 5 seconds and 72 ho ur s.
Impact Fuse: After arm ing the device, this fuse wil l detonate the Vehon
after a violent im pact.
Pressure Fuse: After arming the device, pressure on the Vehon wil l
cause i t to detonate. The pr essure sensitive fuse wil l detonate when th eweight on the Vehon exceeds detonation w eight. The detonation weight
can be set for any weight between 10 and 300 ki lograms.
Metal Detector Fuse: This fuse will detonate the Vehon if a metallic objectcomes within 5m. The Vehon will not arm if a metal object is within 5m.
Magnetic Anchor: A Vehon wi th this anchor can be attached to a m etallic
object. A powerful electromagnet will anchor the Vehon for 3 hours beforelosing power. A -150 penalty is applied to any strength checks to remove
the Vehon. This Vehon is detectable wi th energy sensor s. This anchor canbe activated im mediately or with a 1-second delay for thr own Vehon.
Sticky Anchor: A uniq ue adhesive al low s this Vehon to be attached t
any surface even while underwater. The Vehon can easily be removed banyone that finds i t. This anchor can be activated im medi ately or wi th
1-second delay for thrown Vehon.
Bio-Bond Anchor: This Vehon can b e perm anently bonded to any l ii ng o rgan ic ma t te r , i nc lud ing sk in . The Vehon must be cu t ou t t
rem ove it. This anchor can be activated imm ediately or w ith a 1-secondelay for thrown Vehon.
Material-bond Anchor: This Vehon has the same effect as the Biobond Anchor but only sticks to inorganic materials. This anchor can b
activated immediately or with a 1-second delay for thrown Vehon.
WHEAMMUNITION
Th is amm un i t i on works i n Whe p ro jec ti l e weapons ( r i f l es, p i sto lmachineguns) and ra i l guns, un less noted otherwise in the weapondescr ip t ion. These ro unds m odi fy the effects of the weapon b ut hav
tradeoffs in other areas. Encumbrance l isted is for 50 rounds.
WHE AMMUNITION
STANDARD AMMUNITION ENC AV COST
Drak1 4 P 8
Drak2 12 UC 60
Drak2A 12 UC 60
Dramier1 10 R 45
Emis6 3 P 7
JDU6 20 R 20
Machier7 10 R 45
Mazz3 2 R 8
Tramie8 2 P 8
Ud9 1 R 7 Waks4 1 UC 6
XK8 2 VR 350
Yulu7 3 UC 8
WHE AMMUNITION PG. 71
SPE CI ALI ZED AMMUNI TI ON ENC T L AV COS T
Acid - 4 UC x1.5 per box
Anti-personnel +1 3 C x7 per box
Chemical attack - 3 R x10 per box
Concussion - 3 C x7 per box
Disintegration +2 5 VR x20 per box
Incendiary - 3 UC x7 per box Flash - 4 UC x10 per box
Freezer - 6 R x12 per box
Glue - 4 R x8 per box
Hologram - 5 VR x15 per box
Nuclear - 5 VR x1000 per roun
Petrifaction +2 6 VR x10 per box
Smoke - 2 P x0.5 per box
Sonic Blast +1 4 R x1.5 per box
StarShot +2 4 VR x15 per box
Surgeon - 4 R x5 per box
WHE SPECIALIZED AMMUNITION
FUSES TL AV COST
ImpactFuse 3 P x1
Metal Detector Fuse 3 R x3
Pressure Fuse 2 UC x1
Proximity Fuse 4 VR x5
Timer 2 P x1
WHE FUSES
ANCHOR TL AV COST
Magnetic Anchor 3 UC x2Sticky Anchor 4 UC x2
Bio-Bond Anchor 5 VR x5
Material-bond Anchor 6 VR x10
WHE ANCHORS
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76 BATTLELORDS O F THE TWENTY-THIRD CENTURY
When determin ing avai lab i l i ty of specia l ized amm uni t ion, use therar est avai labi l i ty rating between the standard and special ized version sof the ammo you want. The cost of standard am mun i t ion is m ul t ip l ied
by the cost of any special ized am mu nition chosen. The ENC value l istedfor the special ized ammunition is added to the ENC of the standard 50
round weight for that ammo type/size.
Acid: This round does double in tegr i ty damage but is nu l l i f ied com-pletely by corrosive protection. It does normal damage to flesh.
Anti-personnel: This explosive roun d is designed to dam age soft tis-sue. It does + 3 po ints of dam age to soft targets, but add two p oints to
any arm or threshold when determ in ing damage.
Che mical Attack: This round expl odes on contact with a sol id sur facereleasing a chemical-laden cloud that irr i tates the skin and can cause
tempo rar y bl ind ness. The target is enti tled to a SMR vs. Chemi cal withthe dam age done by the r ound as the penalty to the SMR. A successful
SMR means the target can i gnore the effects.Damage from the chemi cal is subtracted from the target’s AGL and all
ski l l checks for the duration of the chemical ’s effects. If the eyes areexposed to the chemical, double the damage done by the round and sub-tract it fr om the target’s visual mo difier. These effects last 1d4 m inutes and
can not be countered by rinsing the effected area with water. However, acoun ter-agent is available to Whe soldier s that reduces the duration o f the
bl inding and burn ing effects by half. The diameter of the chemi cal-ladencloud ( in centimeters) is equal to damage multiplied by 3.
Concuss ion Rounds: Designed to affect arm or ed oppon ents. Damageis translational and ignores threshold.
Disintegrator Rounds: These rounds do double damage to organic tis-
sue. If the round hits armo r, all damage is applied to the arm or’s integrity.
Incendiary: Reduces arm or th reshold b y 1 and + 1 to dam age. Wil l setf lammable mater ia ls wi th in 1 meter on f i r e .
Flash: The flash round blinds anyone who fails an SMR check vs. Radiationattack. The damage done by the round is subtracted from the character’s
SMR as a penalty. The bigger the r ound , the bigger the flash. The r ange ofthe flash ( in m eters) is equal to the damage done by the weapon.
Freezer: The freezer r oun d has the same effects as a fro st gun ( Lock -N-
Load) . If th e SMR vs. Cold is failed, lose an amou nt of Agility equal to h alfthe damage done by the attack ( rou nd up) unti l the arm or thaws out.
Glue: The effects of this rou nd is simi lar to a web generator. The areahi t is immobi l ized and may be stuck to nearby objects. The damage
done by the weapon is subtracted from the STR of the target whenattemp ting to escape. Alternati vely, the BM m ay use the results for a Web
Generator ( Lock-N-Load) h i t for mor e real ism.
Hologram: This round emits a pre-pr ogramm ed holographic im age just
above the round for a length of time ( in m inutes) equal to the maximumdamage. The hologram can have an apparent size ( in cubic meters)
equal to the maximum damage of the weapon.
Nuclear: Multip ly the damage done by the weapon by 100, mini mu m o f 10HP. The range of the blast ( in m eters) is equal to damage done by the rou ndmu ltiplied by 10. A rou nd wi ll not detonate if it impacts a target closer than
range bracket 6. The Whe use nuclear munitions in place of the heavyweapons used by Al l iance personnel. Though much less discriminating
than say an abom ination I I om ega weapon, they are no less effective.
Petrifaction: This rou nd covers the target in a r ig id , op aque, stone-l ike mater ia l . The amount of square meters that is covered wi th th is
materi al is equal to the damage done by the weapon divided by 10. Th e
integrity of the m ateri al is equal to the damage done by the weapon. Thethreshold of this m ateri al is 8. Though th e target encased by the mate-
ri al is not harm ed, they wil l eventual ly suffocate. It is unl ik ely the victimwi l l b e able to break free from thei r shel l as i t is very tough. In addi -
tion, there is no room to move inside the shel l so i t is difficult to strikeit with any force. Without a weapon in hand to cut the shel l the victim
mu st make a STR check at -120 to free themselves. This check can onlybe made once. Damage from addi t ional petr i f icat ion rou nds add to theintegrity of the material created during the first hit. Threshold does not
increase wi th mul t ip le h i ts .
Smoke: This roun d functi ons the same as the Smo ke Generator r oundfor M ag guns ( Lock-N-Load) . The diameter of the clo ud ( in m eters) i s
determined by the damage done by the weapon. Divide the damage by5 to de te rmine the l ength o f t ime the c loud w i l l l ast ( i n m inu tes) .Duration varies with weather conditions at the BM’s discretion.
Sonic Blast: This round functions the same as the Super Sonic Pulse
roun d for Mag guns ( Lock-N-Load) . The s ize of th is r ound does noteffect the SMR check .
Starshot Ammo : Original ly developed as an anti-armor round for use
against p ersonnel , th is round has found i ts way in to the Whe special -
ops troops for a more sadistic role in combat. The StarShot ammo wasdesigned as a response to the low ki l l rates of standard Whe projecti le
weapons against arm or ed personnel. The StarShot is an arm or-pier cingpro ject i le that contains mul t ip le secondary muni t ions inside a pr im ary
shell . The num ber o f second ary mu nition s varies with the type and sizeof the round used. Ho wever, these muni t ions genera l ly are min iature,
low-speed r ockets wi th explosive warheads. Once the m ain pr o ject i lep ierces the armor, the secondary muni t ion rock ets are s imu l taneouslylaunched f rom the ma in she l l . Unab le to p iece the a rmor f rom the
inside, these rockets l i tera l ly bounce around the inside of the armorunti l they lodge in an extremity. Once there, they explode. The tissue
damaged caused fr om the combi nat ion of these “ bor in g” rock ets andtheir w arheads al l but guarantees a disabled oppon ent.
Lately, the Whe spec-ops tr oops have been using a mo dified versionof the StarShot round cal led the “ sufferer” , which does not launch i ts
secondary muni t ions unt i l the target attempts to move. Once h i t thero und emi ts a tel l tale hum , which lets the unfortu nate victim k now wh athas hit him. When attempting to break into an enemy faci l i ty, the Whe
wi l l b l ock comm unicat ions and im mob i l ize the guards wi th these spe-cial ized StarShot rounds. This way the guards must remain motionless
at their post, giving the appearance that nothing is wrong. By the timethe intern al faci l i ty secur ity real izes why the guards are at their posts but
not responding to radio cal ls, i t is too late.
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7BEYOND THE RIFT
Multiple versions of the StarShot round exist. The Whe have alsodeveloped a round that al lows marchin g guards to cont inue to walk apre-designated r oute wi thout exploding. Addi t ional ly, many Whe spe-
cia l -ops teams, i f g iven the proper t ime, wi l l record guard radio trans-missions and r epeat these tr ansmissions i f the guards are contacted
after they are immobil ized.
Game Notes: After th e initial im pact of the StarShot r ound , any move-
ment by the target will cause the secondary projectiles to fire. 1d4 projec-ti les wil l b e launched ( random hit locations) i gnoring arm or. Each pr o- jec ti le wi ll do 1/ 2 th e d am age no rm al ly cau sed by th e w eapon . ( Rum or s
abound th at a vari ant of the round exists that will l aunch an additio nal twoprojectiles doing 1/4 damage if the target continues to move) .
Surgeon: The surgeon ro und i s an insidi ous weapon designed to tie up
the resources of the enemy. The round is designed to wound an oppo-nent rather than k i l l h im . I t does normal damage for determin ing pen-
etration bu t only half dam age to soft tissue. In add ition , i t is designed tolodge in the v ict im rather than pass through h im. When the round isremoved from the victim, i t has an 80% chance to detonate, doing 2d8
points of damage to everything within a 2 meter radius. No one knows
what tr iggers the round’s detonat ion. I t could be movement, contactwi th m etal surg ica l too ls, or exposure to a i r . The s ick jok e is that thesurgeon roun d was named after i ts in tended target. Using th is r ound,
the Whe have removed a so ld ier from the combat zone, t ied up twoother sold iers who h ave to carr y him o ff the battlefield, and have a goodchance of ki l l ing a highly-trained surgical team to boot.
ARMOR
Unlike Al l iance armors, each suit of armor produced in Zenax wil l usu-
a l ly come wi th a helmet designed for use wi th that part icu lar su i t o farmor. The helmets have the same ELE, EMP, FIR, CLD, and CRT statis-
tics as the armored suit to which they are matched. Al l helmets should
be assumed NOT to be open face unless the d escr ip t ion speci f ica l lystates otherwise. The stats for al l armor l isted in this section are for aSize Class 4 suit.
Remember that to ta l AR and AI of the arm sect ion of the arm or is
divided equally between the arm and wing for Disrapan armor.
Aktai ArmorThe Ak ta i typ i cal l y do no t wear a rmor bu t r e l y on a com b inat i on o f
Energy and Flux sh ield ing to p rotect them d ur ing co mbat. I f the Aktaineeds to use arm or opt ions, they can be attached to e i ther an arm or
belt ( space 20) or a backp ack/ harn ess ( space 40) . If the Aktai needsto be “ su i ted up” to m ount m ul t ip le opt ions for ser iou s combat, they
wil l wear a protective armor suit with the fol lowing stats.
Aktai Armo r: The standar d issue Aktai ar m or real ly serves mor e as asubstructure for mou nting armor opt ions than for protect ion. I t has l i t -
tle potential for absor bing con cussive blows and sti l l rel ies on flux tech-nology for p rotect ion against mor e mo dern weaponr y. The sui t has arespectable threshold, whic h can help stop enemy fire that breaches the
Aktai ’s protective shields. The suit can be environmental ly sealed at amom ent’s not ice and com es standard wi th cor rosive protection. Akta i
armor ed sui ts can be equipped wi th twice the num ber of arm or op t ions( double to ta l space) norm al ly al lowed for a su i t o f arm or of i ts s ize.
Mo st Aktai arm or ed suits com e with a wide variety of sensor s and sca
ning equipment. The suit is, of course, highly customizable in appeaance. The suit has a helm et with the fol l owin g statistics: THR 12, AI 2
AR 10, and an ENC of 2.
CedeunArmorAl l su i ts of Cedeun arm or can be modi f ied for work in a gravi ty env
ro nm ent, l ik e on the surface of a planet. These suits cost twice as mu cas an equiva lent Zero-G m odel . In addi t ion, the avai lab i l i ty should b
increased one level , making a G-equipped sui t more d i f f icu l t to f inHigh-G sui ts have four mechanica l legs that suppor t the Cedeun an
give i t a movement r ate equal to 8/8/ 64. The Cedeun’s body does nextend into the legs, so weapon hits that penetrate the leg armor doenot do body dam age. The AI and AB l isted for the leg section is divide
by two to determine the AI and AB for each mechanica l leg. I f thCedeun purchases standard armor there are no leg sect ions. High-
suits add 2 to the Cedeun’s size class when determ inin g bonu ses to hthe Cedeun. If the suit loses one leg i t’s movement rate is reduced b
half. Losing two legs makes the suit immobile.
Environm ental Suit: The Cedeun env i ronmen ta l su i t i s a l i gh tarmor ed sui t wi th bui l t in envi ronm ental conta inment. As Cedeun r e
pr im ar i ly on f lux sh ields for protect ion, the Envi ronm ental Sui t is realy meant to keep out the air and pr essure that is harm ful to these cretur es. Even though the Cedeun are accustomed to wo rk ing in a weigh
less vacuum, the i r envi ronm ental su i ts are m ade to be l ightweight, case the Cedeun i s fo rced to en te r a g rav ity envi ronmen t . Th
Environmental Suit includes a helmet with the fol lowing statistics: TH8, AI 6, AR4 and an ENC of 5.
Environmental Suit 2 (Heavy Armor): The Envir onm ental Suit 2 a more heavi ly armored version of the basic environmental suit. Unlik
the basic suit, this version is made to endure the rigors of combat ancan take substantial ly more punishment. Like the basic Environment
Sui t ( and a l l heavy armor ) , th is vers ion includes envi ronmenta l conta inment. The Envi ronm ental Sui t 2 inc lu des a helmet wi th the fo l low
ing statistics: THR 11, AI 20, AR10 and an ENC of 10.
CEDEUN ARMOR
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Stealth Suit (Heavy Armor): This state-of-the-art armor houses aCedeun cloaking device. The frag i le c i rcu i try that runs the c loaking
device runs from head to toe in the su i t and has been known to befinick y. Wh en activated, the Stealth Suit generates a -100 ECM penalty
and is completely invisible ( -160 to sighting checks) . These sighting andECM penalties are reduced by half in the atmosphere. In addition, thesui t wi l l on ly funct ion for a short t ime ( 5 r ounds) before the c loaking
device shor ts out and has to be r ebuil t. Because the suit w as designedfor wor k i n space, it is very heavy. The Stealth Suit in clu des a helm et with
the fol lowi ng statistics: THR 20 , AI 40 , AR25 and an ENC of 12.
Heavy Suit (Heavy Armor): An antiquated suit used by the Cedeunbefore the development of flux technology, the Heavy Suit is made to sur-
vive mino r im pacts fro m hi gh-speed space debri s. Made for the vacuum ofspace, the H eavy Suit i s huge, clun ky, and heavy. For all in tents and pur -poses the Heavy Suit i s too h eavy to be u sed u nder the pul l of gravity. It is
designed for m inin g work in astero id belts and has num erous storage baysfor tools and other equipment. The Heavy Suit includes a helmet with the
follow ing statistics: THR 50, AI 5 0, AR25 and an ENC of 12.
DisrapanArmor
Disrapan arm or is designed to be l ightweight, dur able, and laser r esis-tant. A small layer of a highly reflective material is hidden just under-neath the polymer shel l that covers the armo r. Any laser that pi erces the
po lymer she l l h i ts the l ase r re f l ec t i ve ma ter i a l and i s, hope fu l l y,bounced off the armor.
Because most Disrapan want to be able to fly in combat, they prefer
l ight or no armor and rely prim ari ly on Flux technology for protection. Al lDisrapan helmets are equipped with anti-bli ndin g mechanisms that protect
the user fr om being blinded by br ight light. These devices, when they work ,are effective against blinding lasers, UV scramblers, IR strobes, Cedeun
light-based attacks and weapons, and similar devices. Threshold forDisrapan suits is listed in the following for mat THR #/# , for exampl e, THR15/ 20. The second nu mb er is the suit's threshold verses Laser weaponr y.
L-DA: L-DA or Light-Duty armor is a very l ight weight, polymer-basedarmor des igned fo r the D is rapan mi l i ta ry by D is rapan Armor Corp( DAC) , a subsidiary of the Trade Consortium Weapons Division. The
armor does not cover the Disrapan wi ngs and is l ight enough that theuser can st i l l f ly unaided. The armor has a threshold of 4 against a l l
non- laser attacks and a threshold of 7 verses lasers. I n addi t ion, i tsnon-meta l compos i t i on makes i t res i s tan t to Mag Gun rounds and
Attractor-Repr essor s. Mag Gun r ound s have only a 25% ch ance to stickto th is armor, and AR beams do one quarter of the i r nor mal damage.This arm ored sui t a lso includes a 6 shot arm rock et rack ( arm rock ets
not inc lud ed) . This armor includes an op en-face helmet wi th a bui l t -visor dimmer to prevent bl inding ( 65% effective) . The helmet has th
fol lo wing statistics: THR 4/7 , AI 8, AR 6 and an ENC of 1.
M-DA: Ano the r DAC des ign , the M-DA o r Med ium-Du ty Armor designed for Disrapan combat personnel. The armor covers the wingwi th a th in po lymer f i lm that is re in forced at the jo in ts. The armor
heavier than the L-DA but sti l l l ight enough to al lo w fl ight. The armo r h aa threshold of 6 against al l non-laser attacks and a threshold of 12 v
lasers. The armor’s partial non-metal composition makes i t resistant tMag Gun ro unds and Attractor-Repressors. Mag Gun r ounds have only
50% c hance to stick to this armo r, and AR beams do half-damage. Tharmor includes a ful l coverage helmet with a camera-based optics sy
tem ( 20x zoom) , which is 100% effective in preventing the effects obl ind ing lasers and simi lar attacks. This arm or ed suit also incl udes a 1shot arm r ock et rack ( arm roc kets not included) .The helmet has the fo
lowin g statistics: THR 6/ 12, AI 8, AR 10 and an ENC of 2.
H-DA (Heavy Armor) : Most Disrapan wil l forgo using heavy armor at al l possible. Its size and weight el iminates one of their best advantages: the abi l i ty to fly. To account for this, the Disrapan mil i tary com
m issioned D AC to bui l d a suit of heavy arm or that would al low the useto f ly u sing h is wings. After 5 years of t ry ing, DAC concluded that
coul dn’t be don e. So they created the next best thing. The cur rent H- Darm or al l ows the Disrapan to use their wings to steer and m aneuver th
suit in fl ight, but pr opul sion is provided by a series of sm all roc kets thcover the su i t . This arm ored sui t a lso includes a 6 shot r ef lex m issi
DISRAPAN ARMOR
ARMOR INTEGRITY ARMOR ABSORPTION
TYPE THR CHEST A BD ARMS LEGS C HEST A BD ARMS LEGS E NC ELE EMP FIR CLD TL AV COST
Tracklar 3 20 20 10 20 6 6 3 6 9 - - 60 60 4-5 VC 450
Akfu 5 24 24 12 24 10 10 5 10 12 - 30 45 45 4-5 P 3000
Nak 7 40 40 20 40 30 30 15 30 20 90 70 85 80 4-5 R 95,000
Duy 11 50 50 25 50 100 100 50 100 30 100 90 90 100 5-6 UC 450,000 Jduy 25 100 100 50 100 100 100 50 100 4 100 100 100 100 6-7 UC 1.0M
Yun 75 500 500 250 500 500 500 250 500 4 100 100 100 100 6-7 VR 15.0M
WHE ARMOR PG. 82
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80 BATTLELORDS O F THE TWENTY-THIRD CENTURY
rack ( reflex m issi les not inclu ded) .The rack has a Thr eshold of 15 andcan fire up to 3 m issi les simul taneously.
Mag Gun r ounds are only 75% effective against th is su i t , but AR
beams do ful l d amage. The H-DA helm et includes the same optics pack -age as the M-DA but also includes passive IR capabil i t ies. The helmet
has the fol lowi ng statistics: THR 12/15 , AI 10, AR 30 and an ENC of 3.
SH-DA (Mechanized Armor) : A Disrapan armor builder, DAC has out-done themselves with their newest, state-of-the-art suit: the Super heavy-
duty Armor ed Suit. Thanks to i ts internal A-grav system and ultra-l ight,
mechanically articulated fram e, the SH-DA allows the user to fly with a m in-im um of assistance from the SH-DA’s ro cket pack . The suit includes a built
in 20 H P flux shield, r adar ( 10 mile r ange) , a rock et rack ( 4 Disrapan armro ckets) , and is capable of r eaching speeds of up to 50 0m ph using ro cket
assisted flight. The suit’s helmet includes the same optics as the H-DA, plusa long-range targeting system ( + 10 to missile attacks) linked to a HIC sys-
tem. The SH-DA armor is just beginning to rol l off the production l ine.Som e of the suit’s critics wor ry that there m ay still b e a few bugs left in thiscomplicated armor system to work out. This armored suit also includes a
12 shot reflex missile rack ( reflex missiles not included) . The rack has a
Threshold of 30 and can fire up to 6 missiles simultaneously. The helmethas the followin g statistics: THR 25 /30 , AI 12 , AR 50 and an ENC of 4.
Dul ArmorSince Dul are fiercely indi vidual istic and they have no standing mi l i tary,
suits are often customized to suit the wearer. In additio n, mo st Dul pre-fer to go wi thout armor, r e lying on the i r m atr ix and mart ia l ar ts abi l i -
ties to keep them o ut of harm ’s way. Only when the Dul war ri or expectsto encounter f ierce resistance wi l l he don armor. The armors l is tedbelow are examples of what characters are l ike ly to encounter when
dealing with or playing a Dul character. As pr eviously mentio ned, theseexamples are b y no means exhaust ive and l i tera l ly hundreds of o ther
varieties of armor exist for the Dul.
Chest Plate: If a Dul wants a bit of extra pr otection, he wil l often weara s imple chest p la te. This arm or provides only part ia l coverage, pro-
tecting only the chest and abdom en.
Ceremonial Armor: If you wantto look good on the batt le f ie ld ,you better buy a suit of ceremo-
nia l armor. This arm or is hand-crafted by talented arm or smiths,
highly ornate, and decorated withthe symbol of your family and l i fe
p a th ( s) . Th e a rmo r i s o f te nb r ight l y co lo red and comp letewith must-have accessories like a
cape or other su i tab le fashionstatement. The ceremonia l su i t
comes comp le te w i th a real l yfancy helmet, which has the fol-
low ing statistics: THR 5, AI 12, AR10 and an ENC of 3.
Armored Suit: This formfitting, lightweight armored suit can take a beat-ing and is far more functional than ceremonial armor. It too comes in avariety of color s. Fl ight systems are a m ust have for most Dul and com e
half price when purchased with this suit. Helmet stats: THR 9, AI 16, AR20 and an ENC of 4.
Soul Prism: Soul-armor is one of the most powerful and sought after
ar t i facts in a l l o f Zenax. When a powerfu l Dul warr ior is near death,sometimes he wil l use the Soul Bind matrix to inhabit a nearby materi-a l ob ject ( usual ly a su i t o f arm or or a melee weapon) . The warr ior ’s
soul r esides inside the object unti l i t is destro yed, and the soul i s freed.In some cases, the warr ior ’s soul has been impr isoned in a mater ia l
ob ject by a powerfu l foe. In e i ther case, the person generat ing thematr ix wi l l o f ten choose the h ighest qu al i ty i tem avai lab le, but some-
t imes choices are l imi ted.Anyone touching Soul Prism armor can telepathical ly communicate
wi th the soul that resides wi th in , should the soul wish to converse.Remember that the warr ior ’s soul may not l ik e you or be ecstatic abouthis present conditio n. The soul can im bue the user of the armor with i ts
power points and matri x abi l i t ies as long as the recipient is in or touch-
ing the armor. I n addition , the soul can r elate any of i ts mem ori es to thearm or ’s user should i t desire to do so. This might include instructing theuser in ski l ls of whic h that soul has know ledge. There have been ru mo rs
of power ful Soul ar mo rs actual ly takin g over the m ind of the suit’s wear-er in order to carry o ut some plan requi r ing a physica l body. See theMatr ix chapter of th is book for m ore in form ation on th is top ic.
KleeArmorBecause of the Klee’s neutr al status and lack of enem ies, very little m oneywas spent on m il i tary R&D. As a result, Klee arm or is years behind m uch
of their o ther technology, despite the comp etition between arm or designfirm s. The Klee’s cur rent nom adic nature and lack of r esour ces have not
helped the developm ent of their weapons and arm or.Like Klee weapons, there wer e dozens of com peting com panies that
created arm or for the Klee mil i tary before the exi le. Cur rently, few if anyarmor design companies exist. Designs and specifications vary widelyamon g arm or, but for th e most part Klee arm or i s typical ly heavy for i ts
s ize and trades threshold for absorpt ion regard less of m anufacturer .The suits l isted here are the ones that wil l be most commonly encoun-
tered ( mo st are standard m il i tary issue) bu t repr esent only a small fr ac-tion of tho se avai lable to the Klee.
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82 BATTLELORDS O F THE TWENTY-THIRD CENTURY
Battlesuit (Heavy Armor): The Battlesuit is general ly reserved forheavy com bat tro ops. It has a decent threshold but is heavy and lack s suit-ab le absorpt ion for the punishment i t is l ike ly to take from Razaa
weaponry. However, the Batt lesui t does com e wi th a one-time useDisplacement device with a range of 200 meters. This arm or includes a
helm et with the fol low ing statistics: THR 10, AI 12 , AR 8 and an ENC of 6.
Warsuit (Mechanized Battle Armor): The warsuit was the first suitof armor developed by the Razaa with strength enhancing capabil i t ies.
The actuators in the suit were not intended to l ighten the suit but r atherto help support the weight of newer and heavier weapons being devel-
oped. Bui l t by Hakida Armor, th is armo r i ncludes a helmet wi th the fo l -lowi ng statistics: THR 15, AI 20, AR 25 and an ENC of 8.
Command Suit (Mechanized Battle Armor): Bui l t on the Warsui tchassis, the Comm and Sui t is reserved for h igh-ranking off icers w ho
wish to enter the batt le zone. Occasional ly i t is g iven to outstandingRazaa warriors. This armor includes a helmet with the fol lowing statis-
tics: THR 28, AI 3 0, AR 45 and an ENC of 12 .
WheArmorTracklar: The Tracklar is the standard armor ed sui t for l ight com bat
duty. It is comfor table and can easi ly be strip ped down to i ts com ponentparts. For instance, i f a so ld ier on ly wants an armored vest, he can
remove the leg and arm armor leaving just the chest plate. This al lowsfor sold iers to wear as m uch or as l i tt le arm or as they want. Despite i ts
versati l i ty, the Tracklar is on ly l ight du ty armor and can’ t take m uchpunishment before fo ld i ng. The Tracklar in c ludes a l ightweight he lmetwith a r emovable faceplate and the fol lo wing statistics: THR 5, AI 10, AR
4, and an ENC of 2.
Akfu: The Akfu arm or is the main l ine, fu l l -body arm ored sui t gearedfor m edium du ty. When an opponent th inks of a Whe, the Akfu ar moris what most people p ictur e. This is what the major i ty of Whe sold iers
wear when not destined for the front l ines. The Akfu includes a helmetwith th e fol low ing statistics: THR 7, AI 12, AR5 and an ENC of 3.
Nak (Heavy Armor) : Nak is the Whe assault arm or designed for short
engagements where h igh power weapons are expected. Many Whestr ik e teams wear Nak arm or. The Nak armor is famous for the bui l t in
talons in the right gauntlet and the detachable laser sword, which canbe anchored in var ious p laces on the outs ide of the su i t . The Nak
inclu des a helm et with the fol lo wing statistics: THR 10, AI 20, AR 15 andan ENC of 5.
Duy (Heavy Armor) : The Duy armor is designed for front-l ine heavy
combat uni ts in long-term com bat. I t comes complete wi th an in ternalnutr ient d ispenser and waste processor for pro longed stays in the
arm or. It also features a searchl ight mo unted on the should er. The Duyinclu des a helm et with the fol lo wing statistics: THR 15, AI 25, AR 50 and
an ENC of 6.
Jduy (Mechaniz ed Battle Armor) : The Jduy is the heavier ver sion o fthe Duy armor, com plete wi th mechanized endoskeleton. Whe m ar inesthat are assigned a suit of Jduy armo r serve as a walk ing weapons pl at-
form. General ly suits of Jduy are deployed in teams as heavy fire sup-port or as escorts for vehicles. The Jduy has the same features as the
Duy arm ors. The Jduy includ es a helmet wi th the fo l lowing stat ist ics:THR 25, AI 2 5, AR50 and an ENC of 8.
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8BEYOND THE RIFT
Yun (Mechanized Battle Armor): The Yun a rm or i s a b rand newarm or ed suit, which has just recently started to see service. Unti l i ts fi rstrecorded appearance, many had speculated that the Whe were not
capable of producing such an impressive armored sui t . I t is so largethat the soldier’s l im bs only extend about half way into th e appendages.
The Yun ar mo r i s easi ly recognizable buy i ts dom e- shaped helm et andbulky appearance. The Yun is a very r are p iece of hard ware, and any
soldier weari ng i t wi l l be arm ed to the teeth. The Yun includ es a helmetwith th e fol low ing statistics: THR 50, AI 50 , AR100 and an ENC of 10.
ARMOR OPTIONS
The fol lowing armor options are avai lable to any race, at the BM’s dis-
c re ti on . ( The fo l l ow ing l i s t o f a rmor op t i ons a re i den t i ca l to thei rA l l i ance coun te rpa r ts. ) Ab lat i ve L iner , A l time te r, Au to -Doc , Au to
Inj ector, Bod y Flares, Camouflage Unit, Carr ying Case, Comb at Shield,Cor ro sive Protection, Di splacement Device, Emer gency Exit, Emergency
Ejection, Gil ls, Grappling Hoist, Gyro Stabi l izers, HIC, Hover Jets, IRDamp ener, IR Di scrim inator, I nsulation ( EM P) , Jet Pack s, Laser Shield,
O2 Supply, Protect ion ( a l l ) , Quick Draw, QSU, Rad-L iner, Shie ld,Skaler s, Smok e Generator, Systems Analyzer, Systems Repair Unit,
Talons, Therm al Generator, and Ther mo meter. Options that are not l ist-ed above are onl y avai lable i f th ey are l isted below. Those i tems l i stedbelow are onl y avai lable to the species l isted.
A-Grav System: This system is equivalent to the Alliance system of the
same name. The standard A-grav system reduces encumbrance by 40points. A larger version capable of reducing encumbrance by 80 points
is available. I t is twice as large and twice as expensive as the small er un it.
Anti-Meson Field: These Klee bui l t anti-meson field s nul l i fy any attack
by ant i -arm or part ic le beams. In addi t ion, these f ie lds a lso n ul l i fy f luxinterfer ence generators, though this was not the function for whic h they
were designed.
AMS: Most AMS units function identical ly to Al l iance anti-missi le mis-si les. The effectiveness of an AMS unit varies from mo del to m odel. The
mo st comm on u nits are twelve shot devices that have a 50% ch ance shoot down incoming missi les. Normally Al l iance systems can only ta
get arm rock ets and ref lex mi ssi les. Ho wever, most Zenax AMS unican also shoot down any large, slow moving projecti les l ike grenade
mag gun r ound s, arti l lery shel ls, SAMS, and anti-tank mi ssi les. By doblin g the pr ice ( and low erin g avai labi l i ty on e level) , the effectiveness
an AMS can be increased by 10%, to a maximum of 70% effect iveThese units can target up to 4 incom ing thr eats sim ultaneously. M issispeed i s 200m/s . Mos t AMS un i ts a re D is rapan o r Whe in o r i g in
Reloads cost 10K per m issi le.
Atmospher ic Processor: The atmospher ic processor a l lows toxatmospheres to be ref ined in to a breathable atmosphere inside th
user’s armor. Not al l atmospheres can be refined to the point of bein
breathable, and the pr ocessors or Atmo uni ts are often coupled wirebreather apparatus. The effectiveness of these units varies widelTypical ly Disr apan units are the m ost efficient.
Cloaking Device: A Cedeun bui l t cloaking device. When activated thdevice generates a -100 ECM penalty and r enders the armo r comp lete
invisible ( -200 to sighting checks) . Sighting and ECM penalties arreduced by half if the suit is used in the atmosphere. In addition, the su
wil l on ly function for 5 r ounds before shorting out perm anently. Al l i temoutside the suit, includ ing weapons and equipment, r emain visible.
ARMOR OPTIONS
OPTION SIZE ENC TL AV COST SPECIES
A-Grav System 10 -40 4-6 C 100K All but Dul
Anti-Meson Field 10 4 6 R 500K Klee
AMS 6 6 4-5 C 200K Disrapan, Whe
Atmospheric Processor 1 3 4-5 P 8000 All
Cloaking Device 23 30 6-7 VR 5.0M CedeunCombat Shield - 2 3 P 7000 Dul, Razaa, Wh
Dispersal Unit 8 6 6 R 250K Aktai
ECCM Module 2.0 0 5 C 40K All but Dul
Flight System 30 25 0 UC 45K Cedeun,Disrapan, Dul
FOF Transmitter 1 0 3 P 150 All but Klee andRazaa
Gravitic Compensator(minor)
10 12 7 R 1.0M Aktai
Gravitic Compensator(major)
24 50 7 VR 3.0M Aktai
Laser Detector 1 0 3 P 100 All
Nutrient Dispenser 2.5 3 3 UC 1000 WheRadar Detector 1 0 3 C 100 All
Rebreather 10 10 3 C 10.0K Whe
Regenerating B * 6 VR ** Razaa
Self-Sizing B 6 4 C 8000 Whe
Sensor Suite 1 3 4 3 P 8000 Whe
Sensor Suite 2 6 14 5 UC 14K Whe
Sensor Suite 3 8 7 4 UC 25K Whe
Stealth System 4 5 7 R 2.0M Cedeun, Klee
Waste Processor 1 1 4 UC 50K Whe
ARMOR OPTIONS
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84 BATTLELORDS O F THE TWENTY-THIRD CENTURY
Combat Shield: Same as the All iance model, but this model folds upl ike an oriental fan when not in use.
Dispersal Unit: Whi le in use, the d ispersal u n i t a l lows the u ser, h isarmor, and al l carried equipment to pass through sol id objects or vice-
versa. Users of the Disper sal Unit m ust mak e a mental SMR with a -1 0penalty for every ro und th e unit is used after the fir st. Fai lur e indicates
the user has gone insane for 2d 10 days and lo ses 1d8 I Q and INT. TheDispersal uni t has no effect against energy-based attacks inclu ding m assdoublers.
ECCM Module: Each m odel adds 10% ECCM to the suit, up to a max-
imum o f 50%.
Flight Systems : Flight systems are highl y customi zable. No self-r espect-ing Disrapan or Dul wants to have the same fl ight system as another
Disrapan. A fl ight system usually consists of multip le rock ets for pr opul-sion and som etimes a pair of fold ing win gs. This is the Zenax equivalentof the Al l iance jet pack arm or o ption, bu t the space this option requir es
can be divided among al l bod y locations, excludin g the head.
FOF Transm itter: This fr iend-or-foe transmitter ( FOFT) sends out a
signal to al l HIC units in range. It shou ld be pro gramm ed ahead of time,
along with al l other FOFTs in your group to identi fy the user as a fri end-ly target to al l your gro up’s HICs. The unit can be manuall y turned off i f
you want to avoid detection. A level 20 computer check is required tohack into som eone’s FOF code and c opy i t to your FOFT.
Gravitic Compensator (minor): The grav-comp , as i t is cal led, gen-
erates a nul l-gravitron field that cancels out the crushing effects of theLGAs. Unfor tunately, these units are not i nstant-on, and th ere is a tim ede lay be tween the ac tual g rav i nc rease and the ac t i va ti on o f the
Com pensator. This grav-com p has a 1 second delay, after whic h i t acti-vates and can cancel out 1d8 points of damage ( to each b ody area)
caused by an attacking LGA. This device has a run time of 5 secondsbefore i t automatical ly activating at 10 second cool-down cycle.
Gravitic Compensator (major): An im proved version of the grav-
comp, th i s ve rs ion can cance l ou t 3d8 po in t o f LGA damage bu trequires 2 seconds to warm up before activation. Even larger versionsof these devices exist on Ak tai tank s. This device has a run tim e of 3 sec-
onds before i t automatical ly activating at 7 second cool-down cycle.
Laser Detector: Th i s he lme t o r shou lde r moun ted a rmor op t i ondetects laser beams str ik ing the user or po inted in h is genera l d i r ec-
t ion. The uni t ident i f ies the laser ’s frequency, power level , and thedi rect ion from which the beam o r ig inated.
Nutr ient Dispenser: Same as the In ternal Food Processor ArmorOption . Holds the equivalent of 100 u nits of food that is injected into theuser. Refi l ls cost 20 c redits.
Radar Detector: Th i s he lme t o r shou lde r moun ted a rmor op t i on
detects radar str ik ing the user or po inted in h is genera l d i r ection. Theuni t ident i f ies the d i rect ion from which the radar o r ig inated.
Rebreather: Rebr eathers r ecycle the exhaled air al lowi ng the user to ,in essence, re-br eath the same air m ultipl e times. Rebreathers wil l l ast
for an amou nt of tim e equal to 100 days divided by the user’s size class.Constant card iovascular act iv i ty wi l l reduce the amount of t ime the
rebreather can be used by half. The scrubbers and the trace gas con-ta ine rs i n the reb rea the r mus t be rep laced a f te r a mon th o f use .
Com bined wi th an atmospher ic pr ocessor and a heavy gas atmospher e,a character need not worry about breathable air.
Regenerating: The Razaa are experi mentin g with self-heal ing materi-a ls for use in the i r batt learmor. By pur chasing th is armor opt ion, char-
acters replace the plating on their arm or w ith a material cal led Tri -Zad,
which is genet ica l ly enhanced, techno-organic vers ion of Zad-h ide.** The cost for th is opt ion is 100,000 m ul t ip l ied by the threshold of thearm or. Dam age to the thr eshold and integrity r egenerates at a rate of 1
point per armor section/second. Absorption does not regenerate. *Theencumbrance of the armor is unchanged as long as the threshold isbe low 8 . The a rmor i s cons ide red h igh ma in tenance and must be
rubb ed down wi th nu tr ient o i l tw ice a day or i t loses i ts regenerat iveproperties. If the armor goes more than 3 days without a nutrient bath,
i t perm anently loses the abi l i ty to regenerate.Because the Tri-Zad mu st be layered in or der to achieve higher thr esh-
olds, the weight ( ENC) of heavy and mechanized arm or will incr ease whenthis option i s purchased. For each point of thr eshold above eight but below
16, increase the encumbrance by 2 points when choosing this option. For
each point of threshold above fifteen but below 24, increase the encum-br ance by 4 poin ts when choo sing this option. For each poin t of threshold
above 23 bu t below 36, in crease the encumbr ance by 8 poi nts when choos-ing this option. For each poin t of threshold above 35, incr ease the encum -
br ance by 16 poi nts when choosing this option. Tri-Zad becomes too thickand cumbersome to use at thresholds over 50 points. For example, a suit
with a threshold of 25 woul d have its encum brance incr eased by ( 2 + 2 +2 + 2 + 2 + 2 + 2 + 4 + 4 + 4 + 4 + 4 + 4 + 4 + 4 + 8 + 8) 62 points.
Search Light: Whe sold iers often cannibal ize the searchl ight offdestroyed Duy armor ed sui ts for u se on other su i ts of arm or. I t is the
same as the All iance m odel. It i s external ly m ounted and n ot pr otectedby the a rmor . Fo r doub le the p r i ce a UV o r IR sea rch l i gh t can be
obtained. Obviously, UV optics are r equir ed to see the beam emi tted bythe UV search l i ght, and IR op tions are r equir ed to see the IR l ight. ( UV
= u l travio let, IR = in frared) .
Self-Sizing: When the Whe started using enslaved races as infantry,
they had to develop arm or for these species. Rather than b ui ld new suitsof arm or, the Whe developed self-sizing versions of existing Whe arm or.
These suits wil l com fortably fi t any hum anoid cr eature of the same sizeclass or one size class smaller or larger as the armor without penalty.
Normally wearing armor that is not bui l t for your species, but the samesize c lass, wi l l impart a -20 to MD and AGL, not to mention chaf ing
3 • WEAPONS & EQUIPMENT
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8BEYOND THE RIFT
badly. Norm ally armo r that is not the same size class as your charactercannot be w or n at al l . Self-Sizing arm or negates both of these penaltiesas long the curr ent user is hum anoid and w i th in on e s ize c lass of the
armor. The Self-sizing option reduces the THR of the armor by 1 pointand also reduces space avai lable in the arm or by 50%.
Sensor Suite 1: Usually one Whe in an infantry group wil l b e equipped
with a Sensor Suite 1. Th is suite inclu des passive night vision ( light am pli-fication ) , active ( 50m ) and p assive IR, and passive UV optics, all wi th a3x op tical zoom . Note: At least one space must be allocated to th e helmet.
All Whe special forces personnel will be equipped with this sensor suite.
S e n s o r S u i te 2 : Geared for envi ronmenta l mapping and scient i f icstudies, Sensor Suite 2 is equipped with the same optics as SS1 but
includes the fo l lowing equipment: Auto mapper, magnet ic compass,Vibror od ( 200m range) , and a chemical sn i f fer that can ident i fy the
mo lecular stru ctur e of most airbor ne materials. Note: At least one spacemust be a l located to the helmet and the leg. The Vibroro d cannot beused while the soldier is moving.
Sensor Suite 3 : Sensor Suite 3 is the ultim ate combat sensor pack agefor the Whe soldier. Designed for heavy combat, this suit includes thesame optics as SS1 b ut features a 10 X zoom. The suite also features a
mo tion d etector, radar d etector, laser detector, and sonic ampl i fier. Thecro wn i n the jewel of this sensor suit is the radar system. It can b e hoist-ed up to 5 m eters in the a i r on a retractable antenna pole and has a
range of 20 k m. Thi s sensor suite wil l b e includ ed in at least one suit ofmechani zed arm or in a Whe heavy assault team.
Stealth System: A mod ification o f the cloak ing system used in the Cedeun
stealth suit, this cloaking device can be installed in any Klee or Cedeunarm or w ith a little work . Less finick y than the model in th e stealth suit, this
cloaking device is fairly r el iable b ut far less effective. When active, the
cloak ing device render s the user invisible to r adar ( -50 ECM penalty) , IR,UV, and visual detection ( -100 to sighting checks) . The effectiveness of the
cloaking device is not hindered by the presence of an atmosphere.Every square centimeter o f the arm or ’s surface must be covered in
a h ighly ref lect ive f i lm. When the c loaking device is not in use, thearm or is fairly easy to spot ( + 40 to sighting checks) . The reflective fi lm
melts too easi ly to offer any protection from beam weapons.Though Cedeun are immune to the effects of the c loak, other
species using the device must mak e a Radiation SMR for every ro und in
use or lose 1d4 bo dy points. I f the user takes mor e than 6 poin ts ofdamage, there is a 20% chance of permanent neuro logica l damage
( reduce IQ and INT by 1d10) . The device wil l only function for a totalof 10 r ounds before short ing out and requi r ing repai r . Damage to the
arm or 's surface causes the stealth coating to ch ip o ff. As a result, eachpoint o f in tegr i ty damage the arm or suffers e l iminates 1 p oint o f the
ECM and sighting penalties generated by this arm or optio n.
Waste Processor: The waste pro cessor refines reusable nutr ients and
water from the character’s waste products. A waste processor adds 50food uni ts per mon th to any nutr ient d ispenser insta l led in the armor.
Using a waste processor, a character can remain in h is arm or for aslong as he has breathable air and foo d. This is not to say that he or she
wi l l be com fortable over long per iods or able to sleep in the arm or.
FIELDGENERATORS
DefensiveFields(Whe)Whe defensive fields wor k on the samepremise as the defensive fields created
by Whe matr ix contro l lers. The f ie ldsare composed of solid, transparent mat-
ter that wears down under cont inuedabuse just like a flux shield. Once gen-
erated, the field wil l remain up indefi-nitely until turned off or destroyed.
As a resul t o f be ing composed oft r an sp ar e n t, so l i d m a tt er , m a n yweapons includ ing AA part ic le beams
wil l pass through the field unhindered.Visible l ight lasers pass through Whe
defensive f ields doing fu l l damage tothe f ie ld and to the target behind i t .
Whe defensive fields can be modulatedto stop lasers at particular frequencies
or b lock out visible l ight al l together. Inthe first case, the soldier c an el imi nateone type of laser weapon from effecting
his or her defensive field. Only one type( mo del) of laser can be neutral ized at
a time. I f the soldier sets the field to block al l visible l ight, the Whe sodier i s effectively bl ind, but he can m odulate the field to al low other fre
quencies of l ight thr ough the field ( usually IR or UV) . For exampl e, oncthe spectrum of visible l ight is block ed out, the soldier can use IR or Uoptics to see outside of the field. Of course, this means that once a
opponent not ices that the f ie ld has tur ned opaque, UV lasers and Istrobes can be used against the Whe. If the soldier wishes, he can mak
a hole in the field to look thro ugh, but this leaves him vulnerable. Unlikthe Flux shield, Whe defensive fields can not b e fired thr ough if you ar
on the inside. The soldi er m ust either d ro p the field or cr eate a hole the field for the weapon to fire through. However, creating a breach
the f ie ld leaves the so ld ier vu lnerable to weapons that have an areaffect ( most HP weapons) or a pinpoint sniper attack.
Inactive defensive fields will last about a year before they need recharg
ing. A field that is in constant use wil l run for about two weeks before needs to be r echarged. Recharging defensive fields requir es a portable ge
erator or larger power source and takes about 5 minutes per point of AR
Defens ive Fie ld 1 : This device can be insta l led on Akfu arm or or the uni forms of unarm ored comm and personnel .
Defens ive Fie ld 2 : This field generator can be mounted on any Wharmor, but i t is usually mounted on the Akfu or Nak suits.
Defens ive Fie ld 3: Specifical ly designed for the Duy armored suit
the generator m ust be heavi ly mod ified to be mo unted on other arm or
Defensive Field 4: This field is usually placed on Jduy or Yun arm or esui ts but can be m ounted on o ther su i ts of armor.
Defensive Field 5: This field i s usually reserved for Yun suits.
FIELD GENERATOR
WheDefensiveFields
ListedbelowaretheeffectsthatvariousweaponsystemshaveonWhedefensivefields.
IgnoreField(Usernot protected)Anti-armor particleweapons
Neuro Cannons
AttackFieldandUser(Bothtakedamage)All Lasers
ThermaticsMassDoublersGravShearsLGAs
IneffectiveAgainstField(Weaponshavenoeffect)
JammersFluxInterferenceGeneratorsMetal Guns
AttackField(UserProtected)All otherweaponsystems
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86 BATTLELORDS O F THE TWENTY-THIRD CENTURY
3 • WEAPONS & EQUIPMENT
FIELD GENER ATOR SIZE ENC TL AV COST SPECIES
Disintegration Field 14 4 5-6 UC 100K Aktai
DISNTEGRATION FIELD
FIELD GEN ERATOR THR RUN TIME RECHARGE TIME SIZE EN C TL AV COST SPECIES
3 point field 3 30s 1hr/ point 1 1 7 UC 10K Aktai
5 point field 5 24s 1hr/ point 2 4 7 UC 20K Aktai
8 point field 8 18s 2.5hr/ point 4 8 7 R 50K Aktai
12 point field 12 15s 4hr/ point 8 14 7 VR 500K Aktai
15 point field 15 12s 5hr/ point 12 30 7 VR 1.0M Aktai
25 point field 25 9s 10hr/ point 15 50 7 U 2.5M Aktai
ENERGY FIELDS (AKTAI)
FIELD GENERATOR AR SIZE ENC TL AV COST SPECIES
Defensive Field 1 40 10 14 5 C 100K Whe
Defensive Field 2 80 8 12 5-6 C 200K Whe
Defensive Field 3 150 8 14 6 UC 500K Whe
Defensive Field 4 500 6 20 6-7 R 600K Whe
Defensive Field 5 3000 12 40 7 VR 800K Whe
DEFENSIVE FIELDS (WHE)
FIELD GENERATOR FIELD STRENGTH SIZE ENC TL AV COST SPECIES
Energy Field Enhancement, Primary 50 4 5 7 UC 200K Aktai
Energy Field Enhancement, Minor 100 6 8 7 UC 500K Aktai
Energy Field Enhancement, Major 500 10 12 7 UC 1.0M Aktai
Energy Field Enhancement, Armored 1000 20 4 7 UC 2.0M Aktai
Protective Flight Module, Model A 100 1 1 6-7 P 200K Disrapan
Protective Flight Module, Model B 250 1 2 6-7 C 500K Disrapan
Protective Flight Module, Model C 500 2 3 6-7 UC 1.0M Disrapan
Protective Flight Module, Model D 1000 3 4 7 UC 2.5M Disrapan
Protective Flight Module, Model E 2000 3 4 7 R 3.0M Disrapan
Armor Protective System, Model 5 4000 5 10 7 VR 8.0M Disrapan Armor Shield 25 1 1 5-6 P 50K Razaa
Barrier Shield 50 5 5 5-6 C 80K Razaa
Battle Shield 100 10 10 5-6 C 100K Razaa
War Shield 500 15 15 5-6 UC 500K Razaa
Missile Shield 1500 30 30 6-7 R 3.0M Razaa
FLUX SHIELDS (AKTAI, DISRAPAN, AND RAZAA)
FIELD GENERATOR FIELD STRENGTH ECM SIZE ENC TL AV COST SPECIES
Cedeun Model 600 50 25 1 2 4-6 P 50K Cedeun
Cedeun Model 700 80 40 2 3 5-6 C 100K Cedeun
Cedeun Model 1000 100 50 3 4 5-6 UC 200K Cedeun
Cedeun Model 5000 250 80 4 5 5-6 R 400K Cedeun
Cedeun Model 10000 500 80 5 6 6 VR 800K Cedeun
PPRD-678D 40 20 3 2 4-5 UC 75K Klee
Bamcore 780 60 30 5 3 4-5 R 100K Klee
Bamcore Super 120 60 10 6 4-5 VR 200K Klee
PLASMA FIELDS
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DisintegrationField(Aktai)A favorite defensive system of the Aktai mil i tary, Disintegration Fields
are cheap and effective, despite some major drawbacks. These fieldswork by modulat ing a comm on d is in tegrator through some rather exot-ic emi t ters, which wrap the energ ies around the user. Any mater ia l
object that com es into co ntact with the field is disintegrated.These defense f ie lds wi l l s top most p ro ject i les includ ing r a i l gun
and gauss shel ls, particle weapons, and even plasma. Disintegrationf ie lds wi l l no t stop very large pro ject i les, l ike ant i - tank weapons. The
f i elds w i l l a l so d i sin teg rate the sur r ound ing a i r render ing son i cweapons useless. However, these fields wil l not stop weapons that do
not in volve m atter or are energy based. A/R beams, Beam weapons,Energy weapons, T-bolt generators, MTWs, Force weapons, and eventhe shie lded pro ject i les of a Mass Doubler are a l l imm une to the pr o-
tective properties of a Disintegration Field. Despite these major draw-backs, the fields are sti l l very popul ar.
Inactive disintegration fi elds can be k ept almo st indefinitely, as theirpower sourc e does not dischar ge over tim e. The l i fe-span on these units
i s measured i n cen tu r i es . Act i ve un i ts w i l l l ast fo r abou t 3 mon thsbefore needing a recharge. These uni ts take 3 minutes to recharge
using an Aktai power source. Isn’t Aktai technology grand?
EnergyFields(Aktai)Aktai energy fields work similarly to the flux shields used by Arachnidwarr ior s. These fields are no t ablative and cr eate an arti ficial Thr eshold
to p r o tec t the user . L i ke a rm or , the r ema inder o f any damage thatexceeds the field’s threshold wil l hi t the target behind the field. Unlike
Arachnid fields, these energy fields can only stay operative for a shortper iod o f t ime before bur n ing out. Flux in ter ference generators do not
effect Aktai ener gy fields. The Aktai can use these fields simu ltaneouslywi th the i r f lux sh ie lds. As wi th most Akta i devices, there are a lways
whispers that somewhere the Akta i have much b igger, better models
that no one has seen yet. Note: Recharge tim es are l isted as num ber ofhours per point of threshold restored. It is possible to activate and use
a partial ly charged energy field.
FluxShields(Aktai, DisrapanandRazaa)Som e races the PCs are lik ely to encou nter, inclu din g the Aktai, Disr apan,
and Razaa use flux shield technology that works on the same principle asAlliance flux shields. In fact, the Disrapan rely heavily on flux technology
and often forgo arm or entirely in favor of a flux shield generator.Inactive flux shields will remain usable for several years before they
need a partial recharging. The exception to this rule is Aktai flux shields,which never need recharging unl ess the field is dam aged. While in use, the
amount of time flux shields will last varies with the species that manufac-tured them. Aktai flux shields wil l last unti l al l of the field strength isreduced to zero by damage. Disrapan fields will last for about 2 weeks if
used constantly or until the field strength is reduced to zero by damage,whichever is shorter. Razaa fields last for about 2 to 4 hours if used con-
stantly, with the larger shields lasting longer than the short shields. Again, ifthe Razaa flux shield h as its field strength reduced to zero by damage, it is
assumed to be no longer functional. Aktai fields take 5 minutes per pointof field strength to recharge. Disrapan field generator s take 25 mi nutes per
point to recharge. Razaa field generators take 1 hou r p er poi nt to r echarge.
Energy Field Enhancement, Primary: This Aktai flu x shield is designeto enhance the protective properties of the Aktai energy fields. It sibehind an Aktai energy shield and acts as absorptio n for any damage th
breaches the energy shield. It can, however, be u sed without an energfield as a standard flux shield. Only Aktai flux shields can be used simu
taneously with energy shields. This field is designed for unarmored olightly arm or ed personnel who ar en’t expecting to see any seriou s comba
Energy Fie ld Enhancement, Minor: An improved vers ion of thabove shield, this field is designed for short battles with l ight to med
um weapons.
Energy Field Enhancement, Major: This flux shield is designed folong-term battles wher e heavy weaponr y is l ikely to be encountered.
Energy Field Enhancement, Armored: This flux shield is designe
for heavi ly arm ored personnel .
Protective Flight Module, Model A: Disrapan flux generators a
designed to be l ightweight in or der to al low them to m ount a field gene
ator and still fly. This flux shield generator is often used in place of arm o.
Protective Flight Module, Model B: An improved version of the A
mod el f l ight module, i t has been know n to short ou t when wet.
Protective Flight Module, Model C: The M odel -C protect ive f l ig
mo dule can take a significant beating com pared to the lower PFM mo dels. This version is designed to protect f ly ing Disrapan w arr ior s fro
surface to air mi ssi les and heavy weapons fire.
Protective Flight Module, Model D: The D-m odel PFM is designeto defeat low-end m issi le attacks.
Protective Flight Module, Model E: The E module PFM can takehit fr om al l but the lar gest reflex-equivalent missi le systems and sti l l b
l ight enough to al low the Disrapan soldier to take fl ight.
Armor Protective System, Model 5: The model 5 Arm or ProtectivSystem is a super-heavy flux shield generator designed to defeat heav
arms fire. In addition, i t can take a hit or two from weapons capable dishng out damage in heavy points. The APS is general ly too heavy t
al low a Disrapan to fly unassisted.
Armor Shield: A unique concept, the Razaa arm or sh ield pro jects
flux disk that works l ike a medieval shield. This 2-meter diameter discan be p laced between the user and an inco ming attack l ik e a g ia
shield. If the user is caught unawares or is attacked fro m a side that hor she is not pro tecting with the d isk, he is defenseless.
Barrier Shield : A more conventional flux device, the barrier shield a low power f lux generator designed to protect the Razaa from are
effect weapons.
Battle Shield: When faced with modern weaponry, even the Razaaamazing regenerative power s may not be sufficient pr otection. Thu s th
FIELD GENERATOR
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88 BATTLELORDS O F THE TWENTY-THIRD CENTURY
war-charter co mm issioned the Battle Shield flux generator. A mor e sub-stantial generator, the Battle shield is designed for short-term combatwith medium level weaponry.
War Shield: An im pr oved version of the Battle Shield , the War Shield
is designed for l onger en gagem ents against heavy weapo nr y. It still palesin compar i son to the A l l i ance fo rce sh ie ld a rmor op t i on , bu t mos t
Razaa only need i t to last long enough to get them into cl ose range.
Miss i le Shie ld: The missi le shield is general ly used to protect small
encampm ents of a few Razaa warr iors. This heavy generator can beshi f ted from a standard form -f i t t ing mod e to a large hemispher ic dome
that is up to 30 meters across and 10 meters high. The Missi le Shieldcan be armor mounted or carr ied.
PlasmaFields(CedeunandKlee)Simi lar to the Whe defensive fields, plasma fields are u sed p rim ari ly bythe Cedeun, tho ugh the Klee have also adopted them. These fields are
com posed of ultra-dense cold plasma, which absorb s impacts as well asdeflecting and scattering energy that makes contact with the field. Plasma
fields are typical ly l ighter than flux shields, but they can’t take as mu chabuse. Plasma shields are clearly visible to the naked eye as a cr imsonnebula-l ike cloud swirl ing around the protected individual. A magnetic
field generator attached to the user’s helmet keeps the red cloud of plas-ma out of the user’s forward vision, but the user’s peripheral vision is
redu ced by -30. Plasma fields generate an ECM equ al to half their level ofprotection up to a maximum of 80%. For instance, a Plasma field that
offers 60 poin ts of protection w il l generate an ECM equal to 30%.Plasma weapons do half damage to plasma fields. In addition, flux
interference generators do not affect plasma fields. Otherw ise, the fields
are treated the same as standard flux shields, including the ability to stopAnti-armo r particle beams and penalizing ( half damage) laser dam age.
Studies have shown that long term exposure to the magnetic fieldsused to maintain the plasma shield can be hazardous to the health of
the user - unless you’r e a Cedeun. Very stron g magnetic fields near theplasma shield wi l l gr eatly reduce i ts effectiveness. If th e shield com es incontact with a person weari ng an active magnetic deflection generator,
the protective plasma wil l be pushed to the opposite side of the shieldcreating a hole in the pr otective plasma.
The Klee are unawar e that the Whe have equipped an el i te gro up o fthe i r so ld iers wi th exper im ental , magnetica l ly sh ielded, pr o ject i les
designed to pass through p lasma f ie lds. The Whe h igh command iseagerly awaiting th e results of th e field-testing.
Cedeun manufactured f ie lds can be act ivated a to ta l o f ten t imesbefore needing recharged and refueled. Recharge/refuel ki ts are read-
i ly avai lab le at any Cedeun outpost and take only a few seconds toinstal l . Klee manufactured p lasma fields can be activated a total of thr eet imes before they run ou t of power. Recharge/r efuel k i ts for the Klee
plasma field generators are also readily avai lable at Klee outposts. Ifeither the Cedeun or Klee field has i ts field strength r educed to zero, i t
must have a new recharge/refuel k i t insta l led before i t wi l l funct ionagain. Cedeun rechar ge/refuel k i ts cost 5K and have an avai labi l i ty of C
at Cedeun outposts. Klee r echarge/refuel k i ts cost 15K and have anavailability of C at Klee outposts.
Cedeun Model 600: This Cedeun m anufactured p lasma field genera-
tor can stop smal l arms f i re dur ing short combat engagements. The
Cedeun trade these units to the Klee occasionally.
Cedeun Model 700: The 700 mo del plasma field generator is theoldest p lasma generator curr ent ly in use by the Cedeun. This m odel
dates back alm ost 40 years but i s sti l l in service with Cedeun space min-ers. Like the mod el 600, thi s unit can also be found in Klee hands.
C e d e u n Mo d e l 1 0 0 0 : The Cedeun 1000 , as i t i s m ore com mon ly
kn own , is an excel lent al l-aroun d defense unit. Thi s unit can stop m osthigh speed space debris as well as hosti le fir e.
Cedeun Model 5000: The model 500 0 was the top of the l ine unti l the1000 0 mo del was released 6 mo nths ago. The 5000 uni t has the maxim um
ECM p otential that plasma shields are cur rently capable of prod ucing. Thisunit is usually not given to non-Cedeun, but with the development of the
1000 0, the Cedeun m ay soon release the unit fo r sale to the Klee.
C e d e u n Mo d e l 1 0 0 0 0 : The newest, state-of-the-art Cedeun plasmashield ing un i t , the 10 000 is capable of generat ing a m assive p lasmabarrier. Though it sti l l not as tough as heavy flux shielding, the model
10000 offers the user significant protection.
PPRD-678D: The first Klee manufactured plasma shield, the PPRD isa personal p lasma shie ld ing uni t . Though i t lacks the f inesse of the
Cedeun m anufactured units, the PPRD was the first step toward the Kleebeing able to mass produce plasma shielding.
Bamcore 780 : Named after the Klee ship where these units are manu-factured, the Bamcor e plasma shields were the first mass pro duced plas-
ma shields made by the Klee. Though the Bamcore 780 still uses Cedeunparts, this unit lack s the portabi l i ty and co mp actness of Cedeun-manu-
factured field generators. To comp licate matters, these units are in feriorto their Cedeun m odels but sti l l cost mo re to m anufacture.
Bamcore Super: The Bamcore super is an improvement over the 780previously manufactured by the Klee. This plasma-shielding generator
uses far less Cedeun components and puts the Klee much c loser tomanufactur ing the i r own shie lds wi thout dependence on the i r a l l ies.
The downfa l l to th i s i s tha t the K lee componen ts a ren ’ t nea r l y asadvanced or rel iable, and the Bamcore Super is monstrously heavy in
comparison to the Cedeun units. However, most Klee bel ieve that withthei r k nowledge of part ic le physics, i t is on ly a matter of t im e beforetheir plasma shield techn ology exceeds that of th e Cedeun.
MEDICALEQUIPMENT
For the most part , m edical equipm ent is simi lar to the medica l equip-
ment wi th which Al l iance sold iers would be fami l iar . The tools may notbe recogni zable, but they do the same jobs as their Al l iance-equivalents.
The one exception to thi s rule is rapid healing devices. BRIs do not existin Zenax, but their counterparts are detai led below.
Whe Heal Cubes: These smal l meta l cubes are im bued wi th a Whematrix that restores damaged body parts to their original form, healing
1d8 points of dam age in the pr ocess. To use a heal cube, simply unw rapit and p lace i t on the damaged area. Any cybernetics in the healed area
are expelled as a side effect. In addition, a heal cube can also be used to
3 • WEAPONS & EQUIPMENT
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8BEYOND THE RIFT
regenerate lost l imbs or organs. Unfortunately, this includes l imbs thathave been purposely replaced with cybernetics. For example: If you have
a cybernetic arm and a heal cube is placed on your shoulder, you wil lgrow a new arm, and the cybernetic l im b wil l be ejected from your bod y.
Aktai cellular regenerators: The Aktai use these devices to increasecellular r eprod uction and healing. When used on a l iving organism, the
devices reduc e the organism’s time to heal an inju ry. In mo st cases, fur-
ther medical treatment is not required after using a regenerator unlessthe woun d is im mediately l i fe threatening. Cel lu lar regenerators haveno effect on non-or ganic o rganisms, l ik e the Akta i . This device is not
capable of e l iminat ing d isease or poison, but i t w i l l heal the d amagecaused by these cond itions. The device wil l no t repair genetic flaws. Thecellular r egenerator m ust be “ aimed” at the damaged area for the dur a-
t ion of the heal ing pr ocess to reap the benefi ts of decreased heal ingtime. Larger u nits are simpl y targeted at the entire bod y.
Portable, hand-held cel lular regenerators wil l increase the healingrate by a factor of 8 . Paramedic uni ts are equipped wi th r egenerators
that wil l increase the healing rate by a factor of 16. M.A.S.H units areoften equipped wi th cel lular regenerators that incr ease the healing r ate
by a factor of 32! Aktai hospi tals have massive regenerators that
increase the healing rate by a factor of 64. It is rumored that the Aktaihave even lar ger uni ts at their di sposal.
H a nd -h el d r e ge ne rato r s w i l l r u n f o r 2 d a ys b efo r e n e e di n grechar ged. These units take about 4 ho ur s to recharge once connected
to a power sour ce. Paramedi c units wil l run for 2 weeks before run ningout of pow er and take about 8 hour s to recharge. MASH and ho spi tal
sized regenerators cannot be used without being plugged into a powersource. MASH units wil l run using small generator s, but hospital regen-erators requi re an industr ia l power source.
• Example: If youhaveacleanpuncturewound(SeeBattlelordsmainrule-
book, page201), youheal at arateof 1BPfor every4daysof rest. Usinga
paramedicregenerator (x16), youwouldgain4BPfor everydayofrestfor as
longasyouareusingtheregenerator. [16x(1BPper 4days)] =16BPper 4days. 16BP/ 4days=4BPper day. Usingahospitalregenerator,youwill heal
16BPforeverydayof rest.
Jump Stick: The jump stick holds a special place in the heart of m any
soldier s in Zenax. To a sold ier it is the mo st hated m edical tool o n the bat-tlefield, b ut i t is responsible for saving mor e l ives than any other d evicein Zenax. The jum p stick was original ly developed by the Razaa to heal
their cr i tical ly wounded. The jump stick im mediately heals 1-4 poi nts ofdamage. It stops blood and fluid loss from wound s instantly. There is a
pr ice for th is miracle of modern technology. Being in jected wi th the
device is excruciatingly painful. Heart attacks resulting from the pain an
shock are not uncommon. After injection, victims must make a systeshock check at -50 or pass out from the in tense pain. Regard less
whether the system sho ck check is successful, the screamin g is inevitablRolling double zodd ( double zeroes) results in a heart attack and deat
Giving a patient an additional jum p stick is almost unheard of. A secon ju m p sti ck adm in ist er ed in th e sam e day r equi r es th e vic ti m to m ak e system shoc k at -75 to rem ain conscio us. If the system shoc k r oll is faile
by mor e than 50 points, the victim d ies. A third jum p stick injection pr atically guarantees death. For a third injection the System shock to rema
conscious is a -100 penalty. Victims knock ed out by a jum p stick in jetion rem ain unconscious for a number of r ounds equal to the total bod
points healed by jum p stick injections in the last 24 hour s, including thmost r ecent in ject ion. Fai l ing the system shock ro l l by mor e than 2results in death. Jum p Sticks do n ot wor k o n the Aktai.
Though the Razaa didn’t want the jump stick to fall into the hands otheir enemies, k nowledge of the device eventual ly made its w ay to the
enemies and allies. Rather than face invasion by friend and foe alike, thRazaa agreed to sell the device, be it at a very healthy markup, to everyon
but the Whe. Fortun ately, the fluid co ntained inside a jum p stick i s a gene
ically engineered and mo dified version of Razaa blood, so it im possible dupl icate. Jum p sticks are so expensive but in such d emand th at they aoften rationed to military troops and offered as payment to mercenaries
PERSONALEQUIPMENT
Cede un Talkbox: The talk box i s a device that can be wo rn by a Cedeuwhich al lows them to comm unicate with “ air br eathers” w ithout usintheir m atrix abi l i t ies. The talk box fi ts over the Cedeun’s l ight-emmittin
or gans and translates the flashes into verbal com mu nication via a speakeon the talk box. The talkbox is transparent so a Cedeun wearing one ca
still com mu nicate with other Cedeun. For c overt missions an opaque covcan be fitted over the talk box. The talkbox is designed to be attached
the outside of Ceduen arm or o r enviro suit helmet faceplate. It com es complete with volume control, and your choice of 100 different voices. Doubthe price and you can get a talkbox equiped with a radio transmitte
( range: 3km) if you want to talk to your buddies who are out of ear sho
Whe Hover Board: Standard i ssue to every Whe gr unt, i t is what ca
only be described as a “ hover boar d.” This device is about the size oflarge skateboard, but instead of wheels it has an A-grav unit which allowit to float. The board can support up to an ENC of 400 and sti l l remafloating. Soldiers wearing mechanized battle armor are too heavy for
hover board to support their weight. The boards are highly maneuveable and capable of reaching speeds of 100k ph using small r ock ets. Th
boar d itself has an ENC of 25 w hen the A-grav unit is not activated. HoveBoards are notor iously d i f f icu l t to master and untra ined users mu
mak e an Agil i ty check at -30 just to rem ain standin g.
PERSONAL EQUIPMEN
ITEM ENC TL AV COST SPECIES
Whe Heal Cube 1 N/A UC 4000 Whe
Cellular Regenerators
-Hand-held 1 7 C 12K Aktai
-Paramedic 8 7 UC 50K Aktai
-MASH 180 7 R 600K Aktai-Hospital 1200 7 VR 4.0M Aktai
Jump Stick 1 5 UC 4K All but Whe
MEDICAL EQUIPMENT
ITEM ENC TL AV COST
Cedeun Talkbox 1 4 P 500
Whe Hover Board 0/25 6 P 25K
PERSON AL EQUIPMENT
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90 BATTLELORDS O F THE TWENTY-THIRD CENTURY
4 • MATRICES
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9BEYOND THE RIFT
ACUUMCONTROLMATRICES
The Cedeun l ive and work in the vacuum of space, and thematr ix contr o l powers a l low them a level of added luxury in th
most hosti le of environments. The Cedeun use the matrix poweto harvest minerals, travel through space, and create their ma
sive cities i nside asteroids.Unl ike Al l iance and Whe m atr ix contro l lers, Cedeun m atr ix contro l lers d
not wear an ind icator of r ank. When facing a Cedeun m atr ix contro l ler , thei s no way to de te rmine h i s power l eve l . In the sma l l , c l ose -kn i t as te rocolonies, the Cedeun know the powerful among them on sight. A Cedeun wi
often describe his level of experience by com parin g i t with a star o r o ther spacphenomenon . The la rger and m ore impressi ve the phenomenon , the m o
powerfu l the matr ix contro l ler is .Cedeun do not have to pay thei r mentors cash for advancing in leve
Payment for tr a in ing is often in the form of err ands or tasks that the tra inemust perform for h is mentor.
1PowerPointCamouflage
Genera t i on T ime: 5 sec Range: Ta rge t
Bo o st : 1 m i n u te p er po i n t D u rat io n : 1 m i n u teSMR: Bio ( i f l iv ing target) Area of Effect: 5 meters
This matrix camouflages everyone and everything within the area of affeto m atch the surr ound ings. Targets receive a + 60 to avoid detection attempts
Find Radiation Source
Gen era ti o n Ti me : 1 se c R an ge: 5 0 me te r sBoost : 10 meters pe r po in t Dura t ion : Ins tan taneousSM R: None Ar ea o f Effect: 20 m eter r ad .
This matrix allows the user to locate the nearest radiation source. The matrcontrol ler specifies the type of source he is loo king for by intensity or fr equenc
Mineral Scan
Gen era ti o n Ti me : 3 se c R an ge: 5 me ter s
Bo o st : 5 me te r s p er p oi n t D u rat io n : 3 m i n u te sSM R: None Ar ea o f Effect: 20 sq . m eter s
This matr ix a l lows the user to determine the minera l composi t ion of an
material. I n additio n, the percentages of the mi nerals in any given specimen material can also be determined.
Radiation ShieldGen era ti o n Ti me : 2 se c R an ge: 1 0 me te r sBoost: 2 m 2 / po in t Dur ati on : 10 m in u tesSM R: None Ar ea o f Effect: 10 cu . m eter s
After generating this matr ix, everyone in th e area of effect receives an addtional + 100 to al l Radiation SMRs.
VACUUM CON TROL MATRICE
C H A P T E R 4
Matrices•4
INTHISCHAPTER...
VacuumControlMatrices&
Advancement
CombatMatrices&Advancement
MatterControlMatrices&
Advancement
ADul warrior readiesanEnergyBlastmatrix.
Hisparticularfightingstylecreatesanenergyblast
usingbothhands, asopposedtoone, thoughthe
effectisthesame:thetargetisgravelywoundedor
incinerated.
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92 BATTLELORDS O F THE TWENTY-THIRD CENTURY
2PowerPointsDetect Matter
Ge nera ti o n Ti me : 3 se c R an ge : 5 ,00 0 kmBoost: 10,000 k m 2 / po in t Dur ati on: I nstant an eo usSM R: None Ar ea o f Effect: 10 ,000k m 3
This matr ix al low s the user to detect matter in space. After generat-ing this matrix, the user wil l immediately be aware of size and location
of any mater ia l object in range that is larger than a basketbal l . Thismatr ix is useful for findi ng asteroid s to mi ne or clo aked spacecr aft. The
matrix does not work unless the user is in space.
Drill
Ge nera ti o n Ti me : 2 se c R an ge : 1 me te rB o ost : 1 d 4 p er p o in t D u r at io n : I n st an tan eo u s
SM R: None Ar ea o f Effect: Tar getThis matri x al lows the user to generate a concentr ated bolt of forc e
that is designed to dr i l l though an o bject. The dr i l l ing m atr ix does 1d4points of damage to the object. For every point of damage done to the
target, the hole can be made 1cm deep or 1 cm in diameter. The usercan trade depth for diameter. For instance, i f the matrix did 4 points of
damage to a rock, the matr ix contr o l ler can dr i l l a hole 1 cm deep and3 cm wide, 2 cm deep and 2 cm wide, or any combinat ion thereof aslong as total depth and diameter d on’t exceed 4.
Project Null Atmo sphe re Bubble
Ge nera ti o n Ti me : 1 se c R an ge : 5 me te r sBoost: 1 m 2 / po in t Dur ati on: 3 m in ut es
SM R: None Ar ea o f Effect: 1 sq . m eterThe matr ix a l lows the user to d isp lace the atmosphere out of the
targeted area. In essence, the user of this matrix creates an arti ficial
vacuum that wil l last for u p to thr ee minutes. Non-Cedeun in the affect-ed area suffer 2 Body Points of damage per second unless they are in
an environm ental ly sealed suit or vehicle. Natural threshold i s ignored.
3PowerPointsCreate Cavern
Genera t i on T ime: 10 sec Range: 20 metersBoost: None Dur ation: I nstantaneous
SM R: None Ar ea o f Effect: 10m 3
This matr ix a l lows the user to cr eate a large cavern i n any sol idmater ia l that is larger than 10m x 10m x 10m . This matr ix is general ly
used to create a shelter on an asteroid for emergencies. The materialdisplaced to create the cavern is ejected into space.
Fracture
Ge nera ti o n Ti me : 5 se c R an ge : 5 0 me te r sB o ost : 1 d 8 AI / p oi n t D u r at io n : I n st an tan eo u s
SM R: None Ar ea o f Effect: Tar getThis matri x al lows the user to c reate a crack in any material. Often
Cedeun use th is matr ix for min ing or to reveal a vein of minera ls in
rock. However, the matrix works quite well against ship hul ls or armor.The matr ix does 1d8 po ints of integri ty damage to the target. If the tar-
get is not equ ipp ed with a QSU ( or equi valent device) , a lar ge crack w illappear. Cedeun have been k nown to “ crack” the armor r ight off Whe
soldiers. This matr ix has no effect on l iving creatures.
Tele port ( Self)
Ge ne rat i on Ti me : 5 se c R an ge : 5 0 me ter sBoost : 5 meters pe r po in t Dura t i on : Ins tan taneousSM R: None Ar ea of Effect: Sel f
Using this matrix, the contr ol ler can teleport hi mself and small i tem son his person, up to 100 encumbrance, up to 50 meters away. The matrixhas a 50% base accuracy, plus 05% per level of the matrix control ler.
There is no chance that the user wil l be telepor ted into a sol id ob ject.
Zero-G Flight
Ge ne rat i on Ti me : 3 se c R an ge : Sel f
Bo o st : 1 m i n u te p er po i n t D u rat i on : 3 m i n u tesSM R: None Ar ea of Effect: Sel f
This matrix al lows the user to fly in a zero gravity environm ent. This
matrix does provide enough lift to allow the user to fly in a normal or highgravity enviro nment. The user m ay change direction at wi l l and increase
or decrease their velocity by up to 5 m /second every rou nd. Remember,i f you’re m oving at 15 m /second, i t’s going to take you 3 rou nds to stop!
4PowerPointsRadar
Ge ne rat i on Ti me : 7 se c R an ge : Sel f
Bo o st : 1 , 00 0 m p er p o i nt D u rat i on : 1 m i n u teSM R: None Ar ea of Effect: 1 ,000m r adius
Radar generates a radar wave that detects objects in a 1,000 meterradius from the contro l ler . Objects that are h idden behind other struc-
tures ( from the contr ol ler ’s l ine-of-sight) wi l l n ot be seen by the radar.
Sleep Shell
Ge ne rat i on Ti me : 3 se c R an ge : Sel fB oo st: 1 TH R/ po in t D ur ati on : 1 2 h ou r s
SM R: None Ar ea of Effect: Sel fThis matr ix a l lows the user to generate a pr otective shel l arou nd
him self. The field has a thr eshold and AI equal to the level of the m atrixcontro l ler . The shel l is a i r t ight and op aque from the outs ide, thoughthe user can see out fr om the inside. In addi t ion, the shel l is camou -
flaged to m atch i ts surr ound ings ( -30 to sighting checks) .
4 • MATRICES
1 POWER POINT 2 POWER POINTS 3 POWER POINTS
Camouflage Detect Matter Create Cavern
Find Radiation Source Drill Fracture
Mineral Scan Project Null Atmosphere Bubble Teleport (Self)
Radiation Shield Zero-G Flight 4 POWER POINTS 5 POWER POINTS 6 POWER POINTS
Radar Cloak Danger Sense
Sleep Shell Read Thoughts TK
Shield Mind Dimensional Teleport
Teleport Object
7 POWER POINTS 8 POWER POINTS 9 POWER POINTS
Gravity Well WormholeCommunication Stargate Creation
Mind Link
Teleport (Large Object)
VACUUM CONTROL MATRICES
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9BEYOND THE RIFT
Shield Mind
Gen era ti o n Ti me : 3 se c R an ge : Sel fBoost: None Dur ation : 1 m inu te
SM R: None Ar ea o f Effect: Sel fThis matrix shields the user’s mind from mental attacks and pr obes.
While this matrix is active, the user is immune to any kind of mental prob-ing. This includ es attempts to read the user’s mind, co mm unicate telepath-
ically, and determin e the user’s emotional state, just as a few examples. Inaddition, the m atrix co ntro ller r eceives a + 50 SMR against mental attacks.
Tele port Object
Gen era ti o n Ti me : 1 se c R an ge : 1 ,00 0 m
Boost : 100 cub ic m/po in t Dura t i on : Ins tan taneousSM R: No ne/ M en tal Ar ea o f Ef fec t: 1 00 m 3
This matrix allows the Cedeun matrix controller to teleport any objectthat is smaller than 100m 3 in size. Objects may be moved up to 1,000m
from their o riginal l ocation instantaneously. Objects that are equipped w ithphase nul l i f ication or similar devices are immune to this matrix. Livingcreatures in the ar ea of effect m ay make a M ental SMR to avoid being tele-
por ted. Each additional power point spent to generate the matr ix allows the
user to move an additio nal 100m3
of m aterial. Cedeun o ften use this matr ixto mo ve mi neral ri ch asteroids to m or e secure locations. A Cedeun cannottelepor t away pieces of an o bject. If the Cedeun is not capable of teleport-
ing the entire object it wil l not b e transported to the new loc ation. As always,the BM is the final arbitr ator of what exactly constitutes “ an object.”
5PowerPoints
CloakGenera t i on T ime: 3 sec Range: Ta rge tB oo st: + 2 ECM / p oi nt D ur ati on : 5 r o un ds
SM R: None Ar ea o f Effect: Tar getProb ably one of the most used Cedeun m atrices, the Cloak m atrix allo ws
the Cedeun to render an object invisible to most forms of detection. Cloakedobjects are invisible and can not be detected on radar or using IR or UV
optics. Only Sonar or Omega-pulse scanning will reveal a cloaked object.The ECM and penalty for Sighting Check when d etecting a clo aked
object is equal to the control ler ’s level mul tipl ied by two. Each addition-al point spent generating the matr ix in creases this penalty by two po ints.
Read Thoughts
Gen era ti o n Ti me : 1 sec Ra ng e: 2 kmB oo st : 1 k m p er p o in t D u r at io n : 1 0 r o u nd s
SM R: None Ar ea o f Effect: Tar getUsing this matrix, a Cedeun can read the surface thoughts of anothe
individual. The target individual m ust be seen by the matri x contr ol ler ord er for i t to b e successful. Cedeun wi l l often “ flash” their lo cation
others of their k ind to identi fy themselves and their location. Then boCedeun wil l generate this matrix and com mun icate with each other m etal ly at long distances. This matrix does not wo rk on u nwil l in g targets.
Dimens ional Te leport
Gen era ti o n Ti me : 3 sec Ra ng e: 1 0 mBoost: None Dur ation : I nstantaneous
SM R: M ental Ar ea o f Effect: Tar getThis matri x allows the user to telepor t a target acro ss space by mean
of dimension jumping. Targets may be teleported up to 10,000 km awaPhase nullification units, flux shields, or similar devices do not prevendim ensional teleportation. Objects larger than 25 m 3 may not be teleporte
Unwil l ing targets are enti tled to a Mental SMR to avoid being tel
ported. L iv ing creatures that are te leported must m ake a Bio SMR osuffer 1 d4 body points. Characters that fa i l the SMR by r o l l ing dou bzeroes go perm anently insane. Characters that have been dim ensiona
ly telepor ted often repor t seeing strange beings for a spl i t second w hibetween d imensions. A Cedeun can not te leport away p ieces of aobject. I f the Cedeun is not capable of te leport ing the ent i re object
wi l l not be tr ansported to the new locat ion. As a lways, the BM is thfinal arb itrator of wh at exactly consti tutes “ an object.”
6PowerPointsDanger Sense
Gen era ti o n Ti me : 3 sec Ra ng e: Se lf
Boo st: 1 0m /p oin t D ur atio n: 5 r ou nd sSM R: None Ar ea o f Effect: 20m
This matrix increases the user’s senses to an almost supernaturlevel . Once generated, the user can not be taken by surpr ise fromattacks that originate from closer than 20 meters away. For each add
t ional point spent to generate th is matr ix, the maximum range of thmatrix may be extended by 10 meters.
TK
Genera t ion T ime: 10 sec Range: 100mB oo st: 1 00 kg/ po in t D ur ati on : 3 r ou nd s
SM R: None Ar ea o f Effect: Tar getThe matr ix im parts telekinetic abi l i t ies to the user. Once generate
the matr ix contro l ler can move objects, which are wi th in 100 metewi thout actual ly touching them. The top speed at which a 1kg objemay be moved i s equa l to 100 mete rs pe r second . Th i s speed
incr eased by 100 m /s for every addition al power po int spent generatinthe matri x. To determ ine how fast a larger ob ject may be moved, divid
the top speed the matrix is capable of moving a 1kg object by the curent object’s weight in ki lograms.
The user can move up a maximum of 100kg, p lus an addi t iona100k g for each addi t ional power point spent to generate the matr ix.
VACUUM CONTROL MATRICES • 5–6 P
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94 BATTLELORDS O F THE TWENTY-THIRD CENTURY
7PowerPointsGravity Wel l
Ge nera ti o n Ti me : 1 0 se c R an ge : 1 kmB o ost : 0 .5 G p er p o in t D u r at io n : 1 m i n ut esSM R: No ne Ar ea of Effect: Up to 100 sq. m
This matrix can be used to cr eate an arti ficial gravity field of 0.5 G.For every point spent to generate the matrix, the magnitude of the gravity
field is inc reased by 0.5 G. For every G above one, subtract 15 p oin ts fromthe character’s Strength. If the character’s strength is reduced to zero, he
can no longer stand or move. The character takes 1d4 Body Points ofdamage for every 10 points by which his Strength is exceeded. Weapons
and equipm ent take 1d4 po ints of damage for every 1.0 G above 10.0.The Cedeun often use this m atrix to im mo bil ize passing vessels for
pir ate attacks. At high power levels, the gravity well m atrix i s capable of
d isrupt ing the travel of sh ips using FTL dr ives, which are passingthrough the area. Aktai Gravitic Compensators wil l cancel out damage
fro m th is matri x as i f i t were an LGA attack.
Mind Link
Genera t i on T ime: 20 sec Range: Touch
B oo st : 1 Year / p oi nt D ur ati on : 1 YearSM R: None Ar ea o f Effect: Tar get
This matrix al lows the user to mental ly l ink with another intel l igent
being. Once establ ished, the l ink does not have a range l imitation andis maintained over extreme distances. Once l inked, the user can feel
strong emo tions fro m th e target. The matrix user also has a vague ideaof the target ’s locat ion. By successfu l ly making a Menta l SMR, the
matrix user is able to view cloudy gl impses of what the target sees orcom mu nicate with the target as i f he were standin g nearby. A fai led SM Rindicates that the user can not communicate wi th the target or see
thr ough the tar get’s eyes for 2-40 hour s. Fai led SM Rs also ind icate thatthe user r eceives a bad headache for h is efforts.
The l ink lasts for 1 year bu t can be incr eased b y 1 year for eachaddi t ional power po int spent to generated the m atr ix. The l ink can be
terminated at any t ime by e i ther the matr ix contro l ler or the target.There have been reports that th is m atr ix can be cast on unwi l l ing tar-
gets who don’t h ave the abi l i ty to break the l in k.
Teleport (Large Object)
Ge nera ti o n Ti me : 1 0 se c R an ge : 1 0 kmBoost: 1,000 m 3 / po in t Dur ati on : I nstant an eo us
SM R: No ne/ M en tal Ar ea o f Eff ec t: 1 ,0 00 m 3
This matr ix a l lows the Cedeun matr ix contro l ler to te leport any
object that is smaller than 1,000 cubic meters in size. Objects may bemo ved up to 10,00 0 meters from their or iginal location instantaneously.
Objects that are equipp ed with phase nul l i f ication or similar devices areim mu ne to this matrix. Living creatures in the area of effect may mak e aMental SMR to avoid being te leported. Each addi t ional power point
spent to generate the matrix al low s the user to m ove an addition al 1,000cubic m eters of m aterial. Cedeun often use this matrix to mo ve min eral
ric h astero ids to m or e secur e locations. A Cedeun can not teleport awaypieces of an object. If the Cedeun is no t capable of teleporting the entir eobject i t wi l l no t be transpor ted to the new location. As always, the BM
is the final arb itrator of wh at exactly consti tutes “ an object.”
8PowerPointsWormhole Communication
Generat ion Time: 1 hour Range: 100,000 kmBo o st : 1 m i n u te /po i n t D u rat i on : 1 m i n u teSM R: No ne Ar ea o f Effect: u p to 1 0 k m r ad iu s
This matr ix a l lows the user to generate a nanoscopical ly smal lwormhole through space. Individuals at either end of the wormhole can
com m unicate with each other as i f they were standing r ight next to eachother for the dur at ion of the matr ix.
9PowerPointsStargate Creation
Generation Time: 10 hours Range: 100,000 km
Boost :1 b i l l ion km/po in t Dura t i on : 3 daysSM R: No ne Ar ea o f Effect: u p to 1 0 k m r ad iu s
Using this matrix, a Cedeun can create a star gate, though whichships can reach far off dest inat ions instantaneously. For every po intspent generating this matrix, the stargate can transport i tems 1 bi l l ion
ki lom eters in d istance.
4 • MATRICES
LEVEL XP SYMBOL POWER POINTS
1 0-750 Void 1
2 751-2,000 Comet 1
3 2,001-4,000 Asteroid 1
4 4,001-7,000 Planetoid 2
5 7,001-12,000 Proto-planet 2
6 12,001-20,000 Planet 2
7 21,001-34,000 Proto-star 3
8 34,001-55,000 Blue Star 3
9 55,001-85,000 White Star 310 85,001-130,000 Yellow Star 4
11 130,001-200,000 Orange Star 4
12 200,001-310,000 Red Star 4
13 310,001-650,000 Subgiant 5
14 650,001-1.2M Red Giant 5
15 1.2M-2.2M Supergiant 5
16 2.2M-4.0M Nova 6
17 4.0M-7.0M White Dwarf 6
18 7.0M-9.5M Neutron Star 6
19 9.5M-12.0M Blackhole 7
20 12.0M-14.5M Pulsar 7
21 14.5M-16.0M Nebula 7 22 16.0M-20.0M Galaxy 8
23 20.0M-25.0M Minor Cluster 8
24 25.0M-30.0M Major Cluster 8
25 30.0M+ Universe 9
VACUUM CONTROL ADVAN CEMENT TABLE
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9BEYOND THE RIFT
DULCOMBATMATRICES
Though there are a large number of Du l m atrices, a Dul Matrix con trol ler
has access to a very l imited number of matrices, based on his style ofhand-to-hand combat. In addition, Dul matrices span the whole gamut
from energy matrices, empath matrices, and even healer matrices. Anymatr ix that has a comb at appli cation is lik ely to find its way into the rep er-
toire of a Dul warrior. However, the Dul are typical ly less proficient atthese matrices than a matrix controller that is specialized in these areas.
A Dul can learn o ne matri x per energy bracket, based on their fight-
ing style. If the Dul fai ls to learn the matri x for that energy br acket, thenit is very diffi cult to learn later.
The Dul claim that almost anyone can learn the matri x abi l i t ies thatthey possess. Masters of many of the Dul fighting styles comment that
Dul m atr ix abi l i t ies are the r esul t o f in tense tra in ing and force o f wi l lra ther than some bio logical mechanism.
The same Dul matr ix wi l l d i f fer in appearance and cast ing tech-n ique from user to user. L ike a f ight ing sty le, the v isual effects of amatr ix or the way i t is generated is as uniqu e as a finger pr int and can
be used to ident i fy the co ntro l ler . Latent Extractors ( See Battlelord
page 158) can learn Dul matrices without penalties.
1PowerPointCling
Generat ion Time: 5 sec Range: Sel fBoost :20 minu tes/po in t Dura t i on: 20 minu tes
SM R: Non e Ar ea o f Effect: Sel fOnce generated, this matrix al lows the user to cl in g to the walls an
cei l ing, defying gravity. The user of this m atrix can tr avel at their nor mrate in any direction, even up vertical sur faces or wh ile upside down.
Empathy
Generat ion Time: 1 sec Range: Sel f
Bo o st : 1 0 me te r / p oi n t D u rat i on : 1 m i n u teSM R: M en tal Ar ea o f Effec t: Tar get
This matri x al lows the user to d etermi ne the type and strength of themotion being exper ienced by the target. L i fe form s that cannot hav
emotions are immu ne to th is matr ix.
LeapGen era ti o n Ti me : 3 sec Ra ng e: Se lfBoost: None Dur ation : 3 seconds
SM R: None Ar ea o f Effect: Sel fThis matr ix al low s the user to leap a distance equal to 10 tim es the
nor mal spri nt num ber ( in m eters) . In addition , the user can bounce omul t ip le wal ls at th is speed wi thout r isk for the dur at ion of the matr i
Levitation
Gen era ti o n Ti me : 1 sec Ra ng e: Se lf
B oo st : 1 m eter / po in t D ur ati on : 5 m i nu tesSM R: None Ar ea o f Effect: Sel f
This matr ix allow s the user to levitate a shor t distance above the grou nFor its duration, the user can “ walk on air” at a speed equal to their norm
movement rate. The user cannot carry more than their own body weighplus 200kg and can levitate no more than 1m above the ground, but th
height can be incr eased by spending additional power points.
Iron Palm
Gen era ti o n Ti me : 1 sec Ra ng e: Se lfB oo st : + 1 TH R/ p o in t D u r at io n : 1 2 sec on d s
SM R: None Ar ea o f Effect: Sel fThis matri x incr eases the threshold of the user’s strik ing l im bs. Th
can be advantageous when you are unarmed and must fight an opponent with an edged weapon. This matrix im parts a Thr eshold o f 5 on u
to two appendages. The Threshold can be in creased by another 1 po ifor each power point spent. Addi t ional ly, the hardened l imbs do aaddi t ional point of d amage when str ik ing an op ponent.
Lightning (Self)
Gen era ti o n Ti me : 3 sec Ra ng e: Se lfB oo st : + 1 d am / p o in t D u r at io n : 9 Sec on d s
SM R: None Ar ea o f Effect: Sel fThe character using th is matr ix is able to surround h is body in
sheath of e lectr ica l energy. Anyone or anyth ing touching the f ie ld
struck for 1d4 points of damage. Anyone in armor must check to see
COMBAT MATRICES • 1 P
1 POWER POINT 2 POWER POINTS 3 POWER POINTS
Cling Blitz Berserk
Empathy Charge Weapon Blend
Leap Energy Sheath Energy Blast
Levitation Fatigue Resistance Field of Protection
Iron Palm Fly Increase Strength
Lightning (Self ) Focused Attack Numb Senses
Running Lethal Attack Paralyze
Sense Power Life Sense Speed of Tralule
Speed Striking Lightning Blast Triangulat ion
Power Shield Transfer Power
Read Mind Undying Warrior
Sense Weakness Vibe Strike
4 POWER POINTS 5 POWER POINTS 6 POWER POINTS
Avoidance Cloud Mind Death Invulnerability
Durability Heal (Other) Impart Ability
Energy Snare Hyper Throwing Stasis
Freeze Blast Reflection Shield Trih Blast
Heal (Self)
Invisibility
Pain Immunity
Power Drain
Revenge
Sensory Block
Shadow Warrior
Smart Missile I
Suicidal
Teleportation
7 POWER POINTS 8 POWER POINTS 9 POWER POINTS
Death Touch Bind Soul Imprison Soul
Smart Missile II Mind Control Shield of La’na
Sacrifice Trih’s Finale
Fists of Doom
COMBAT MATRICES
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96 BATTLELORDS O F THE TWENTY-THIRD CENTURY
i t shorts out as descr ibed in the Electr ica l Discharge matr ix on page168 of the Battlelords ru lebook .
Running
Ge nera ti o n Ti me : 2 se c R an ge : Se lf
B o ost : + 5 sp r i nt /p o in t D u r at io n : 5 m i n ut esSM R: None Ar ea o f Effect: Sel f
This matr ix allo ws the user to r un at fantastic speeds. For every pointspent generating this matrix, five points may be added to the user’s sprintnum ber. If runn ing at faster than no rm al speed, the character m ust make
an Agil i ty check with a penalty equal to their cu rr ent sprint value or fal l .
Sense Power
Ge nera ti o n Ti me : 1 se c R an ge : 2 0 m
Boost: None Dur ation: I nstantaneousSM R: M en tal Ar ea o f Effect: Tar get
An abi l i ty unique to the Dul, this matri x al lows the user to determin ethe num ber of power points cur rently possessed by the target. The basechance for success is 20% plu s 5% per level of the matrix co ntro l ler.
Speed StrikingGe nera ti o n Ti me : 4 se c R an ge : Se lfBoost: None Dur ation: 3 seconds
SM R: None Ar ea o f Effect: Sel fOnce generated, th is matr ix a l lows the user to double the num ber
of hand-to-hand attacks he normally receives.
2PowerPointsBlitz
Ge nera ti o n Ti me : 3 se c R an ge : Se lf
Boost : + 1 dam/power p t . Dura t i on: 30 secondsSM R: None Ar ea o f Effect: Sel f
This matrix increases the damage done in hand-to-hand combat atthe cost of the user ’s accuracy. The m atr ix increases the character ’s
Damage Bonus by + 2 but r educes the user’s chance to hit by 10% . Thematr ix contro l ler can increase h is damage bonus by an addi t ional + 2
by spending a pow er point. H owever, th is decreases accuracy by anadditional 10% for every point spent.
Charge Weapon
Ge nera ti o n Ti me : 5 se c R an ge : To u ch
Bo o st : + 1 d ama ge/p o i n t D u rat i on : 1 m i n u teSM R: None Ar ea o f Effect: Tar get
Using this matrix, a Dul warrior can charge a melee weapon with adamaging energy. For every power point spent, an additional point of
damage is added to the dam age nor m ally done by the weapon.
Energy Sheath
Ge nera ti o n Ti me : 3 se c R an ge : Se lfB o ost : + 1 d am / p o in t D u r at io n : 9 Sec on d s
SM R: None Ar ea o f Effect: Sel fThis matr ix surroun ds the user in a skin- t ight f ield o f energy. The
energy field is strong enough to disintegrate any small m ateri al objectsthat come in contact with the field. The field does 2d8 damage to any-thing that touch es i t. This is sufficient to destro y most small pr ojecti les
( bul lets, kni ves, arr ows, etc.) .
Fatigue Resistance
Ge ne rat i on Ti me : 5 se c R an ge : Sel fB o ost : 1 m i n ut e/ p o in t D u r at io n : 1 0 m i n ut es
SM R: None Ar ea of Effect: Sel fThis matrix al low s the user to rem ain conscious and continue fight-
ing after thei r body points reach zero for the durat ion of the matr ix.Once generated, the user can fight u nti l th ey reach death’s door.
Fly
Ge ne rat i on Ti me : 5 se c R an ge : Sel f
B oo st: 5 0k p h/ p oi nt D ur ati on : 1 0 m i nu tesSM R: None Ar ea of Effect: Sel f
This matr ix works in the same fashion as the Energy Contro l lermatr ix of the same name found on page 170 of the Battlelords ru le-
book.. However, users of the Dul version of this matrix can only boostspeed, not duration. Note that the matrix control ler wi l l take one point
of damage to each bod y area for every 50 kp h above 200 k ph. This dam-age is incur red each com bat rou nd spent flying at speeds above 200k ph.
Focused Attack
Ge ne rat i on Ti me : 3 se c R an ge : Sel fBoost : + 5 %/power po in t Dura t i on : 30 secondsSM R: None Ar ea of Effect: Sel f
The opposite of the Bl i tz, this matrix incr eases the chance to hit withany hand-to-hand attack by 10% . How ever, i t reduces the user’s damagebonus by 2 points. The matrix control ler can increase his chance to hit
by an additional 5% by spending another pow er poi nt. However, this fur-ther d ecreases the character’s damage bonus by an addi tional po int.
Leth al Attack
Ge ne rat i on Ti me : 3 se c R an ge : Sel fBoost: None Dur ati on : 6 seconds
SM R: None Ar ea of Effect: Tar get
Once generated, th is matr ix causes normal ly non- lethal at tacks.Hand-to-hand attacks ( not weapon attacks) launched by the target
( punch es, etc.) to cause real dam age.
Life Sense
Ge ne rat i on Ti me : 1 se c R an ge : Sel f
B oo st: 5 m et er / p oi nt D ur ati on : 1 m i nu teSM R: M en tal Ar ea of Effect: 2 0 m eter r ad .
Using th is matr ix, the user can f ind the locat ion of any l i fe form
within a 20 meter radius. The matrix does not identi fy type of l i fe form,only i ts location and size.
Lightning Blast
Ge ne rat i on Ti me : 2 se c R an ge : 5 0 mBo o st : 2 d ama ge /po i n t D u rat i on : I n stan tan eo u s
SM R: El ec tr ic al Ar ea o f Effec t: Tar getThis matr ix is ident ical to the 1st Bracket Energy Contro l ler matr ix
cal led Electrical Discharge on page 168 of the Battlelords ru lebook .
4 • MATRICES
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98 BATTLELORDS O F THE TWENTY-THIRD CENTURY
Triangulation
Ge nera ti o n Ti me : 1 se c R an ge : Se lfB oo st : 1 r o un d/ p oi nt D ur at io n: 1 r o un d
SM R: No ne Ar ea of Effect: 1,000 sq. m eter sThis matrix al lows the user to instantaneously determine the exact
path a pro ject i le a imed at h im or her wi l l take before the attackingweapon is fired. For the duration of the matrix, the character may use
the dodge m aneuver against ranged attacks in side the area of effect ofthe matrix. This matrix wil l also al low the character to catch or attackincom ing pro jecti les fired fr om inside the matrix’s area of effect by mak -
ing a successful hand-to-hand or weapon ski l l ch eck. When attacki ng orcatching pr ojecti les, characters m ay ignore any penalties for the speed
of the projecti le but not penalties for i ts size. Note that catching thingsl ik e plasma is not recom mended, and attacki ng things l ik e mass doubl er
pr ojecti les is general ly in effective. The Battle Master, of cour se, has thefinal decision as to the effects of catching a proj ecti le or attacking i t.
Transfer po wer
Ge nera ti o n Ti me : 1 se c R an ge : Se lf
Boost: None Dur ation: I nstantaneous
SM R: None Ar ea o f Effect: Sel fUsing th is m atr ix, a character can sacr i f ice body points for addi -
t ional power points. Once generated, the matr ix temporar i ly increases
the number of power points. Upon generat ing, the matr ix contro l lertakes 2d8 po ints of real damage. In r eturn, the matr ix contr o l ler ’s cur-rent po wer po ints total increases by the amoun t of damage done. Once
these pow er poi nts are spent, they are gone and the matrix con tro l ler’spower point to ta l returns to nor mal . Note, i t is ent i re ly possib le for the
matr ix co ntro l ler to consume his own body, resul t ing in h is own deathi f h is body point to tal dr ops below his or her Death ’s Door.
Undying Warrior
Ge nera ti o n Ti me : 5 se c R an ge : Se lf
Bo o st : 1 0 m i n u tes/p o i n t D u rat i on : 1 h o u rSM R: None Ar ea o f Effect: Sel f
This matr ix a l lows the user to temporar i ly lower h is Death ’s Doorrating. Once generated, the user’s Death Do or is lowered b y 2d4 po ints.
Vibe Strike
Ge nera ti o n Ti me : 1 m i n R an ge : To u chBoost: None Dur ation: 2 r oundsSM R: None Ar ea o f Effect: Tar get
Once generated, this matrix converts al l hand attacks used by thecharacter in to concussive ( t ranslat ional ) at tacks, hence ignor i ng any
Thr eshold the target might possess.
4PowerPointsAvoidance
Ge nera ti o n Ti me : 2 se c R an ge : Se lfBo o st : 3 0 se co n d s/p o i n t D u rat i on : 3 0 seco n ds
SM R: None Ar ea o f Effect: Sel fThis matr ix a l lows the user to incr ease h is reaction t ime against
a ttacks . Fo r the du ra t ion o f the mat r i x , the charac te r ’s De fensi veMod i f ier is doubled.
Durability
Ge ne rat i on Ti me : 2 se c R an ge : Sel fB oo st: 1 r o un d/ p oi nt D ur ati on : 5 r o un ds
SM R: None Ar ea of Effect: Sel fThis matr ix a l lows the user to tempo rar i ly incr ease h is body points
by 2d4 points for the durat ion of the matr ix. The character ’s SMRs,excluding Mental SMR, are also increased by 2d8 points for the dura-
t ion of the matr ix.
Energy Snare
Ge ne rat i on Ti me : 2 se c R an ge : 6 me te r sBo o st : + 1 d ama ge / p o i nt D u rat i on : 1 m i n u te
SM R: Bio Ar ea of Effect: Tar getThe matr ix al low s the user to generate an energy tendri l , which can
be used l ik e a whip ( see Lock-n-Load) . I n addi t ion to i ts entangl ingcapabi l i t ies, the energy whip does one point of dam age for every two
power poin ts used to initial ly generate the matri x. The damage fro m theenergy snare ignor es thr eshold and does doub le damage to the target i fthe whip contacts exposed ( i .e. unarmored) flesh.
Freeze BlastGe ne rat i on Ti me : 3 se c R an ge : 4 0 mBo o st : + 1 d am / p o i nt D u rat i on : I n stan tan eo u s/1 h r.
SM R: No ne/ Bi o Ar ea o f Effec t: Tar getTh is mat r i x a l l ows the user to p ro jec t a cone o f f reez ing co ld
toward a target. The cold b eam has the sam e effect as a frost gun and
does 2 po in ts o f damage fo r eve ry l eve l o f the mat r i x con t ro l l e r .Al ternat ive ly, the user can generate a non-damaging version of the
freeze blast. The damage done by this type of blast is subtracted fromthe target’s Bio SMR as a penalty. I f the tar get fai ls the SMR check, they
are frozen in stasis ( equivalent to a cryo injection ) for u p to on e hour.
Heal (Self)
Ge ne rat i on Ti me : 3 se c R an ge : Sel fB oo st: + 1 B P/ p oi nt D ur ati on : Per m an en t
SM R: None Ar ea of Effect: Sel fThe matri x contr ol ler i s capable of heal ing 1d6 poin ts of damage to
his own body, including cri tical hits, using this matrix. Each additionalpoint spent generating the matrix heals an additional point of damage.
Invisibility
Ge ne rat i on Ti me : 2 m i n R an ge : Sel f
B oo st: 1 m i n/ po in t D ur ati on : 1 m i nu teSM R: Sp ecial Ar ea of Effect: 5 0m r ad iu s
The matri x wor ks the same as the Empath m atrix of the same namefound on page 162 of the Batt lelords r u lebook. H owever, the durat ion
is only 1 minu te.
Pain Immunity
Ge ne rat i on Ti me : 3 se c R an ge : Sel fB o ost : 1 m i n ut e/ p o in t D u r at io n : 5 m i n ut es
SM R: None Ar ea of Effect: Sel fOnce generated, this m atrix al lo ws the user to ignor e the effects of
pain. No system shock rol ls are required for cri tical hits, and the userdoes not receive any initiative penalties for being wou nded. In addition ,
the user can no t be forced to do thi ngs against his wil l out of pain co m-
4 • MATRICES
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9BEYOND THE RIFT
pliance. Note that though the user feels no pain, he sti l l suffers injury.For in stance, even tho ugh you can’t feel that your leg is shattered, yousti l l can’t walk o n i t. By the same tok en, even though you don ’t feel the
pain from that ruptured spleen, you wil l sti l l bleed l ike a stuck pig.
Power Drain
Gen era ti o n Ti me : 3 se c R an ge : 5 me ter s
Boost: None Dur ation : I nstan taneousSM R: B io lo gi cal Ar ea o f Ef fec t: Tar getThis matrix al lows the user to draw the energy ( i .e. power points)
out of a l iv ing target. For every power point spent to generate thematr ix, 2 power p oints can be sucked ou t of the target. Power points
rem oved from the target regenerate nor m ally the next day.The attacker can attempt to temporarily add these power points to his
total. For every power po int dr awn out of a target, there is a 5% chancefor the m atrix to fai l . If the m atrix fai ls, the user takes an amount of d am-
age equal to the number of power points drawn out of the target. Thisdamage is subtracted directly from the user’s body points, ignoring armoror shielding of any type. If the m atrix is a success, the power p oints are
added to the attack er’s total pool of pow er po ints until they are spent. This
matrix has no effect on targets that are not m atrix contr ol lers.
Revenge
Gen era ti o n Ti me : 1 se c R an ge : 5 0 mBoost: None Dur ation : I nstan taneousSM R: None Ar ea o f Effect: Tar get
This matr ix funct ions the same as the Energy Contro l ler Matr ixcal led Blu erazor’s Vengeance on page 78 of Galacti c Underground .
Sensory Block
Gen era ti o n Ti me : 3 se c R an ge : 1 me terB oo st: 1 r o un d/ p oi nt D ur ati on : 2 r o un ds
SM R: B io lo gi cal Ar ea o f Ef fec t: Tar get
The user o f this matrix i s able to tempo rar i ly disable one of the tar-get’s natural senses for the duration of the matrix. Cybernetics are not
affected by this matr ix.
Shadow Warrior
Gen era ti o n Ti me : 5 se c R an ge : Sel f
Bo o st : 1 r o u n d / 2 p o i nt s D u rat i on : 3 r o u n d sSM R: None Ar ea o f Effect: Sel f
This unique matrix al lows the user to turn his body into an intangi-
b le, ghost- l ike form. The user becomes translucent ( -20 to s ight ingchecks) and is able to pass through a l l m ater ia l ob jects unhindered.
Addi t ional ly, a l l physical at tacks pass throu gh the user of th is matr ixwithout effecting them, including mass doubler projecti les and plasma!
Only attack s of “ pur e” energy are able to affect the user when i n shad-ow for m. Attacks to wh ich the user is vu lnerable include: thunderbol t
generators, beam weapons, and neuro weapons. Their movement rateis unchanged when in this form. Only i f both combatants are using theshadow w arr ior matr ix can they attack each other. This matr ix has no
effect on any weapons, arm or, or equ ipm ent carri ed by the user. Theseitems are left behind when using the Shadow Warrior matrix.
Smart Missile I
Gen era ti o n Ti me : 1 sec Ra ng e: 5 0 mB oo st : + 1 d am / p o in t D u r at io n : 3 0 sec on d s
SM R: None Ar ea o f Effect: Tar getThe matr ix user i s capable of cr eating a sphere of destructive ene
gy, whi ch h e can dir ect to a target mental ly. The spheres do on e point damage per level of the matrix co ntro l ler. The chance for spher es to h
is equal to 50% plus the level of the energy contro l ler p lus any bonusfor h igh Intu i t ion. As long as the sphere does not travel mor e than 5meters from the control ler, he may direct i t wherever he wishes for th
durat ion of the matr ix. The sphere m oves at a maximum speed of 1meters/second and may hover i f the user desires. The matrix user ca
simultaneously control a number of spheres equal to his level withopenalty. Each additional sphere reduces the chance to hit ( of al l th
spheres) by 5%. The spheres dissipate upon h itting a material ob ject.
Suicidal
Genera t ion T ime: 2 sec Range: Se l f/10 mB oo st : 1 r o un d/ p oi nt D ur ati on : 3 r o un ds
SM R : No n e/ M en tal Ar e a o f Ef fec t: Sel f
This matr ix can be used to place the user or a target within 10 m eteinto a suicidal rage. Unwilling targets are entitled to a Mental SMR.
Teleportation
Gen era ti o n Ti me : 1 sec Ra ng e: 2 0 mBoost: None Dur ation : I nstantaneous
SM R: None Ar ea o f Effect: Sel fThis matrix is the equivalent of the energy control ler matrix name
Displacement found o n page 170 in the Battle lords main boo k.
5PowerPointsCloud Mind
Gen era ti o n Ti me : 5 m i n Ra ng e: Se lfB oo st: 1 m in /p oi nt D ur ati on : 2 m in utes
SM R: Sp eci al Ar ea o f Effect: 10 m/ 10 0mThis matr ix work s in exact ly the same way as the Empath m atr
cal led Pass Unnoticed o n page 163 in the Battle lords m ain book , b
the durat ion is only 2 minu tes.
Heal (Other)
Gen era ti o n Ti me : 1 m i n Ra ng e: To u ch
B oo st : + 1 B P/ p oi nt D ur at io n: Per m an en tSM R: Bio Ar ea o f Effect: Tar get
The matr ix contro l ler using th is m atr ix is capable of heal ing 1dpoints of d amage, including cr i tical hits, to whom ever he touches. Eac
additional point spent generating the m atrix heals an additional point damage. The target is entitled to a Bio SMR if they do not wish to be heale
Hyper Throwing
Gen era ti o n Ti me : 1 m i n Ra ng e: Se lf
Boost: None Dur ation : 1 m inu teSM R: None Ar ea o f Effect: Sel f
An interesting matrix, Hyper Throwing al lows the matrix control leto turn nor mal ob jects into deadly weapons. Once generated, this matral lows the user to thr ow ob jects at very high velocities. Thrown objec
do an amount of damage equal to thei r encumbrance. Most throw
COMBAT MATRICES • 4–5 P
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10BEYOND THE RIFT
Mind Control
Genera t i on T ime: 10 min Range: 3 metersB oo st: 1 m o nth / po in t D ur ati on : 1 m o nth
SM R: M ental Ar ea o f Effect: Tar getThe mind control matrix al lows the user to implant one suggestion
into the m ind o f the target. The target can not be for ced to do anythingthey would not nor mally do, bu t they can be instructed not to take a par-
ticular action. If a target is instructed to perform an action against hiscore bel iefs, the matrix autom atical ly fai ls. The matri x lasts for 1 m onth,after w hich i ts effects wear off. The matrix con trol ler can only im part one
suggestion each time the matrix is generated. This matrix can only begenerated on the same ind ividual by the same matri x contr ol ler a num -
ber of tim es equal to the matrix contr ol ler’s level divided by 5.For example: The vict im o f th is matr ix could not be instructed to
ki l l h is beloved wi fe, but he could be in structed not to save her frombeing pushed off a cl i ff.
Sacrifice
Gen era ti o n Ti me : 1 m i n R an ge : To u ch
B oo st: Sp eci al D ur ati on : I nstan tan eo us
SM R: None Ar ea o f Effect: Tar getBy generating this m atrix, the u ser h as a chance to r evive a charac-
ter that has recent ly been ki l led. The matr ix wi l l not wor k o n charac-
ters that have been dead for mo re than 5 m inutes. After generation, thematr ix adds 3d4 bod y points to the target. If this incr ease in body pointsincr eases the target’s cur rent b ody poi nt level above Death’s Door, then
the target is resurr ected. Generation of th is matri x ki l ls the user.
The Matr ix user can incr ease the number of body p oints del ivereto the dead target by joining hands with w il l in g participants. Each of thparticipants wil l permanently lose 1d10 body points, which are used t
fur ther i ncr ease the target’s body poin t level.
Fists of Doom
Gen era ti o n Ti me : 2 sec Ra ng e: To u ch
Boost: None Dur ation : 1 Com bat RoundSM R: None Ar ea o f Effect: Tar getOnce generated, the user’s nor m al hand to hand damage is change
to heavy points for the dur at ion of the matr ix.
9PowerPointsImprison Soul
Genera t ion T ime: 2 hours Range: TouchBoost: None Dur ation : Per manen t
SM R: M ental Ar ea o f Effect: Tar getThe most hideous of Dul m atrices, Imp ri son Soul al low s the user
r ip the soul f rom his target and impr ison i t wi th in a mater ia l objecAnyone touching the obj ect can attempt to access the imp ri soned sou
pow ers and abi l i t ies. By successful ly maki ng an IQ check w ith a penaty equal to th e soul ’s IQ, you can telepathical ly com mand the soul to folow your command. The soul can recal l any memory from its past, an
give instruction in ski l ls i t knows, or generate any matrix i t knows. Thsoul r etains i t’s IQ, I NT, and CHA scores, ski l ls, and m atrices, as well a
i t ’s power points which regenerate norm al ly. General ly, the f i rst command given to an imprisoned soul is often to do no harm to i ts capto
COMBAT MATRICES • 8-9 P
LEVEL XP POWER POINTS TITLE COST
1 0-1,000 1 Beginner 1 1,000
2 1,001-3,000 1 Beginner 2 1,000
3 3,001-5,000 1 Beginner 3 1,000
4 5,001-8,000 2 Beginner 4 2,000
5 8,001-12,000 2 Beginner 5 2,000
6 12,001-18,000 2 Beginner 6 2,000
7 18,001-28,000 3 Beginner 7 5,000
8 28,001-40,000 3 Beginner 8 5,000
9 40,001-60,000 3 Beginner 9 5,000
10 60,001-90,000 4 Student 1 10,000
11 90,001-150,000 4 Student 2 10,000
12 150,001-240,000 4 Student 3 10,000
13 240,001-420,000 5 Student 4 25,000
14 420,001-700,000 5 Student 5 25,000
15 700,0001-1.1M 5 Intermediate 1 25,000
16 1.1M-2.0M 6 Intermediate 2 50,000
17 2.0M-3.5M 6 Intermediate 3 50,000
18 3.5M-6.0M 6 Intermediate 4 50,000
19 6.0M-8.5M 7 Intermediate 5 100,000
20 8.5M-11.0M 7 Master 1 1,000,000
21 11.0M-13.5M 7 Master 2 1,000,000
22 13.5M-16.0M 8 Master 3 5,000,000
23 16.0M-20.0M 8 Grand Master 5,000,000
24 20.0M-25.0M 8 Founder 5,000,000
COMBAT ADVANCEMENT TABLE
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102 BATTLELORDS O F THE TWENTY-THIRD CENTURY
I t has been r umo red that a soul can attack and attempt to contro l theuser of the i tem in which he or she is impr isoned. The IQ check forsuch an attack is carr ied out in an identical m anner to the one detai led
above, only the penalty is equal to the I Q of the i tem’s user.
Shield of La’na
Ge nera ti o n Ti me : 5 se c R an ge : Se lf
Bo ost: 1 HP/ poi nt D ur atio n: 3 r oun dsSM R: None Ar ea o f Effect: Tar getLa’na was a famo us Dul fighter 50 years ago r enowned for being able
to withstand any damage his opponents could dish out. Once generated,this matrix allows the user to generate a 5 HP flux shield. For each addi-
tional po int spent to generate, the matrix adds another HP to the flux shield.
Trih’s Finale
Ge nera ti o n Ti me : 5 se c R an ge : 1 0 0 m
B oo st : 1 HP/ p oi nt D ur at io n: I n st an tan eo usSM R: None Ar ea o f Effect: Tar get
Once generated, the matrix allows the user to shoot a blast of energy
at an opponent. The blast does an amount of damage equal to half of the
user’s hand-to-hand damage multipl ied by 100. For every power pointspent, the user m ay increase the amount of dam age done by 10 0 p oints.
MATTERCONTROLMATRICES
Matter and ener gy are just opposite sides of the same coi n accor ding to
the Whe. As a r esul t , there is some over lap between the MutzachanEnergy Control matrices and the Whe Matter Control matrices.
Whe matrix co ntro llers are associated with a particu lar m ateri al that is
an indication of their r ank. The denser the material, the higher the rank ofthe matrix controller. The Whe symbol for the material is emblazoned on
everything that a matr ix contr oller w ears. The Whe consider iro n one of thepri me m aterials in th e universe, since it is too dense for stars to use as fuel.
As a result, the element o f ir on i s repr esentative of the highest Whe rank.
4 • MATRICES
1 POWER POINT 2 POWER POINTS 3 POWER POINTS
Change Color Create Shield Change Opacity
Change Conductivity Detect Movement Create WallChange Luster Frict ion Control Poison Touch
Change Texture Glow Shatter
Glue Make Brittle
Join Temperature Control
Magnetize/Demagnetize
Mark Object
pH
Sharpen
4 POWER POINTS 5 POWER POINTS 6 POWER POINTS
Disintegration Change State Bond Lock
Projectile Weapon Petrify Decrease Density Repair Object (Simple) Reshape Disintegration II
Space Bubble Sonic Beam Rearrange
Time Bomb
7 POWER POINTS 8 POWER POINTS 9 POWER POINTS
Bond Reinforce Duplicate Combination
Dispersal Fission Create Matter
Invisibility Increase Density Fusion
Permanency Shrinking
Repair Object (Complex)
MATTER CON TROL MATRICES
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10BEYOND THE RIFT
1PowerPointChange Colo r
Gen era ti o n Ti me : 1 Se c R an ge : 5 mB oo st: 5 m i nu te/ p oi nt D ur ati on : 1 0 m i nSM R: None Ar ea o f Effect: Tar get
This matr ix a l lows the matter contro l ler to tempor ar i ly change thecolor and opacity of any object he wishes.
Change Conductivity
Gen era ti o n Ti me : 5 Se c R an ge : 3 mB oo st: 1 m i nu te/ p oi nt D ur ati on : 1 m i n
SM R: El ec tr i cal Ar ea o f Ef fec t: Tar getThis matrix al low s the matter contr ol ler to change the conductivi ty of
the target. Non-conductive m aterials can be made con ductive, and con-
ductive materials can be made non-condu ctive or into supercondu ctors.
Change Luster
Gen era ti o n Ti me : 3 Se c R an ge : To u ch
B oo st: 1 m i nu te/ p oi nt D ur ati on : 1 m i nSM R: None Ar ea o f Effect: Tar get
The user can temp or ari ly change the luster of an object. Non-r eflec-tive objects or w ith a dul l or matte finish can be made highly reflective.If reversed, the matrix can make reflective objects non-reflective.
Chang e Texture
Gen era ti o n Ti me : 1 Se c R an ge : 1 0 mB oo st: 1 m i nu te/ p oi nt D ur ati on : 1 m i n
SMR: Bio ( i f l iv ing target) Area of Effect: TargetThe matr ix a l lows the user to change the surface texture of an
object, including the skin of l iving creatures.
Glue
Gen era ti o n Ti me : 1 Se c R an ge : To u chB oo st: 2 M in /p oi nt D ur ati on : 2 M i nu te
SM R: None Ar ea o f Effect: Tar getThis matrix functions the same way as the Mutzachan matrix of the
same name o n page 168 of the Batt lelord s main r u lebook.
Join
Gen era ti o n Ti me : 3 Se c R an ge : 1 0 mB oo st: 1 m i nu te/ p oi nt D ur ati on : 1 m i n
SM R: None Ar ea o f Effect: Tar getThis matri x bon ds the target to the groun d beneath i t. The strength
of the bond is equal to the weaker of the two materials, the ground orthe target. So i f a target in arm or is joined to a wood floor, the user m ust
be able to break the wood with a STR check ( BMs discretion) in or derto break fr ee. If you’re standin g on the arm ored hu l l of a tank w hen youget hit with this matrix get out your plasma torch to cut your arm or b oots
free of the vehicle or wait for the matr ix to expire one m inute later.
Magnetize/Demagnetize
Gen era ti o n Ti me : 2 Se c R an ge : To u ch
B oo st: 1 M in /p oi nt D ur ati on : 1 M i nu teSM R: None Ar ea o f Effect: 10 sq . m
Th is mat r i x func t i ons the same way as the Mutzachan mat r i x
Magnetize on p age 169 o f the Battlelords rulebook. Reversible.
Mark Object
Gen era ti o n Ti me : 1 sec Ra ng e: 2 0 mBoo st: 1 day/ po in t D ur atio n: 1 day
SM R: None Ar ea o f Effect: Tar getThe matr ix can be generated on a part icu lar object or person t
mark i t . Once marked, the matr ix contro l ler wi l l instant ly real ize whehe com es withi n 20 m eters of the mark ed object, though its exact pos
t ion wi l l not be known.
pH
Gen era ti o n Ti me : 2 sec Ra ng e: 5 mB oo st : 1 p H / 2 p o in ts D u r at io n : Per m a nen t
SM R: None Ar ea o f Effect: Up to 2 l i ter sThis matr ix functi ons in exactly the same way as the Mu tzachan m atr
of the same name found on page 76 of the Galactic Underground .
Sharpen
Gen era ti o n Ti me : 1 m i n Ra ng e: To u chBoost: None Dur ation : Per manen t
SM R: None Ar ea o f Effect: Tar get
This matri x can be used to sharpen the surface of any object to thpoint w here i t can be used as a cutting b lade. I f used in com bat, thdamage done by the sharpened o bject depends on the size and weig
of the object ( just l ike nor mal edged weapons) . BMs should choo se thsword or kn i fe that is c losest in s ize and weight to the object whedeterm inin g the damage it wi l l do. Rememb er that even though you ma
have a very sharp table, i t ’s not the easiest thin g to fight with— unleyou’r e Jackie Chan. In additio n, the matr ix does not change the dens
of the mater ia l . Even though you can make a soft mater ia l l ike a lumin um sharp, i t wi l l s t i l l bend or br eak wh en h i t t ing a harder mater ia
This m atrix h as no effect on alr eady sharp weapons, unless you w ish make the dul l surfaces, l ike the flat of the blade, sharp.
2PowerPointsCreate Shield
Gen era ti o n Ti me : 1 sec Ra ng e: To u chB oo st : 2 m i n ut e/ p o in t D u r at io n : 1 m i n ut e
SM R: None Ar ea o f Effect: Tar getThe matri x allows the user to co nvert any raw material that is touche
into a hand-held, cir cular shield with an integrity and threshold equal the thr eshold of the target material. See Create Wall m atrix.
Detect Movement
Gen era ti o n Ti me : 3 sec Ra ng e: Se lfB oo st : 1 m i n ut e/ p o in t D u r at io n : 5 m i n ut es
SM R: None Ar ea o f Effect: 20m r ad iusThe matr ix a l lows the user to detect movement in h is area. Thmatr ix o nly work s i f the user is in an atmosphere or und erwater .
Friction Control
Gen era ti o n Ti me : 5 sec Ra ng e: 4 0 me te r sBo o st : + / - 2 0 EN C/p o i n t D u rat io n : 1 m i n u te
SM R: Non e Ar ea of Effect: 20 m eter r adiuThis matri x al lows the user to decr ease the friction in a general are
For every pow er poi nt spent to decrease friction, 2 0 poi nts may be tem
porar i ly subtracted from the encumbrance of every object wi th in th
MATTER CONTROL MATRICES • 1-2 P
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10BEYOND THE RIFT
of a l iv ing cr eature. The d is integrat ion effect is cont inu ous, and oncea successful attack is made, you re-rol l each fol lowing round unti l youfa i l the ro l l or the target com pletely d is integrates. The r e-ro l l has the
same chance of success as the in i t ia l a t tack ro l l . I f a re-ro l l is suc-cessful, the target takes another 4- 16 po ints of damage ( no bo ost) and
you may re-ro l l again next round. I f you fa i l your re-ro l l , the targetstops taking d is integrat ion damage and no more re-ro l ls take p lace.
Re-ro l l s do not cost you an act ion, nor do you have to remain touch-ing the target after the in i t ia l a t tack. Once an attack ro l l is fa i led, thedisintegration effect stops.
Projectile Weapo n
Gen era ti o n Ti me : 5 se c R an ge : 1 0 0 mB oo st: 2 m /p oi nt D ur ati on : I nstan tan eo us
SM R: None Ar ea o f Effect: Tar getThe Projecti le weapon matr ix a l lows the matter contr o l ler to bui ld
a single-use se l f-propel led pro ject i le out of any raw mater ia l wi th aThreshold of 1 or greater and an encumbrance of 3 or greater. A Whehas a 75% chance to hit at range brack et 1. Accur acy drops off 10% per
range bracket beyond the f i rst . Accuracy, however, is incr eased 04%
per level of the control ler above the 10th.
Repair Object (Simple)
Gen era ti o n Ti me : 5 se c R an ge : To u chBoost: None Dur ation : Per manen tSM R: None Ar ea o f Effect: Tar get
This matr ix wi l l repai r s imple obj ects that are br oken. The matr ixrestores 1d8 points of in tegr i ty to any object that has been damaged.
Note that i f an object has been purposely modi f ied, th is matr ix mayrestore i t to i ts ori ginal state. Sim ple objects typical ly have no m oving
parts or e lectronics of any k ind , and are general ly compo sed of a s in-g le mater ia l . Examples include k nives, swords, shovels, arm or p late,
windows, etc. The BM has the f ina l decision as to what const i tu tes a
simple object. This matrix can not be used on l iving targets but can beused on armor ( not arm or opt ions) .
Space Bubble
Gen era ti o n Ti me : 3 Se c R an ge : 5 mB oo st : 1 m i n ut e/ p o in t D u r at io n : 5 m i n ut es
SM R: None Ar ea o f Effect: Tar getTh is mat r i x a l l ows the mat te r con t ro l l e r to c rea te an a i r - f i l l ed
sphere, which w il l sur vive the vacuum of space. In addi tion, the user of
the sphere can move it at a rate of 5m/sec in any direction he wishes,as long as the sphere rem ains in the vacuum of space. The sphere h as
a threshold of 3 and an integrity of 15.
Time Bomb
Gen era ti o n Ti me : 5 se c R an ge : To u ch
B oo st: 1 d ay/ po in t D ur ati on : 1 d aySM R: None Ar ea o f Effect: 2m
The matr ix con tro l ler is able to destabi l ize the molecular structure
of an inanimate object so i t explodes at a pre-determined t ime. Theexploding object wi l l do 4-24 po ints of f ragmentat ion damage, up to a
maxim um amou nt of dam age equal to the object’s integri ty. Objects canonly rem ain charged for one day, unless boosted, befor e they autom at-
ical ly explode r egard less of the pr eset detonation tim e.
5PowerPointsChange State
Gen era ti o n Ti me : 8 sec Ra ng e: 1 0 mBoost: 1m in / pt. Dur ation : 1 m inSM R: None Ar ea o f Effect: Tar get
This matr ix allo ws a Whe contr oller to change the physical state of aobject. Sol ids m ay be turn ed into gases or l iqui ds; l iquids m ay be mad
solid or turned into a gas, and gasses may be made solid or into a liquiThe matrix i s l imited to 2d6 points of material integri ty that can be co
verted. Note that this m atrix d oes not change the physical pr operties the materi al in any state. This is impo rtant because changing those priso
bars into a l iqu id or gas in or der to escape wil l r equire that they be seeral thousand degrees, and this may be hazardous to your health.
Petrify
Gen era ti o n Ti me : 4 sec Ra ng e: 1 0 m
Boost: 10 m 2 / po in t Dur ati on : 5 da ys x le velSM R: None Ar ea o f Effect: 10m 2
This matrix surro unds the target in a hard stone-l ike shel l . The shehas a Threshold equal to the level of the matrix controller and an Integri
equal to the user’s level multiplied by five. Though the target encased bthe m aterial is not harm ed, they wil l eventual ly suffocate i f they have aopen face helmet. Targets with rebreathers and nutrient injectors who ar
unable to fr ee themselves may survive for mon ths before final ly expirinassuming the material doesn’t dissolve on i t own ( reaches maximu
duration) . It is unl ikely the victim wil l be able to break free from theshell as i t is very tough. In addition, there is no roo m to m ove inside th
shell so i t is difficult to strik e i t with any force. Without a weapon in h anto cut the shell the victim m ust mak e a STR check w ith a penalty equal 120 p lus the threshold o f the material to fr ee them selves. The user of th
matr ix m ay cover up to 10 square m eters wi th the hard mater ia l . Foevery additional power point spent generating the matrix, the user ma
cover an additional 10 square meters. The material lasts for a length time equal to 5 days multipl ied by the matrix contro l ler’s level.
Reshape
Gen era ti o n Ti me : 5 M i n Ra ng e: To u ch
B oo st: 3 0sec/ po in t D ur ati on : 5 m inSM R: None Ar ea o f Effect: Tar get
This matr ix funct ions exact ly the same as the Mutzachan matrShape found in the main Battlelords book o n page 172.
Sonic Beam
Gen era ti o n Ti me : 5 sec Ra ng e: 5 0 mBoost: None Dur ation : I nstantaneous
SM R: None Ar ea o f Effect: Tar getThis matr ix funct ions exact ly the same as a Sonic Disruptor founin the weapons section of Lock N’ Load.
6PowerPointsBond Lock
Genera t ion T ime: 10 sec Range: Touch
B oo st: 1 m in /p oi nt D ur ati on : 1 m in uteSM R: None Ar ea o f Effect: Tar get
This matr ix fr eezes the molecular structur e of an object or l i v increature so that i t can not be manipulated or changed . If the target
MATTER CON TROL MATRICES • 4–6 P
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106 BATTLELORDS O F THE TWENTY-THIRD CENTURY
4 • MATRICES
a l i v i ng be ing , i t can no t hea l any i n ju r i es fo r the du ra t i on o f thematr ix, e i ther thr ough natura l heal ing or thro ugh other m eans. I f a l iv-ing target is under the effects of th is matr ix for longer than a mi nute,
a System Shock check is requi red. The System Shock check has apenal ty of -30 for each addi t ional minute of exposure to the matr ix ’s
effects past the first minute. Fai lure indicates that the target has died.
Decrease Dens ity
Genera t i on T ime: 20 sec Range: 10 metersBoost : -1 A I /EC per po in t Dura t i on: Perm anen t
SM R: None Ar ea o f Effect: Tar getUsing this matr ix, a contr ol ler can decrease the density of an inani-
mate object. The Integrity and Encum br ance of an object is reduced byone point for every point the matr ix contro l ler burns generat ing th is
matr ix. If the object’s AI is reduced to zero or less, i t crum bles into dust.
Disintegration II
Ge nera ti o n Ti me : 1 0 se c R an ge : 3 0 mBo ost: 1 m/ po in t D ur atio n: Var ies
SM R: None Ar ea o f Effect: Tar get
This matri x function s identical ly to the standard Whe Disintegrationmatr ix, only i t wor ks at range.
Rearrange
Genera t i on T ime: 10 min Range: TouchB o ost : 1 p t o f AI / p o in t D u r at io n : Per m a nen t
SM R: None Ar ea o f Effect: Tar getThis matr ix not only a l lows the user to reshape raw mater ia l but
a lso to change i ts composi t ion. Up to 2d10 Integr i ty may be added orsubtracted from the raw materi al ’s existing AI scor e. This matr ix has no
effect o n l iving targets.
7PowerPointsBond Reinforce
Genera t i on T ime: 10 Sec Range: 10mB oo st : 1 m i nu te/ p oi nt D ur at io n: 5 m i nSM R: None Ar ea o f Effect: Tar get
This matrix strengthens the molecular bonds in the target. The targetis imm une to the effects of disintegrators, disruptor s, the dispersal/mol-
ecular dispersion matrices, and the effects of the MDD-24 ( Lock-N-Load,
espionage equipment) . In addition, the target can not be m oved by d is-
placement or telepor tation, though dim ensional jum ping sti l l wor ks.
Dispersa l
Ge nera ti o n Ti me : 2 se c R an ge : 5 0 m
Boost: None Dur ation: I nstantaneousSM R: Ch em ic al Ar ea o f Effec t: Tar getThis matr ix wor ks in a s imi lar fashion to the Mutzachan Molecular
Dispersion M atr ix on page 172 of the Battlelords ru lebook .
Invisibility
Ge nera ti o n Ti me : 3 se c R an ge : To u ch
B oo st: 1 m in /p oi nt D ur ati on : 5 m i nu tesSM R: None Ar ea o f Effect: Tar get
This matr ix w ork s the same as the Mutzachan I mpr oved I nvisib i l i ty
matr ix on page 78 of the Galacti c Underground .
Permanency
Ge ne rat i on Ti me : 1 h r R an ge : Sp ec i alBoost: None Dur ati on : per manent
SM R: None Ar ea of Effect: SpecialThis matrix makes the effects of any matter control matrix permanent.
Repair Object (Com plex)
Genera t i on T ime: 10 Min Range: TouchBoost: 10 m 3 / po in t Dur ati on : Per m an en tSM R: None Ar ea of Effect: 10 cub ic m
This matr ix functi ons in the same way as Repair Sim ple Objects, buti t can be used on compl ex machines and l iv ing beings. I t r epai rs 1d8
points of lost integri ty or heals 1d8 body points.
8PowerPointsDuplicate
Ge ne rat i on Ti me : 3 m i n R an ge : 5 me te r sBoost: None Dur ati on : Per manent
SMR: Bio ( i f a l iving target) Area of Effect: TargetThis matr ix a l lows a m atr ix contro l ler to create an exact dupl icate
of any material object. Remember this is a MATTER control matrix, sodupl icated objects wil l not have any energy. Living beings that are dup li-
cated become l i fe less, and dupl icated batter ies are a lways empty,though functional. Limited to a total of 50kg per level of the control ler.
Fission
Ge ne rat i on Ti me : 5 se c R an ge : 5 kmBoost: None Dur ati on : I nstan taneousSMR: B io ( l i vi ng target ) Area o f E ffec t : Ta rge t
The matr ix con tro l ler is able to star t an uncontro l l ab le nuclear f is-sion reaction that explodes l ike an atomic bomb. The blast does 75HP
to anything within 2500m and damage drops by 25HP for each 1,000mafter that. Any object withou t a Flux shield can b e used as the raw mate-
r ia l for the react ion. Shie lded targets sti l l take damage i f they are inrange. Unless the m atr ix contr o l ler is in deep space, there is a lwaysenough fuel for the reaction.
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108 BATTLELORDS O F THE TWENTY-THIRD CENTURY
5 • ZENAX
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10BEYOND THE RIFT
HEZENAX GALAXY
The Zenax ga laxy i s a ve ry d i ffe ren t p lace com pared to whe rmost All iance char acters o r ig inated . The m ost notable d ifferenc
is that there is no united body of p lanets . There is no All iance
Each spec ie s in Zenax i s independen t and ho ld s c la im ove r i
own te r r i to r ia l space . In add i tion , no t a l l o f the spec ie s a re fr i end ly towar
each other , and so me, l ike the Whe, are open ly hosti le toward other r aces .
IT’STHELITTLETHINGSTHATGET Y OU
Dea ling with the twe lve o r mor e a l i en spec ie s tha t you know ab ou t i s ha r
enough, but running in to dozens more that you’ve never seen before can g
confusing. Without the aid of a single governing body like the Alliance, none o
these a l ien races are l ikely to have anything s tandard ized am ong them . For a
you know, that white f lag of surrender you are waving a t the Whe may be a
insult to their commander’s mother . Just keep in mind that gestures , phrase
and s tandar ds that you take for granted ar e not valid here .
LanguageThe Aktai had long ago developed a way to perm anently implant genetic mem
ories in to m any differen t organic l i fe forms. These genetic me mo ries can a ls
be designed to pass from parent to offspring. Many species were terrified by th
possible application of this technology as a weapon. As an act of good faith, th
Aktai t ransla ted a l l of the kno wn languages available to them an d m ade thes
available to every fr iendly species as genetic mem ory in jections. Mo st specie
including the Whe, who were fr iendly to the Aktai a t the t ime, accepted th
Aktai’s gift. As a r esult, alm ost every individu al in Zena x has the ab ility to sp eakwrite , and und erstand the languages of every o ther species .
Characters from the Alliance who are injected with the Aktai serum will b
able to sp eak, r ead, an d wr ite the languages of Zenax natives . All iance char a
ters can have the Aktai develop a custom genetic memory in jection for thei
spec ies that will allow the Zenax n atives to spe ak the ir langua ges. The Aktai w
be m ore than h appy to do th is for the ch ance to increase their k nowledge of
new alien spe cies . All iance char acters n eed o nly s top by any Aktai outpost an
consen t to a genetic sam ple in orde r for the Aktai to produ ce the in ject ion . Th
Aktai have vowed never to develop genetic memory injections for any other us
than und erstanding fore ign languages.
Many races , most notably the Klee , have developed secre t languages th
are n ot encod ed in the Aktai in jections.
THE ZENAX GALAXY
C H A P T E R 5
Zenax •5
INTHISCHAPTER...
TheZenaxGalaxy
It’s theLittleThingsThatGetYou
Travel inZenax
Travel Hazards
TheAuthorities
WheInvasions
UnexploredSpace
TheFallen
ThoseThatHaveComeBefore
DevastatedPlanetsandExtinctRaces
PlacestoVisit
A remoteKleetradingpost has beensetupon
theplanet Faetlenn, nearacommonopeningofthe
MotaranRift. Alliancepersonnel stoppingherecan
find many Klee familiar with their technology as
well astheir language.Bewary,though;thisisalso
acommonlair ofArachnidandWhespies.
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110 BATTLELORDS O F THE TWENTY-THIRD CENTURY
MoneyThere is no s tandard un it of cur-
rency among va r ious cu l tu re s ,
and as a result , a se t of exchange
r a t e s h a s b e e n c r e a t e d a m o n g
friendly species . However, that
b e i n g s a i d , w h e n e x c h a n gi n g
c u rr e nc y f r om o n e typ e toano the r, th e pe r son exchanging
c u r r e n c y a l m o s t a l wa ys l o se s
m o n e y i n t h e t r a d e . T h e Kl ee
ma in ta in a r ea l - t ime l i s t o f the
cu r ren t exchange ra te s .
TRAVELINZENAX
For the mo st part , t ravel is unre-
s tr i c ted in f r ee space - tha t i s
space n ot c la imed b y any part ic-
u lar species . Most terr i tor ies areso vast that you are only likely to
run in to a pa t ro l o r s cou t sh ip
along trade routes , near inhab it-
ed p lanets and outposts , or a long
a d i s p u te d b o r d e r . G e n e r a l ly
fr iendly species wil l not harass
you too m uch, if you s tay out of
trouble, for fear they might scare
off legitimate tra der s.
Th e im p o r ta n t th in g t o
r e m e m b e r i s t h a t t h e r e a r e n o
standard ized trade laws amon g species in Zenax, but thanks to the Klee ,
th is is beginning to change. Unti l recently there was no way to know
what to expect when enter ing another specie’s terr i tory . While some
species wil l g ive you free passage through their space; o thers might
search your ship s tem to s tern . Once you are in some one’s terr i tory they
pretty much h ave free re ign to d o as they wish with you and your ship .
Fortun ately, the Klee have establishe d a set of ru les of cour tesy that they
require o ther species to fo l low if they wish to trade with them. Over
t ime the se ru le s have been adop ted by mos t t r ade r s and the cu l tu re s
that deal with them .
Currently, if a patrol ship encounters an unidentified vessel in their
terr i tory, the in truder will be asked to declare i ts pur pose , car go, crew
c o m p l im e n t , a n d i f t h e y a r e c a r r yi n g a n y w e a po n s ( r e fe r r i n g t o
weapon s of m ass d estruction) . Since few Battle lords a re l ikely to bepack ing nukes , th i s is r a r e ly a p r ob lem. Sh ip s tha t a re pu rsu ing com-
merc ia l ven tu re s ( t r ade , pu rchas ing supp l ie s , e tc .) a re gene ra lly
a l lowed to pa ss to the i r de s t ina t ion unmole s ted by the au tho r i t i e s .
However, the author i t ies gener al ly reser ve the r ight to searc h your ves-
sel if you are in their territory.
The Whe very rare ly engage in trade with o ther species , but i t has
been known to happ en from time to t ime. What fo l lows is a l is t of what
you can expect to encounter when traveling through c la imed space.
AktaiOnce the Aktai had an open bor der policy, but now they fiercely patro l
their bor ders in search of the next Whe assau lt. The Aktai have becom e
so aggressive that they have been known to use their impressive tech-
nology to safe ly debil i ta te a susp ic ious ship in or der to search i t before
allowing it to continue on its journey. Though a clear violation of Klee
trade agreements , the Aktai seem to care l i t t le for any inconvenience
they might cause . The Aktai are s t i ll a benevolent race; they just do n’tlike visitor s.
CedeunUnl ike o the r spec ie s , th e Cedeun do no t announce the bounda r ie s o f
their space, nor d o they anno unce their pr esence. The Cedeun ’s c loak-
ing abil it ies make them invis ib le to an yone in their sp ace. As a result ,
t ravelers are l i t t le threat to the Cedeun, and they are not bothered ter-
r ib ly by in trusions in to their terr i tory. In fact , much of the supp osedly
uncla imed space in Zenax is ac tually occupied by hidden Cedeun c i t ies .
The Cedeun have sp read so fa r ac ro ss space tha t many a s te ro id s in
space, c la imed by other race s , are actually inhabited by Cedeun s.
Should the Cedeun deem an in truding ship a threat , they can l i ter-a l ly swarm the unsuspec t ing sh ip ’ s hu l l and des t roy i t w i th l impe t
mines. Shie lded ships are b lasted in to p ieces by asteroid-m ounted gun
emplacements that uncloak a t point-b lank range.
DisrapanThe Disrapa n have an open b ord er po licy. Thou gh they patro l their bor -
ders , they a l low n on-m ilitary vessels to pa ss freely in to an d o ut of their
space. Mili tary vessels can travel thro ugh Disrap an space if they have
specia l permission or a Disrapan navy escort . Despite their open bor-
der policy , Disrapan planets and space s ta t ions are a lways guarded by
mili tary vessels incase of troub le .
DulThe Du l c la im no te r r i to r ia l space o the r than the loca l space a rou nd
their hom e world . In addit ion , the Dul are pr otected from Whe aggres-
s ion by both the remo te location of their p lanet and a s tr ip of Disrapa n
owned sp ace that separates the Dul from the Whe.
KleeLike the Cedeun , b u t fo r d i ffe ren t r ea sons , the Klee do no t h ave an
e s ta b li sh e d t er r i to r y t o l ay c l a im t o s in c e t h ei r h o m e w o r ld w a s
destroyed by the Whe. The Klee usually establish a trade treaty with
fr iendly nations. One of the s tandard terms in these treat ies is that the
nomadic Klee f lee ts are a l lowed to c la im a perimeter of space around
their fleet as their o wn, m uch like a ro ving em bassy. As a re sult, the Klee
sh ip s do no t have to dec la re the i r c a rgo o r c rew compl imen t when
close to their f lee t . The Klee are a lso a l lowed to establish a defensive
perim eter ar ound their f lee t with the few m ilitary vessels they possess .
RazaaThe Razaa do n ot l ike vis itors to their space. They keep to themselves ,
and they expect o thers to do so as well . Ships , o ther than those belong-
ing to the Klee, are rarely allowed in Razaa territory.
5 • ZENAX
ExchangeRates
Listed below are various
exchange rates of currency
between the species of Zenax.
TheBattlemastershouldfeel free
tochangetheseratesasneeded.
Currency Rate
Aktai 200
Cedeun 5*
Disrapan 20
Dul 1
Klee **
Razaa 15
Whe N/ A
* For their currency theCedeun
usecoinsmadeof raremetals.
** Klee have no currency, butbarterfor whattheyneed.
Using this table, we see that
Aktaicurrencyhaveanexchange
rate of 200:5with Cedeun cur-
rency. In other words, 1 Cedeun
creditisworthonefortiethofone
Aktai credit andoneAktai credit
isworth40Cedeuncredits.
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11BEYOND THE RIFT
WheThe Whe heavily guard the b ord ers of their space u sing a comb ination
of patro l sh ips , cru isers , and se lf-prop elled mines. They do not to lera te
incursions in to their space for any reason. Non-Whe ships must have
specia l perm ission to enter Whe space or face destruc tion if d iscovered.
Occasionally , the Whe wil l to lera te the presence of a Klee trader f lee t
a long the border of their space.
TradeTrade o f goods am ong cu l tu re s i s com mon and a booming bus iness .
Becau se of the trade r outes an d trea ties first established by the Klee with
the i r ne ighbo rs , f r ee t r ade has become sa fe r and more p ro f i t ab le .
Major trade r outes are n ow patro lled by the local author i t ies to prevent
p i ra te a t t a cks , and huge spacepo r t s have been e rec ted to f ac i l i t a te
t r ade . [ 20 ] Th is ha s o pened u p op po r tun i ti e s fo r sma l le r t r ade r s and
smugglers looking to make a pro fit in newly open ed trade a reas .
KleeTraderFleets[23]No one knows exac t ly how many Klee t r ade r f l e e t s ex i s t , bu t i t i s
assume d that ther e ar e a t least twelve indep enden t f lee ts . To h ide theirnumber s , the Klee rou t ine ly mee t an d exchange sh ip s from d i ffe ren t
flee ts . Each Fleet consis ts of between two d ozen to a hund red individ-
ua l ve sse l s. Mos t ve sse ls a re ca rgo sh ip s o r o the r merchan t ve sse ls ,
thou gh som e m ilitary ships pa trol the fleet’s per imeter. Man y of the Klee
ships are older and barely space-worthy. However, despite their age, the
sheer n um ber o f sh ips and the tenaciou sness of the Klee make a f lee t a
significant military threat if provoked.
The Klee f lee ts travel most of known sp ace, including the bo rder of
Whe space , en gaging in t r ade wi th a l l spec ies they encoun te r. Some
fleets travel on regular sched ules between worlds , while o thers app ear
to move in r and om pa t te rn s . The pa t te rn s o f the f le e t depend on the
adm iral in charge, bu t a l l Klee flee ts try to rem ain unp redic table to pr e-
vent a coo rdinated Whe at tack .
A typical Klee fleet will have one of just about anything a character
might be looking for , but the price is never cheap for rare i tems. The
Klee work on the barter system and have no cur renc y. They will rare ly
accept fore ign curr ency for i tems and o ften wil l only accept o ther good s
as payment.
If a Klee fleet is encountered in open space, they will typically ask
near by vessels if they wish to engage in trad e. Depen ding on wh at goods
the grou p is looking for, they will be direc ted toward a par ticular vessel.
A Klee trade fleet is always doing business with somebody, even when
traveling through deep space from planet to p lanet . As a precaution ,
ships will never b e d irected toward a vessel that conta ins the m erchan -
dise for which they are looking. In addition, ships are never allowed to
dock at the Klee vessels that stockpile weapons or ordinance, which are
for sa le . Once the term s have been agreed to , the Klee trader will have
the merchandise shuttled over to the purchaser. When Klee encounter an
inhab ited world o r ou tpost, they will not typically land b ut rathe r shu ttle
prospective clients up to the fleet for safety reasons.
A Klee trade ship wil l have a bazaar with hundreds of s tores that
shoppers can wander among. Merchants usually specia l ize in one par-
t icular type of good but may have re la ted i tems. In addit ion to goods,
Klee fleets offer a wide variety of services including hotels, restaurants,
enter ta inmen t, and other ser vices . Because o f the nom adic nature o f the
Klee , their es tablishments are never what you would call top notch
Your typical Klee bar is a seedy, rou gh and tumble k ind of p lace wher
f ights are as com mo n as the haggling. These Klee bars an d c lubs ar e
good place for a merc team to f ind their next ass ignment and an eve
better p lace to buy information. Ironically , the restaurants the Kle
reser ve for f lee t crew ar e quite n ice and family oriented .
CedeunAsteroidsCitiesThe Cedeun build their c i t ies inside massive asteroids that they hav
ho l lowed ou t th rough decades o f min ing. The Cedeun a re ca re fu l t
conce al a l l t races of their c i t ies using a c omb ination of s tea lth techno
ogy and m atr ix powers to h ide their pre sence. Massive Cedeun colonie
with a populat ion exceeding tens of thousands can be concealed from
detection .
The Cedeun can invite guests in to their c i t ies without fear of expo
sure , s ince they can move entire as teroid f ie lds a t a whim. If someon
wer e to reveal the location o f a Cede un c ity, it would b e gone b y the tim
they re turned.
CedeunMiningOutpostsIf an asteroid isn’t large enough for a c i ty or too d ifficult to move to
mor e s t r a teg ic loca tion , the Cedeun wil l l e ave a g roup o f mine r s
extract minerals from the roc k. If you en coun ter an astero id fie ld , the
there is a good chance that there are Cedeun somewhere c lose by.
CedeunSalvageYard[22]The Cedeun have several as teroid-based sa lvage yards that they kee
along Klee trade routes. These salvage yards are excellent places to fin
spare parts from man y differen t types o f sh ips , including rare All ianc
craft . These sa lvage yards u sually rem ain uncloake d and are guar ded b
large weapon systems to defend against p ira tes . The Klee often se t u
small outposts on these asteroids from which they serve as middlem e
trading parts to travelers who need them.
CedeunArtgalleryandlaserlightshow[21]The Takd is a com bination ar t gallery and laser l ight show de veloped b
the Cedeun . The Takd i s loca ted on As te ro id 626 , wh ich has bee
moved next to a Klee trade route in Cedeun space. Constructed insid
an a tmosphere bubble , a l iens of a l l species can s top to v iew the sho
for a small entrance fee. Characters will be awed by the brilliant displa
of l ights , which som e race s c la im is nauseating .
TRAVELHAZARDS
Pirates[14]Without the All iance, there are no galactic police , and with no polic
around there is no one to protect you from the scourge of deep spac
Pira tes! Piracy is ram pant in deep space, and any ship can be a t tacke
at any t ime. Only by traveling in large groups a long heavily travele
trade routes can one hope to avoid p ira te a t tacks. However, in recen
years the p ira tes have been gett ing better armed and more aggressiv
even attacking small Klee trade fleets.
TRAVEL HAZARD
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112 BATTLELORDS O F THE TWENTY-THIRD CENTURY
WormholesThe Zenax galaxy is r ipe with wormholes and tears in the space-t ime
continuum. Most of the wormholes are just short-d is tance tunnels that
dro p u nsuspecting travelers on the o ther s ide of Zenax. A few, however,
will t ranspor t t ravelers out o f Zenax and to parts un known . [ 15]
DefenseNetsSpace is just too vast for a nation to p ro tect all of its terr itory with patr ol
ships . In order to help monitor the borders of space, massive defense
nets have been erected to monitor sh ips that enter and leave c la imed
space. [ 18] Some of these defense nets are s imply h idden scanning out-
pos t s tha t r eco rd sh ip s a s they pass . O the r s a re ac t ive d e fense ne t s ,
which a ler t in truder s that they are en ter ing held terr i tory and can take
action again st intrude rs who p ers ist in violating a nation’s sovereign ter-
r i tory. Yet o ther defense nets ar e au tomated a t tack systems that de stroy
any vessels that wander into range. Defense nets with offensive capabil-
i t i e s a re gene ra l ly loca ted we l l in s ide the t e r r i to r ia l bo rde r o f the
species that buil t them to prevent terr i tor ia l d isputes .
THEAUTHORITIESOn c ivi li zed wor ld s f ind ing the po l ice i s no t a p rob lem, desp i te the
rum or abou t them n eve r be ing a round when you need them. On m os t
outposts and co lony worlds , there wil l be an ap pointed or e lected sher-
iff who ma y or m ay not have de puties . How tough the she riff is dep ends
on the a mo unt of fund ing the town provides for h im. Most sher iffs are
ex -mercs o r ex - law en fo rcemen t o f f ice r s who a re smar t enough and
we ll -a rmed enough to hand le anyth ing sho r t o f an o rgan ized th rea t.
Pira te a t tacks an d heavily arm ed m ercen ary bands ar e genera l ly beyond
the ability for most sheriffs to repel.
In cases wher e sher iffs need a han d, they can call upon on e of two
sources . In most cases , colonies or outposts are owned by the species
that buil t them . Sheriffs on these colon y worlds ca n call in the m arines- l i tera l ly. The colony owners ar e not op posed to sending in the ar med
force s to re pel a thre at to their in terests . Colonies that are a t h igh r isk
fo r a t t a ck may even be i s sued a pa t ro l sh ip o r mi l i t a ry ga r r i son to
insure their safety.
Independent colonies or outposts have a much rougher t ime of i t .
L ike a town in the Amer ican o ld Wes t , th e se co lon ie s a re u sua l ly
defended only by the sheriff , h is deputies , and the inhabitants . This
assum es that the sher iff can encou rage the inha bitants to f ight for their
colony. To com plicate these m atters , the sheriff and h is equipme nt are
usu ally paid for by the taxes co llected at the colo ny. Let’s face it, no o ne
with any mon ey is going to travel to the fringe of kno wn spa ce to live on
a backwater colony world unless they are desperate for excitement or
are s tar t ing a n ew bu siness venture . As a result , the sher iff of an inde-pendent colony is often ill-equipped to defend the colony against a seri-
ous threat .
Customs[17]Cus toms on p lane t s , ou tpos t s , and spacepo r t s wi l l g ene ra l ly sea rch
and/ or scan vis itors for any unauthorized or i l legal goods and weap ons.
Depend ing on whe re you a re , banned ma te r ia l s may inc lude d rugs
( including medical supp lies) , equipm ent that can be used for ter ror is t
ac t ivi ties , armo r, and of cour se , weapons.
TheMarshalsThe Disrapan em ploy a small army of law enforcem ent officers referre d
to as the Marshals . The Marshals are h ighly tra ined and se lected from
eli te Disrapan mili tary and police un its.
The Marshals were commissioned to protect the in terests of their
people throughout space. It is a Marshal’s job to help Disrapan citizens
p ro tec t themse lves and the ir p rope r ty from any fo re ign th rea t. The
Marshals have a lmost no restr ic t ions and have been known to secre t lyinvade the territory of other spe cies in order to accom plish their mission.
The Marsha l s may be ca l led upon by any Dis rapan c i t i z en tha t
requires assistance and is off-world. Disrapan citizens that call the mar-
shals without cause are dealt with harshly. Marshals that break Disrapan
law are dealt with even more harshly . However, Marshals wil l readily
break the laws of foreign lands they’re in to accomplish their missions.
WeaponsControlMost c ivi lized worlds wil l not a l low ar med crew off their sh ips . I f cus-
toms o ffic ia ls d iscover that you’re packing a lo t of mil itary grade har d-
ware , you m ay not even b e a l lowed to land . I t’s a d ifferen t s tory on the
outposts and colony worlds . Law enforcem ent is few and far b etween, if there is any a t a l l. I t is com mon for the local inhabitants to car ry small
arm s to defend them selves , their families , and their pro perty. On som e
of the rougher ou tposts , mer cenar y squads can be seen ru nning aroun d
in fu ll bat t learm or, pack ing anti- tank weaponr y.
SmugglingSmuggling has beco me a l i tt le b i t easier no w that free tra de r outes have
been established am ong nations. [ 19] Often smugglers wil l mak e run s
in to protected terr i tory to s teal advanced technology and weapons, in
o rde r to se l l th em to o the r cu l tu re s a t a p rem ium. On the way back ,
smugglers wil l head toward a trade r oute ou ts ide of the terr i tory they’re
fleeing. Once the sm uggler r eaches a fore ign trade r oute , they are p ro-
tected a l l the way to their dest ination . Without p erm ission, the v ic t im-
ized sp ecies doesn ’t dare a t tack the sm uggler in fore ign terr i tory. Such
an a t tack , especia l ly on a trade r oute , might be v iewed as an ac t of war.
WHEINVASIONS
[ 24] The Whe have invaded over 50 wo rlds, abo ut half a dozen o f which
were inh abited by sentient species. Genera lly the spec ies were of a lower
Tech Level than the Whe an d easily subjugated . Species co nqu ere d by the
Whe are usually indoctrinated into the Whe society as a slave class, and
their entire p lanet’s resources are put toward the growth and mainte-
nance of the massive Whe military fleets. However, on occasion, a race
refuses to be enslaved by the Whe and continues their resistance against
the alien invaders, even after losing con trol of their planet. Unfor tunately
fo r the rebe l l ing a l i en s , the Whe canno t comprehend why a spec ie s
would not want to ser ve the greater good. If the Whe decide that a race
cannot be subjugated , then the entire species is destroyed, and the Whe
strip the planet of its remaining resources. This has earned the Whe their
vic ious r eputa t ion and the hatred of many of their neighbor s .
TheWhe/ AktaiFrontThe Whe a re in a cons tan t s ta te o f wa r with the Ak ta i and rou t ine ly
attempt to penetra te Aktai space and assault them. Only the Aktai’s
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11BEYOND THE RIFT
super ior techno logy has a l lowed them to fend off the Whe. So far o nly
the Aktai have been able to repe l the Whe, but no one k nows ho w much
of a dra in th is is on the Akai’s resources . The Whe Nactlar “Victory”
fleet s t il l s i ts a t the bor der of the Whe an d Aktai space, regro uping for
another camp aign against the Aktai .
OtherWheFronts
Since the Aktai have been able to prevent assaults by the Whe into theirterritory, the Whe have diverted some of their attention to procuring the
resou rces n eeded to mainta in their m assive m ilitary force s . As such, the
Whe routinely mo unt cam paigns against neighbo ring worlds and invade
the sovereign terr i tory of o ther governments . Though the Aktai have
been able to repel the Whe at tacks, o thers have not been so lucky. To
date , no one e lse has been ab le to s top a Whe assault force .
Having successfully subjugated the Klee in 2225 ( Alliance Time) ,
the Tajla May “Wandering Conquer or” flee t is t raveling to Beta Pr ime
wher e they will join with the battle fleet Tal “Death ” and the assa ult fleet
Dima “Pain” to spe arhea d the a t tack against their next target.
UNEXPLOREDSPACEGhostShipsGhost sh ips are re la t ively com mo n in deep space, and some have even
been known to drif t in to c la imed terr i tory . Sadly , many of these ghost
ships are Klee vessels that a t tempted to e scape the Whe at tack on their
home wor ld . Some o f the se vessel s ac tua lly made i t in to deep space
before the Whe at tack but never rendezvoused with the f lee t . Without
the re-supply that would have been provided by the o ther sh ips in the
fleet , the refugees on boar d these vessels s tarved to death . Other Klee
ghost ships include vessels that were destroyed by the Whe or ships that
s imply weren’t space-worthy enough to hold together in the r igors of
space af ter the exodus.
When these derel ic t sh ips are d iscovered, they encou nter a num berof fa tes; these depend on who f inds them. When discovered by neigh-
bo r ing mi l i t a r ie s , th e se vesse l s a re o f ten re tu rned to the i r peop le .
Pira tes and looters scavenge any ghost sh ips they f ind , a nd s t i ll o thers
are c la imed as legal sa lvage by explorers .
Of cou rse , no t a l l ghos t sh ip s a re o f Klee o r ig in . P i ra te a t t a cks
ensur e that dere l ic t sh ips from just about every culture can b e encou n-
tered from time to t ime. Occasionally an a l ien [ 16] or All iance ship is
d i scove red d r i f t ing th rough space . These a l i en sh ip s a re o f in ten se
in te re s t to ju s t abou t anybody tha t comes ac ro ss them. The na t ive
species of Zenax want them for the new technologies that can be sa l-
vaged from their hulls , and All iance personnel want access to o ther
All iance vessels for spare parts , ammo, and the data in the ship’s log
that might lead them back home.
THEFALLEN
The fo llowing sentient races have been conquered, enslaved, or eradi-
cated by the Whe. Som e m ay be symp athetic to cha racters that op pose
the Whe , wh i le o the r s a re qu i te con ten t wi th the ir cu r ren t s i tua t ion .
Cha rac te r s shou ld no t m ake the m is take o f a s suming tha t a l l spec ie s
that have been conq uered by the Whe ar e unh appy and wil l a id the PCs.
TheAopdownThe Aopdown are a race of highly intelligent, aquatic beings that inhab
i t t h e p l an e t o f t h e s a m e n a m e . Th o u g h t h ey a r e t ec h n o lo g ic a l
advanced ( TL4) , the Aopdown never cho ose to colon ize o ther world
Instead, the Aopdown choose to l ive in harmony with nature on the
h o m e w o r l d a n d fo l lo w i n te l le c t u a l p u r s u i ts . Un fo r t u n a t e ly, t h
Aopdo wn h ad l i t t le ch ance in sur viving the assault of a Whe coloniz
t ion fo rce . They qu ick ly su r rende red to the i r Whe conque r o r s r a ththan be wiped o ut . The Whe pr imari ly use the Aopdo wn for under wat
mining and farming.
TheDaktarThe Dak ta r a re an ens laved Tech Leve l 3 humano id race with b lac
skin , no body hair , and white eyes . The Daktar are renowned for the
dur abil i ty and are u sed by the Whe in hosti le environm ents l ike minin
or EDC teams.
TheDesiutThe Desiut are a peaceful TL 3 race that has accepted i ts ro le in Wh
socie ty as h is tor ians an d arch ivis ts . They are well- l iked and well- treaed b y the Whe an d ar e f inding themse lves p laced in increasingly impo
tant roles in Whe society. Almost every Whe ship has a Desiut archivi
that rec ord s da ily events for poster i ty. In addit ion , m any logis t ics an
requ is it ion posit ions in the mil i tary are s taffed by the Desiut race .
TheTriemThe Tr iem a re a r ace o f quad rupeds , wh ich inhab i ted p lane t Be t
Prime. This TL 4 ra ce fought the Whe to the b it ter end. The Whe d ete
mined that the Triem could no t be subjugated , and they were m ethod
ca l ly exte rmina ted by o rb i ta l bomb ardmen t o f the ir home wor ld an
colonies . Whe hun ters have s tanding ord ers to k i l l a l l remaining Trie
on sight.
THE FALLEN
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114 BATTLELORDS O F THE TWENTY-THIRD CENTURY
TheVewhigThe Vewhig are another race that has benefited from their inclusion into
Whe society. The Vewhig’s planet, Astar167, was quickly annexed into
the Whe em pire with no r esis tance d uring the ear ly period of the Whe’s
expansion from their hom e world . The p rimit ive ( TL 2) and war-like
Vewhig saw the benefits of their master’s powerful technologies and the
new experiences open to them. The physically powerful Vewhig serve as
basic laborer s , though in recen t years the Whe have taken to using themas foot so ld iers in h igh-r isk m issions.
TheXhemThe Xhem are a species of insecto id a l iens who hail f rom the p lanet
Yujh . These TL 2 creatures are small quadrupeds, covered in mult ip le
tentacles and eyes. To the Whe the Xhem are the lowest of the low an d
barely qualify as living beings. The Xhem are typically assigned to the
most hazardous duties in the Whe empire .
TheXuwThe Xuw were the b igges t th rea t to the Whe ; th i s TL 4 soc ie ty was
reno wned for successfully defending i tse lf against a l ien invasions fromtechnologically super ior opp onents in the past . Rather than r isk a pro -
longed confronta t ion , which might deple te their resour ces ( better used
against the Aktai) , the Whe launched multiple sneak attacks against the
Xuw on a major religious holiday. The Whe mercilessly wiped out every
Xuw p lane t u s ing a com b ina tion o f nuc lea r o r b i ta l bomb ardmen t and
“warp bombs” which had been s to len from the Aktai arsenal . Almost
the entire Xuw species was wiped out in a single day.
THOSETHATHAVECOMEBEFORE
Several All iance c i t izens have ma de i t to the Zenax galaxy one way or
another . Below are so me of the mor e famous All iance c i t izens you m ay
run in to :
Warmonger’sMercsT h e m o s t n o ta b le o f t h e s e l o st Al li an c e t r ave le r s a r e t h e fa m e d
Warmonger Mercenaries . Warmonger Corporation , Inc . would routine-
ly send h ired m erc team s in to the r ift to make sc ientific readings and to
see if anyone could make i t to the o ther s ide . The CEO of Warmonger
Co r p o r a t io n , a c yb e r n e t ic R a m P yt h o n a p p r o p r i a te ly n a m e d
Warmon ger, offered to p ay twenty mill ion cred its to an yone who c ould
get through the r ift , make i t back to All iance space, an d pr ove that they
d i d i t . I n 2 2 6 3 , a c r a z y O r i o n n a m e d Sa m O ’ R o a r k d i d j u s t t h a t .
So m e t h in g O ’R o a r k b r o u g h t b a c k w it h h i m e vi d e n tl y i n t r ig u e d
Warmon ge r so mu ch tha t he sen t h i s te am o f pe r sona l merc s in to ther i ft ( th e founde rs o f Warmon ge r, Inc . ) packed up with enough o rd i -
nance to de s t roy a sma l l p lane t . They were neve r to be hea rd f rom
again . Rumor s abou nd that even Warmon ger h imse lf went in to the r if t,
but his public appearances after the famed rift run have all but dispelled
tha t rumor .
CaptainCatastropheandhis LegionofDoomCaptain Catastrophe is the leader of an e l i te me rcena ry team com posed
primari ly of Eridani . Despite their f ront l ine experience f ighting the
Arachn ids , the capta in and his crew h ave con stantly met with bad luck
and an unusually high casualty rate. Eventually the team ran afoul of an
Arachnid Priest and ended up in Zenax. Though seeing another Alliance
cit izen is general ly a celebrated event , the cap ta in’s app earan ce sho uld
be taken a s a very bad om en. His horr ib le luck fo llows him everywhere
that he an d his legion travel .
DEVASTATEDPLANETSANDEXTINCTRACES
TheRaxeThe Raxe were an advanced r ace of in te l ligent beings that d isappear ed
long ago. Only the Aktai have a rec ord of ever encou ntering the Raxe,
and by then they had a l l but d isappeared. Rumor is that the las t Raxe
fled this galaxy out into deep space. Raxe ruins are still found scattered
th roughou t the quad ran t .
TheXuwChosenWhen the Xuw re alized that they were go ing to be wiped ou t by the Whe,
they se lected twelve of their best so ld iers for a da ngerou s assignment.
Now known as “The Chosen,” these twelve Xuw’s sole purpose in life isto wipe out the Whe race a t any cost . To help them accomplish their
mission Xuw scientis ts modif ied these sold iers using an experimental
p r o c e d u r e t o t u r n t h em i n to t h e u l t im a t e Wh e k i ll in g m a c h i n es .
Enduring the painful procedure drove many of the sold iers insane, so
all of The Chosen have been brainwashed to ensure that they finish their
mission. Few have seen a mem ber o f The Chosen . They keep a low pro-
file and kill anything and anyone that gets in their way.
TheTriemRefugeesThe Tr iem were ano the r r ace tha t was nea r ly d r iven to the b r ink o f
extinction b y the Whe. To this day the Triem are still hun ted by the Whe
who want to guarantee their extinction. The remaining Triem avoid con-
tact will all other species as they migrate from planet to planet trying tofind a safe haven from the Whe.
PLACESTOVISIT
SpaceportsSpaceports are vast se lf-conta ined and usually armed ci t ies that orbit
inhabited p lanets or are p laced a lon g major trade r outes . Many species
place spaceports a long major trade routes ra ther than a l low ships in to
the secu red space a round inhab i ted p lane t s . Th is se rves to c rea te a
zone o f p ro tec ted space a r ound inhab ited wor ld s b y keep ing fo re ign
ships away. The Disrapan ar e the no table exception to th is ru le .
Spacepor ts are owned by the species that buil t them and are gener -ally protected by several capitol ships to deter pirate attacks. Spaceports
serve as trading posts , general s tores , and hote ls . In addit ion , species
tha t own ma jo r spacepo r t s have a lo t o f po l i t i c a l c lou t wi th o the r
species . Should they re locate the spacep ort or c lose i t off to pa rt icular
ships , these unfortunate traders wou ld arr ive out of deep sp ace with no
place to r efuel and re -supply.
Spacepor ts are very expensive to run and m ainta in . While some ar e
floating luxury liners , o thers a re bare ly space-wor thy. Despite the d if-
f e rences among spacepo r t s , th ey a l l have one th ing in common : no
weapons a re a l lowed onboa rd . Spacepo r t au tho r i t i e s have a lo t o f
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11BEYOND THE RIFT
power to keep the peace ove r gues ts , and t roub lemake rs a r e qu ick ly
dealt with . Criminals are forc ib ly e jected from the spaceport , some-
times b ack to their sh ips and som etimes out the a ir lock. However, most
of the time, visitors to the spaceport stay out of trouble for fear of being
denied food and fuel .
The weaponry on a spaceport is powerful enough to handle a l l but
the largest capito l sh ips . Pira te a t tacks against spacepor ts are rar e , but
they do o ccur.
Hapter 1: Hapter one is a newly finished Disrapan spaceport construct-
ed at the intersection o f two Klee trade r outes just inside Disrapan space.
[ 24] The Hapter is guarded by a contingent of Disrapan destroyers and
other capito l sh ips . Like a l l Disrapan spaceports , Haptor One is con-
trolled b y the powe rful Trad e Consor tium. It is a state-of-the-art facility.
Ziza Citadel: The Citade l i s a mob i le spacepo r t cons t ruc ted by the
Aktai . This g leaming, a lmost crysta l l ine mo noli th f loats throu gh Aktai
spac e. [ 25] The Aktai rar ely allow visitors to com e abo ard th e Ziza, and
its very presence is seen as a bad omen. Very little is known about Ziza.
Trid: Trid is a Razaa spa cepor t of fa ir ly unique d esign. Trid is a g iantspinning hollow spher e that a l lows i ts inhabitants to l ive on the inside
wall of the spher e . The spinning pr ovides the sp here with ch eap ar t ifi-
c ia l gravity, and a fusion rea ctor m ounted in the ce nter of the spacepo rt
p rov ides an a r t ifi c ia l sun . The Razaa have t r an sp lan ted hund reds o f
flo ra and fauna f rom the ir h ome wor ld to the spacepo r t to p r ovide a
more natura l habita t to the Razaa that dwell there . Though Razaa f ind
Trid to be a wonderful s top over , o ther species may f ind the c l imate a
bit too hot and humid for their l ik ing. As with the Razaa home world ,
a l l vis itors sho uld take c are n ot to be eaten by the local greener y.
OutpostsA number o f sma l l ou tpos t s ex is t a round the pe r iphe ry o f t e r r i to r ia l
bounda r ie s . These ou tpos ts r ange f rom min ing camps to gove rnmen t
funde d co lonies . Many governmen ts a l low individual c i t izens and som e-
times corporations to s take a c la im.
Mitron [26]: Mitron is a small independent mining town, buil t on a
rem ote moon out on the frontier . The reason so m any miners r isk their
lives out on the wild frontier is to strike it rich mining Mitronian crys-
ta ls . These rare r ed-colored c rysta ls can be used l ike batter ies and ar e
able to absorb and emit large amounts of energy. Mitron is also inhabit-
ed by a race of small subterranean creatures that don’t l ike the in trusion
of the miners . These in te l l igent but passive creatures l ive in immense
tunnel s tructures that run just undernea th the surface of the moo n.
This outpost is protected b y the Mitronian Guard , which con sis ts of s eve ra l expe r t s who a re supposed to be the bes t in the i r f i e ld . The
Mitronian Guard is equipped with s ta te-of- the-ar t weapons and equip-
men t from a varie ty of sources .
Rakasa 3: A Disrapan co lony planet , Rakasa 3 was established 5 years
ago in an effort to expan d Disrapan terr i tory. Rakasa 3 is pr otected by
a Disrapan patro l sh ip .
Nikasa 7: Anoth er Disrap an ou tpost, Nikasa is a science station bu ilt o
the kilometer thick ice shell that covers the planet’s oceans. Nikasa 7 i
routinely visited by a frigate that patrols the system for intruders.
Cedeun Mining Colony 72: O n e o f t h e f e w a n n o u n c e d C e d e u
colonies is located in a n astero id belt that sc ientis ts have con cluded
the rem ains of a p lanetary system that was de stroyed o ver a mil lenn
ago. The Cedeun fiercely guard the outpost and tolerate visitors for onbr ief visits.
Omotron Zeta Prime: An Aktai colony world , Omotro n welcom es an
and all visitors, excep t the Whe. This beautiful world was selected by th
Aktai as the location for a colony dedicated to the ar ts . All manner o
art is ts are invited to Omotron by the Aktai to practice their ta lent
Artists who accept the Aktai’s offers have their room and board provid
ed to them fo r f r ee . Omotron i s p r o tec ted b y an a r ray o f g round - to
space defense systems.
TradingPostsMazier Beta 5: One of the few permanent trading posts buil t by th
Klee , Mazier was constructed on a small moon, which s i ts on the border of Disrapan and Razaa space, far from the inf luence of the Whe
Mazier is a s topping point for Klee and other sh ips gett ing ready t
make forays into deep space. Evidently, the Klee felt a permanent refu
eling depot was neede d on the edge of deep sp ace to a l low their flee
to travel as far as possible into deep space. No one knows why the Kle
risk such long dis tance tr ips in to uncharted space, but their sh ips ar
a lways deple ted o f fuel and supplies when they re turn .
Though primari ly constructed as a Klee fuel depot, the Klee a l lo
others to refuel here for a pr ice . In addit ion , Mazier a lso has a sma
bu t we l l - s tocked t r ad ing pos t whe re exp lo re r s can s tock up on th
necessi t ies before venturing out in to the abyss .
IndependentWorldsO’Rierde n’s Di rtball: An ambit ious Orion named Miles O’Rierde
made his living, previous to founding this world, as a Rift Runner. Afte
Miles su ccessfully navigated through the Zenax r ift , he decided that
wou ld be more fun to s tay , r a the r than t ry ing to f ind a way home
Traveling for several years in a Klee m erc han t fleet, Miles eventually se
t l ed on a nea r ly un inhab i tab le rock o f a p lane t nea r a r emo te t r ad
ro ute. Using his Klee con tacts, he set up sup ply lines and estab lished th
first business on O’Rierden’s Dirtball - a Bar. What did you expect? H
IS an Orion. O’Rierde n’s Dir tball has been growing ever s ince and ha
developed in to a small f rontier outpost . O’Rierden charges a health
pro perty tax to a l l who “bu y dir t” on his ro ck.
PLACES TO VISI
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116 BATTLELORDS O F THE TWENTY-THIRD CENTURY
6 • COMBAT RULES
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11BEYOND THE RIFT
ASICCOMBATRULES
Note: Th e opt ional ru les presented below replace hand-to-hancomba t in the Ba t tl e lo rd s ru lebook , excep t whe re no ted . The
were des igned to complemen t and u t i l i z e the new mar t ia l a r
skil ls presen ted in th is book.
QuickSummaryofNewCombatRules
Onecombatroundequals3seconds.
Forhand-to-handcombat, thecombatroundisdividedintothree1-secondsegments.
Fordischargecombat, thecombatroundisdividedintotwo1.5-secondphases
InitiativeRoll for in i t ia t ive . The player with the highest in i t ia t ive declares whether h
wishes to attack immediately or hold his initiative until later in the round. Ho
a charac ter spends his act ions each rou nd is no longer declared . You can o n
attack dur ing your in i tia t ive , but you m ay defend at any t ime dur ing the com b
round ( assuming you have actions left) .
HoldingInitiativeIf you choose not to attack during your initiative, you can choose to attack at
la ter t ime in the same combat segment.
TiedInitiativeIf two or more characters tie for initiative, then their attacks occur simultaneously
ActionsA character’s act ions are equal to the number of a t tacks they would normal
receive. See Batt le lords, page 194 and 195. A character has the same numbe
of ac t ions to spend eve ry segmen t / second . Ac tions tha t a re no t spen t do n
carry over from segment to segment. Actions must be divided between at tac
and d efense and can not be r eal located unti l the next rou nd. Actions a l locate
for attack can only be spent during your character’s initiative. Actions spent t
defend can be spent a t any t ime during the combat round.
Ac t ions spen t pe r fo rming an y techn ique a re lo s t, whe the r the a t t emp te
technique was successful or n ot . Any actions that ar e a l located for de fense ca
be saved unti l the end of the segment to be used for defense. Actions that ar
not spent by the end of the segment are lost . If something prevents the ch arac
ter from using held actions, those actions ar e lost .For instance, Fabic the Eridani has 6 actions per segment. He is attacked befor
his initiative and spends two actions defending. Fabic could have saved those tw
actions an d dec lared that he was n ot going to defend h imself, hoping the attack
would m iss. Then d urin g his initiative, he spe nds 3 a ctions attacking his cho sen vi
tim. Those actions are spent whether Fabic’s attacks were successful or not. Notic
that Fabic saves 1 action that he can use to d efend himself in case he is attacke
after h is initiative. If he d oes n ot spen d this action b efore the e nd o f the segm ent,
is lost. If Fabic is attacked twice m ore b efore the end of the co mb at segmen t, he ca
spend his last action to defend against one attack of his choice. At the beginning o
the next comb at segment, Fabic on ce again starts out with 6 actions.
BASIC COMBAT RULE
C H A P T E R 6
CombatRules•6
INTHISCHAPTER...
BasicCombatRules
MakingAttacks
DeclaringActions
DefendingAgainstAttacks
AdditionalCombatRules
CombatOrder
ExampleofComabt
AttackTechniques
GrapplingTechniques
Throws
SpecialTechniques
DefensiveTechniques
MazianCombatRules
Razaabelievethat youcannever betoosure
whenit comestodischargecombat,sincetheyare
usetotheirownkind’sregenerativepowers.Thus,
theirweaponstendtodeal inoverkill,muchtothe
dismayoftheirnon-regenerative-capablefoes.
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118 BATTLELORDS O F THE TWENTY-THIRD CENTURY
ActionSummary1) A cha rac te r ’s num ber o f ac t ions equa ls the numb er o f ac t ions they
can perform every second/segment.
2) A character has the same nu mber of actions to spend every segment.
3) Actions that are not spent do not carr y over from se gment to segmen t.
4) Actions must be divided between at tack and defense a t the begin-
ning of each rou nd. Divis ion o f actions between at tack an d defense
can not be ch anged unti l the next roun d. This can be d one in secre tby writing the num ber of act ions your c harac ter wil l use for a t tack
on a scrap of paper.
MakingAttacksDeclaring Actions : You m ust declar e the type of attack techn ique your
cha rac te r i s u s ing imm ed ia te ly be fo re a t temp t ing a hand - to -hand
attack. You m ust declare the type of defensive technique your cha rac-
ter is using imm ediate ly before a t tempting to defend against a han d-to-
hand o r a r cha ic weapon a t tack . You m us t dec la re whe the r you r cha r -
acter is going to spend an action to defend against the attack, before the
attack roll is made. You m ay choose any technique that your cha racter
knows. The technique s available to the chara cter is be determ ined bythe mar t ia l a r t ( s ) the cha rac te r knows . Mos t o f the t ime a cha rac te r
will not have access to all of the attack or defensive techniques listed in
the tab les that follow.
Making Attacks : In o rde r to make an a t t ack , a cha rac te r mus t f i r s t
choose an Attack technique from the lists on the following pages. Next
determine how many actions the technique requires . Techniques can be
carr ied over from second to seco nd ( and even into the next rou nd) if the
attacker does not have enough actions to finish the technique in one sec-
ond. Finally, the chara cter m ust mak e his hand -to-hand skill check. Failed
attacks miss the target entirely, whether the target was defending or not.
Defending against attacks : In o r de r to de fend aga in s t an a t t ack , achar acter m ust f irs t choo se a Defensive Technique from the l is t below.
All Defensive Technique s r equire only one action to com plete . Finally,
the character must successfully make his hand-to-hand skil l check in
ord er to defend against the a t tack. If your a t tacker m isses you, bu t you
dec la red tha t you were de fend ing , ac t ions spen t on the Defens ive
Technique are still lost. However, no skill check is necessary.
Making a hand-to-hand attack: 50% + attack bo nus ( See Agility) +
04% p er level of HTH Skill + *Techniqu e mo difier = Base Chan ce to Hit.
*Som e techniques are e asier or m ore d ifficult than others an d have
a m odifier that affects the chan ce for suc cess .
Defending agains t a hand- to-hand attack : 2 5 % + a t t a c k b o n u s( See Agili ty) + 04% per level of HTH Skill + *Technique Modifier =
Base Chance to Defend.
*Som e techniques are e asier or m ore d ifficult than others an d have
a m odifier that affects the chan ce for suc cess .
Making an archaic hand we apon attack: Weapon Attack Number +
attack bon us ( See Agili ty) + 04% per level of appro pria te weapo n skil l
= Base Chance to Hit .
ADVANCEDCOMBATRULES
CombiningHand-to-HandandDischargeCombatIf a character wants to shoot and fight in the same combat round, he has
the option of doing so. There are a co uple of things to keep in m ind. First,
d ischarge combat occurs in two phases during a s ingle combat round.
Second, hand-to-hand comb at occurs in three segments during a s ingle
combat r ound. As we can see from the ch art above, if a character were
to make a ranged weapon at tack in the f irs t d ischarge phase, then that
attack would overlap the first 1 and a half segments of the hand-to-hand
combat round. Thus, i f a character shot a laser in the f irs t d ischarge
phase, then he would lose half his actions the following segment and be
unaffected the th ird segment ( fu l l act ions) . I f the character wanted tofight hand-to-hand and then shoot in the same round, he would have full
actions, the first segment, half their total actions in the second segment,
and have no hand-to-hand actions to spend in the third segment because
he is making a ranged at tack in the second discharge phase.
MultipleWeaponsA cha rac te r wield ing m u l tip le a rcha ic hand weapons m us t d ivide h i s
at tack actions among the weapons. Standard penalt ies for using mult i-
p le weapon s skil l applies . See Batt le lords, pa ge 197 .
Armorvs.Hand-to-Handattacks
Hand-to-hand at tacks wil l do no damage to characters with heavy ormechanized armor. Characters in l ight and med ium arm or may subtract
the THR of the arm or from the dam age don e by the attack. The THR of a
cybern etic limb redu ces the effectiveness o f a hand-to-hand attack in the
same fashion as ar mo r. Thus a cybernetic limb with a THR of 7 or mo re is
treated as heavy arm or, and suffers no da mage from h and-to-hand attacks.
StunningandCriticalHits(OptionalRule)Every t ime a char acter receives damage ( temp orar y or real) to the head,
he m ust make a System Shock with a p enalty equal to the dam age done
in the attack. If the roll is failed, the character is stunned and loses 1d4
actions. The lost act ions from stunning carry over from roun d to ro und.
Also reme mb er that any hit to the head or groin that does mor e than
1/2 of the target’s bod y points in temp orar y damage wil l cause a cr i ti -
cal h i t . See Batt le lords r u le ma nual, page 19 7.
Remem ber that hand-to-hand d ama ge ( except for cer ta in races and
a tt ac k s ) i s c o n s i de r e d t em p o r a r y d a m a g e . O n e p o i nt o f t e m p o r a r y
dam age is equal to 1 /10 o f a real point of dam age. Also reme mb er that
every t ime you lose one quar ter of your bo dy points , you r eceive a cr i t-
ical hit. Therefore, a character with 12 body points would receive a crit-
i ca l h it eve ry t ime he lo s t 3 Body Po in ts . Tha t cou ld be from 3 rea l
points of damage or 30 points of temporary damage.
6 • COMBAT RULES
3Seconds
3Seconds
DischargeCombat
Hand-To-HandCombat
1.5 second phase 1 .5 second phase
1 second segment 1 s e co n d s e gm e n t 1 s e co n d s e gm e n t
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11BEYOND THE RIFT
CloseRangeIn order for you to perform certa in a t tack techniques, you must be in
close range. Put s imply, c lose range is the dis tance a t which you can
launch at tacks l ike kne es, e lbows, and bit ing.
There are several advantages and disadvantages to entering c lose
range. For a t tackers who l ike to s tr ike and kick, i t br ings them into a
range wher e they can launch m ore devasta t ing a ttacks, l ike e lbows an d
knee kicks. For f ighters who l ike to grapple or wrest le , they can nowgrab, throw, and jo int lock their opp onen ts . As a resu lt , practi t ioners of
“str ik ing” arts wil l generally avoid en tering c lose r ange, while pra cti-
t ioner s of grapp ling arts will t ry to get in to c lose range. On ce you en ter
close r ange to laun ch an attack , you will suffer a -30% pe nalty to defend
against any grapp ling techniqu e.
It is important to note that size and weight are a distinct advantage
when wrestling, throwing, and grappling - even more so than in striking
arts. You can always punch a Ram Python, but you can’t always throw him!
Now, whether you hu rt him pe rforming either techn ique is another matter.
COMBATORDER
Orderofcombat:St ep 1 ) R o ll fo r I n it ia t ive ( r e q u i r e d o n l y o n c e e ve r y c o m b a t
round / th ree segmen ts)
Step 2) Character with lowest Initiative decid es to attack or hold initiative
Step 3) Divide up remaining actions between at tack and defense.
Step 4 ) P ick techn ique
Step 5) Declare Attack
Step 6) Target may choose to Defend ( Select Defensive Techniqu e)
Step 7 ) Ro ll to h i t
Step 8) Roll to Defend
Step 9) If Attack is Successful , Determine Hit location
Step 10) If Attack is Successful, Determine Damage and Critical
Repeat s tep 4 through 10 with the current in it ia t ive holder
until you have spent all your attack actions.
Repeat steps 2-10 with the next lowest init iat ive holder.
EXAMPLEOFCOMBAT
Two combatants are engaged in hand to hand combat. The combatants
have the following statistics:
Step 1) Roll for Init iat ive
First Mike and Fabic’s players roll for initiative. Mike’s player rolls an
8, and Fabic’s p layer ro l ls a 4 . Ok, so Mike has a n in i t ia tive of 8 , an dFabic has an in i t ia t ive of 2 . The same in i t ia t ive is kept for three seg-
ments and then re-rolled .
Step 2) Character with lo west In it iat ive dec ides to attack o r
hold init iat ive
Fabic goes first; his initiative is lower, an d he dec ides tha t he is going to
attack rather than hold his initiative.
Step 3) Divide up remaining actions between attack and defens
Fabic has up to 4 act ions that he can spend to a t tack. Fabic does nfear th is feeble human, so he decides that he wil l spend 3 actions o
attack and save one a ction for d efense
Step 4.1) Pick technique
Fabic must p ick from the l is t of a t tack techn iques that he h as availab
to him. Firs t , he wil l choose to per form a q uick jab to loosen Mike u
Step 5 .1) Declare Attack
Fabic’s player tells Mike’s player tha t he is going to th ro w a jab a t Mik
S te p 6 . 1 ) Ta rg e t m a y c h o o s e to D e fe n d ( S e le ct D e f e n s iv
Technique)
Mike’s p layer n ow has the option to sp end a n action to d efend again
Fabic’s attack, assuming he has actions left to spend. Since Mike hasn
been at tacked yet , the character obviously has act ions he could spen
to defend against Fabic’s a t tack. Rememb er that you can sp end ac tion
to defend whenever you are a t tacked , but you ca n only spend actions t
a t tack dur ing your in i tia t ive . Mike is not sur e ho w tough Fabic is so h
decides to spend an action to defend. Next Mike’s p layer must p ick
Defensive Technique from his l is t of available techniques to defen
against Fabic’s a t tack. Mike’s p layer dec ides to u se a s tandard Bloc
though he cou ld have a l so p icked Coun te r S t r ike . Mike ’s cha rac te
cou ld no t have se lec t Dodge because even though i t i s a Defens iv
Technique, he does not know that part icular technique.
Step 7 .1 ) Roll to h it
To determine Fabic’s chance to successfully attack, first add the Base
50 % plus Fabic’s Attack Bonu s of 12 p lus 4% pe r level of Hand-to-Han
( he has 3 levels) p lus a 10% tech nique m odifier be cause Fabic is pe
fo r m i n g a j ab . Fa b ic h a s a n 8 4 % c h a n c e t o s u c ce s sfu l ly a t ta c
( 50+ 12 + 12+ 10= 84) . Fabic r olls a 64, which is ob viously under 84 , s
Fabic successfully h i ts Mike. Had Mike not chosen to defend again
Fabic’s attack, you could skip to Step 9.
EXAMPLE OF COMBA
STATISTICS FABIC THE ERIDANI MIKE THE HUMAN
Strength 100 50
Agility 105 50
Body Points 17 8
Death’s Door -21 -9
Initiative Modifier -2 0Number of Actions 4 3
Hit Bonus +12 0
Hand-to-HandLevel 3 (+12) 5 (+20)
Damage Bonus 2 (STR) + 1 (HTH) = 3 0 (STR) + 2 (HTH) = 2
Defensive Modifier -10 00
System Shock 72 56
Attack Techniques Strikes (all), Kicks Joint Lock
DefenseTechniques Block Block, Counter strike
COMBAT EXAMPLE
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120 BATTLELORDS O F THE TWENTY-THIRD CENTURY
Step 8 .1) Roll to Defend
Had Fab ic fa i l ed h i s a t t ack , Mike wou ld no t need to ro l l to de fend .
However, he would s t i l l lose the action he declared he was spe nding on
defense. Since Fabic didn’t fail his attack roll, Mike’s player must now
roll to see if he successfully defends against Fabic’s attack.
Mike has a 45% chance to de fend aga in s t Fab ic ’s a t t ack , a base
chanc e of 25% for any defensive action, p lus 4 % per level of hand-to-
hand skill. Mike does not have an Agility bonus, and the standard blockdoes not have a technique modifier. Mike rolls a 55 and fails his attempt
to block Fabic’s attack.
Step 9 .1) Determine Hit location
Since Fabic d idn’t declare that he was making a cal led shot , he needs
to roll for h i t location. Fabic ro l ls a 62, s tr ik ing Mike in the c hest .
Step 10.1) Determine Damage and Crit ical
Next Fabic determ ines dam age done by his a ttack. Since Fabic was per -
form ing a jab , he do es 0 .5 points of damage plus h is Strength Bonus o f
4 , fo r a to ta l o f 4 .5 po in t s o f ( t empora ry ) damage . Mike has 8 Body
Points , so every t ime he loses 2 Body Points , Mike receives a cr i t ical .
That’s 2 points of real damage or twenty points of temporary damage.So far Mike has accumulated 4 .5 points of temporary damage; that’s
0 .45 points of real d ama ge. No cr i t ical h i ts yet .
Repeat s tep 4 through 10 with the current in it ia t ive holder
until you have spent all your attack actions.
Step 4.2) Pick Technique
Fabic’s next a t tack wil l be another jab , but th is t ime he wil l make a
Called Shot at Mike’s head in an attempt to stun him ( See Stunning and
Critical Hits) .
Step 5.2 ) Declare Attack
Fabic’s p layer te l ls Mike’s p layer that Fabic is going to throw a jab a tMike’s head.
S te p 6 . 2 ) Ta rg e t m a y c h o o s e to D e fe n d ( S e le ct D e f e n s ive
Technique)
Mike’s player decides that he’s going to save his remaining two actions
and not d efend against Fabic’s a t tack.
Step 7.2) Roll to Hit
Fab ic has a 34% chance to h i t because he has an 84% chance to l and
the jab , but a 5 0% p enalty for the Called Shot to the head . Fabic ro l ls a
48 and misses Mike. He st i l l loses the Action he spent on the Jab even
though he missed.
Step 8 .2) Roll to Defend
Since Mike is not defending, th is s tep can be skippe d.
Step 9.2) Determine Hit Location
Since Fabic missed, he can skip th is s tep .
Step 10.2) Determine Damage and Crit ical
Since Fabic missed, he can skip th is s tep .
Repeat s tep 4 through 10 with the current in it ia t ive holder
until you have spent all your attack actions.
Step 4.3) Pick Technique
Fabic is going to spend his last a t tack action to perform a knee kick
against Mike. The BM reminds Fabic’s p layer that in order to throw a
knee kick, he has to enter Close Range. This wil l put h im at a d isad-
vantage ( -30 to d efend) against grappling techniques.
Step 5.3 ) Declare Attack
Fabic’s player tells Mike’s player that Fabic is going to k nee kick p oor Mike.
S te p 6 . 3 ) Ta r ge t m a y c h o o s e t o D e fe n d ( S e le ct D e f e n s ive
Technique)
Knee kicks h urt a lo t m ore than a s imp le Jab, so Mike’s p layer de cides
it is best to try and defend against this attack. Mike chooses the Counter
Strike defensive technique to use against Fabic.
Step 7.3) Roll to Hit
Fab ic has an 8 4% chance to l and the knee k ick ( 50% base + 12%
Agili ty bonus + 12% hand to hand skil ls) . He rolls a 75 and success-
fully knees Mike.
Step 8 .3) Roll to Defend
Mike has a 25% chanc e to defend himself from Fabic’s knee k ick. Base
25% plus 20% for five levels of HTH minus 20% for the Called Shot to
the leg when doing a counter s tr ike . Mike rolls a 25 and is successful
in defending against the a t tack. Fabic takes 3 p oints of temp orar y dam -
age to h is leg from Mike’s cou nter s tr ike .
Step 9.3) Determine Hit Location
Since Fabic’s a t tack was block ed, we can skip th is s tep .
Step 10.3) Determine Damage and Crit ical
Since Fabic’s a t tack was block ed, we can skip th is s tep .
Repeat steps 2-10 with the next lowest init iat ive holder.
Step 2) Character with next lowest Init iat ive decides to attack
or hold init iat ive
Since Mike’s p layer is no t worried abou t anyone else a t tacking him but
Fabic , he decides to a t tack.
S te p 3 ) D ivid e u p r e m a in in g a c tio n s b e tw e e n a tta c k a n d
defense .
Unl ike Fab ic , Mike has spen t som e o f h i s ac t ions de fend ing h imse l f
befor e it was his initiative. Mike on ly has o ne ac tion left ou t of the thr ee
he s tar ted with b ecause he sp ent two blocking. Since Fabic can’t a t tack
when i t is not h is in i t ia t ive and no o ne e lse is aro und, ther e is l i tt le use
in saving his remaining action for defense. Therefore , Mike’s p layer
decides to use his rem aining action to a t tack Fabic .
Step 4) Pick Technique
Mike’s p layer decides that Mike is going to a t tempt to jo int lock the
Eridani. In our example, the joint lock technique is the only attack tech-
nique m ike knows so he is l imited to a t tacking with that technique. He
hopes that i f Mike can control the Eridani , he can red uce the threat he
6 • COMBAT RULES
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12BEYOND THE RIFT
poses. In addition, since Fabic is in Close Range, Mike’s player knows
that Fabic will have a -30 p enalty to defend a gainst this Grappling Attack.
Step 5) Declare Attack
Mike’s player tells Fabic’s player that Mike is goin g to attemp t to put the
Eridani’s arm in a jo int lock.
Ste p 6 ) Ta rg e t m a y c ho o s e to D e fe n d ( S e le c t D e fe n s i ve
Technique)
Fabic’s player is unaware that this is Mike’s only remaining action and
choose s not to defend a gainst Mike’s a t tack. Since th is com bat segmen t
will end after Mike’s attack, Fabic will lose his unspent action.
Step 7) Roll to Hit
Mike has a 50% base to hit, plus 20% for his five levels of martial arts.
However, Mike has two penalt ies to d eal with . The f irs t penalty is the
Called Shot to Fabic’s arm. This imparts a -50 to Mike’s attack. In addi-
tion, it is very difficult to put a stron ger o ppo nen t in a joint lock . All joint
locks ha ve a bon us equ al to the attacke r’s Stren gth minus the Defende r’s
St rength ( 50 - 100 = -50 ) . Unfo r tuna te ly fo r poo r Mike , Fab ic i s
stronger, so this bonus becomes a 50% penalty. Mike has a -30% chanceto succeed in this attack against Fabic. Only by rolling 01 can Mike suc-
ceed in his attack. Mike’s player rolls a 15, and the attack fails.
Step 8) Roll to Defend
Since Fabic d id no t defend, th is s tep m ay be skipped.
Step 9) Determine Hit Location
Since Mike’s attack failed, we can skip this step.
Step 10) Determine Damage and Crit ical
Since Mike’s attack failed, we can skip this step.
Both participants are done attacking, so this combat segment isfinished . Any unspe nt actions are los t. Start again at Step 2. After
a total of three segments, start at Step 1, re-rolling initiative.
ATTACK TECHNIQUES
AccesstoTechniquesAs everyone k nows, there is m ore than one way to a t tack and d efend in
hand-to-hand combat. You character is unlikely to have knowledge of
every technique known . A character’s ha nd-to-hand fighting s tyle deter-
mines the number o f t echn iques the cha rac te r s knows and can pe r -
form . Untrained f ighters have access to a very limited num ber of tech-
niques. Characters shou ld check the descrip t ion of their part icular s tyleof hand-to-hand combat in the Skil ls section to f ind out which tech-
niques are available to them. Str ikes, Kicks, Head Attacks, Grappling
Techniqu es, and Special Techniqu es are a l l considered Attacks and can
only be a t tempted d uring your ch aracters in i tia t ive .
ANoteaboutDamageThe damage l is ted for the techniques below are for race s that do 1 p oint
of temporary damage when at tacking. These races include Chati l ian ,
Eridani , Gen-Human, Human, Mazian, Mutzachan, Orion Rogue, and
Zen Rige ln am ong o the rs . Races tha t do m ore than o ne po in t o f dam
age o r do rea l damage when a t t ack ing may substi tute those damag
values ra ther than the ones l is ted below, when using the a t tacks wit
which those values ar e associa ted. For example, a Cizerack cou ld sub
sti tu te i ts c law dam age 1-2 ( Real) when perform ing the Cross ( bas
str ike) r a ther than use the l is ted 1 po int ( Temp orar y) dam age.
Wh e r e a t a b l e n o t e s t h a t d a m a g e d o n e b y a t e c h n i q u e e q u a
“str ike” that means the dam age done to the target is equal to 1 p lus anbon uses the char acter rec eives for h igh s trength . In a l l cases be sure t
add a ny bonues to d ama ge from a high Strength s ta t ist ic .
Note: When the damage for a technique is l is ted as “str ike” th
mea ns the dam age done to the target is equal to 1 point p lus any bonu
es the char acter re ceives for h igh s trength .
StrikesThis a t tack involves s tr ik ing your opponent with the hand or e lbow
St r ik e s c a n b e d e fe n d e d a g ai n st u s in g a n y s u c c e s sfu l D e fe n s
Techniqu e. All s tr ikes re quire o ne action to pe rform.
Jabs: Jabs are used to feel out an op ponen t’s weak ar eas, d is tract , an
open him up for a following attack. Jabs are fast and get a + 10% to hi
Cross: A Cross is your s tandard , no fr i l ls punch.
Hook/Tentacle Whip: Hook punches o r t en tac le wh ips a re s t r ike
t h a t a r e f a v o r e d b y t h e b a r b r a w l e r a n d a r e u s e d b e c a u s e o f t h
inc reased damage o ve r a s tanda rd punch . However , hook s t r ikes a r
the easiest s tr ike to b lock. A hook str ike may be defeated by any suc
cessful Defensive Tech niqu e, which is perfor me d at + 20 verses this ea
i ly b locked at tack.
Elbow s trikes : Elbow Str ikes are very effective weap ons but r equir
that the attacker e nter clo se ran ge ( see belo w) to u se this type of attac
Phentari cann ot use Elbow str ikes.
HeadAttacks
These a t t acks invo lve u s ing you r head a s a weapon . A favo r i t e oMutzachan s and dum ber Ram Pythons everywhere . Head at tacks can b
stopped using any successful Defensive Technique.
ATTACK TECHNIQUES
STRIKES DAMAGE #ACTIONS MODIFIERS NOTES
Jab 0.5 1 +10 -
Cross 1 1 - -
Hook 2 1 - +20 toblock
Elbow 1d4 1 - CloseRange
STRIKES
HEAD
ATTACKS DAMAGE #ACTIONS MODIFIERS NOTES
Headbutt 1 1 - CloseRange
Bite 1R or 2 R 1 - CloseRange
HEAD ATTACKS
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122 BATTLELORDS O F THE TWENTY-THIRD CENTURY
Head Butt: You m ust be in c lose ran ge to use th is type o f a ttack.
Biting: Damage for a b i te is handled as described in the Batt le lords
Rulebook . All char acters can a ttempt a bite attack, regar dless of the tech-
niques available to them . However, lack of training often m eans a n inex-
perienced character will not think of using this technique when he needs
it. Char acters that ar e no t natural biters ( i.e. those with no bite attack list-
ed in their descrip t ion) or who have not tra ined to use th is a ttack mustmake an INT check at -30 in order to be able to use this technique.
KicksThese a t tacks, as everyone k nows, involve h it ting your oppo nent with
your legs. Gener ally legs are the m ost power ful appe ndage o n the body,
and a s a re su l t, the se a t tacks do mor e dam age than s t r ikes . Any suc -
cessful Defensive technique c an be used to s top a k ick. Note that some
kicks re quire m ore than on e action to com plete . A python’s ta i l a t tack
counts as a k ick.
Kick: This is your s tandard, no fr i l ls k ick . Best d irected a t the groin
o r k n e e .
Knee Kicks: Knee Kicks are very effective kick s that mu st be laun che d
from close range. No more than three knee kicks can be a t tempted in
a s ingle combat segment.
Spin Kicks: Spin Kicks are more powerful techniques compared to stan-
dar d kicks bu t have the drawb ack of having to turn your ba ck to your tar -
get, if only for a split second. Spinning kicks require three actions. If a
character performing a spinning kick is a t tacked during the f irs t two
actions spent performing the kick, they cannot defend themselves.
Jumping Kicks: AJum ping Kick is a very powerful kick that allows you
to engage ta rge t s a t a d i s tance o f up to one qua r te r o f you r sp r in t
a t tr ibute ( in meters) . Jumping kicks require two actions to complete ,
and no more than two may be a t tempted in a s ingle combat segment.
Jump Spin Kick: A Jump Spin Kick is about the flashiest kick you’ll
f ind. I t takes the longest t ime to complete of any of the kicks and has
the benefi ts and l imita t ions of both the spin kick and the jump kick.
Don’t be on the receiving end of th is k ick.
GRAPPLINGTECHNIQUES
Grappling techniques include throws, submission holds, and any tech-
nique that requ ires that you grab your o ppon ent. I t is imp ortant to note
that grappling techniques can be performed while s tanding as well as
while wrest ling on the grou nd.
Like any norm al attack, your opp onen ts may defend against an attack
in close range by using any Defensive Technique OR a grappling tech-
nique can be avoided by successfully performing a Strength check or
Agility check. The penalty for making a Strength or Agility check to avoid
a grappling technique is equal to one half of the attacker’s hand-to-hand
skill level mu ltiplied by ten. For examp le, if you wanted to defend against
an attacker with 12 levels of hand-to-han d skill, the p enalty for the che ck
would be 6 0% for a Strength or Agility check ( 12/2 = 6. 6 x 10 = 60% ) .
ControlA character may at tempt to Control an opponent by making a success-
ful hand-to-hand check. This s imulates wrest l ing your opponent ( you
can do th is while s tanding too) in to a posit ion from which he can not
easi ly defend h imself or cou nter-a ttack. This in i tia l hand-to-hand check
has a bonus equa l to the a t t acke r ’ s S t reng th minus the de fende r ’ s
Strength . If the defender has a h igher Strength than the a t tacker, the
bonu s wil l becom e a p enalty.Controlled op ponen ts are a t -30 to a t tack or defend, unti l they suc-
cessfully brea k free ( see above) . To b reak free of a co ntrol a char acter
must make a successful hand-to-hand skil l check ( 50% base, no tech-
nique m odifier) with a bon us equa l to your char acter’s Strength minu s
the co ntroll ing chara cter’s Strength . Again , i f the contro ll ing ch aracter
is s tronger than the character being controlled th is bonus wil l become
a penalty. This check is made at the norm al -30 penalty for b eing con-
trolled . Alterna tively, you c an just attack the c on trolling char acter, albeit
a t a -30 penalty until he’s had enou gh and le ts go.
C o n t r o l s d o n o d a m a g e a n d c a n b e m a i n t a i n e d f r o m r o u n d t o
rou nd b y spending half of the ch aracter’s act ions. Characters with one
action that wish to mainta in the control can a t tempt no other maneu-
vers . Once successfully applied , no further hand-to-hand skil l checksare required to mainta in a Control .
JointlocksA joint lock ( also called a submission hold) is a technique in which you
can con t ro l and /o r c r ipp le you r opponen t . The techn ique i s a s imp le
one. You grab an opponent’s arm, leg , or head and force i t in a d irec-
t ion i t does n ot nor mally go. Joint locks include such techniques as a rm
bars , head lock s, wrist locks, ankle locks, and other sub mission holds.
Victims of a joint lock can be made to submit to the will of their attack-
er o ut of pain com pliance. Joint locks a re very difficult to get on o ppo-
6 • COMBAT RULES
KICKS DAMAGE #ACTIONS MODIFIERS NOTES
Kick 1d8 2 - -
Knee kick 1d6 1 - CloseRange
Spin kick 1d10 3 - -
Jump kick 1d10 2 - -
Jump Spin kick 1d12 4 - -
KICKS
GRAPPLING
TECHNIQUES DAMAGE #ACTIONS MODIFIERS NOTES
Control None 1/half STR-STR CloseRange
Joint Lock Strike x 2 1/half STR-STR CloseRange
Throw Strike x 2 1 STR-STR CloseRange
GRAPPLING TECHNIQUES
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12BEYOND THE RIFT
nen ts who a re much s t ronge r than the a t t acke r .
However, once a n op ponen t is in a jo int lock, i t is
very difficult to e scap e.
ATTACKING: To per form a jo int lock, the a t tack-
e r m us t be in c lo se range and make a success fu l
hand-to-han d skil l check, targeting an arm , leg, or
other extremity with normal cal led shot penalt ies .This in i t ia l hand-to-hand check has a bonus equal
to the a t tacke r ’s S treng th m inus the de fende r ’s
Strength. If the defender has a higher Strength than
the a t tacker, the bonu s wil l become a pen alty.
DAMAGE: A character that has successfully applied a
jo in t lo ck ca n either ch oo se to dam age th e victim o r
attempt to control the victim through pain compli-
ance. If the character chooses to damage the victim
during the action in which the lock was applied, he
automatically does 2 points of real damage plus d ou-
b l e a n y b o n u s e s d u e t o h i g h s t r e n gt h t o t h e
appendage that has been grabbed. If you choose todamage the victim using the joint lock, you will lose
the joint lock and will be unable to maintain the lock
from roun d to roun d or attempt to control the victim.
CONTROL: If the a ttacker wishes to contr ol the vic-
t im, the target in a jo int lock m ust make a System
Shock chec k. The penalty for this check is 50 % plus
the a ttacker’s h and-to-ha nd skill level. If the System
Shock roll fails, the tar get mu st follow the attacker’s
ve rba l o rde rs o r r i sk hav ing the i r l imb in ju red .
Characters controlled in th is fashion can generally
be moved where the a t tacker wishes to put them
due to the inten se pain. If the System Shock roll suc-ceeds, the target may resis t the p ain for th is round
and try to esca pe the lock ( see below) .
MAINTAINING: Once successfully applied , jo in t
locks can be ma in ta ined f rom roun d to round by
spending h alf of the chara cter’s act ions. Characters
with one action that wish to maintain the joint lock
can at tempt no other maneuvers . No further hand-
to -hand sk i l l checks a re requ i red to ma in ta in a
successfully applied jo int lock. Victims of a jo int
lock ar e con sidered to be Controlled ( See ab ove) .
ESCAPE: To escape from a jo int lock, a cha racter
must f irs t make a succ essful System Shock roll as
deta i led ab ove. If they fa i l th is System Shock, the
pain from the lock is s imply too mu ch for them to
overcome and try to escape. If the System Shock
check i s success fu l , an o ffens ive hand - to -hand
sk i ll check ( 50% base , no techn ique mod i fie r s )
can b e m ade with a p enalty equal to f ive t imes the
attacker’s level of hand-to-hand. Alternatively, the
cha rac te r m ay a ttemp t to m usc le o r twis t h is way
ATTACK TECHNIQUE
Step3a:DefenderFailsAttacker h as suc cessfully
applied the joint lock
Step3b:DefenderSucceedsJoint lock fails
END
Step4a:AttackerInjuresVictimDefender takes 2 pts of Real damage
+ attackers damage bonus for high STR.
Defender au tomatically escapes after attack
END
Step4b:AttackerControlsVictim
Defender is at -30 to attack or defend
Step5:DefenderAttemptstoResistPainDefender makes System Shock Check
Penalty = 50% + attacker’s HTH Skill Level
Step6a:DefenderFailsSystemShockCheck
Defendermustcomplywithattackerscommands
Defenderfailstocomply:GotoStep4a
Defendercomplies:GotoStep4b.
Step6b:DefenderSucceedsinSystemShockCheck Defend er m ay attemp t to escape. Go to Step 7
Step7:DefenderAttemptsEscapeDefender makes Hand-to-hand Skill check
Penalty = 5x attackers HTH skill level
OR
Defend er mak es Strength o r Agility Check
Penalty = 5x attackers HTH Skill Level
ALL CHECKS ONE ACTION
Step2:DefenderAttemptstoAvoidLock Defend er m akes HTH chec k u sing Defensive Action
Requires 1 action
Step8a:DefenderFailstoEscapeGo to Step 4b
Step8b:DefenderEscapesEND
JointLockFlowChart
Step1:ApplyJointLock Attacker makes Hand-to-hand skill Check
Penalties = Attackers Str - Defender s Str, Normal Called Shot Penalties
Requires 1 Action
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124 BATTLELORDS O F THE TWENTY-THIRD CENTURY
out b y making an Agili ty or Strength c heck with a penalty equal to the
attacker’s ha nd-to-hand skil l level m ult ip l ied by 5 .
ARMOR, CYBORGS, AND JOINT LOCKS: Jo int locks wil l do n o dam -
age to cha rac te r s wi th heavy o r mechan ized a rmor because o f the
a rmor ’s re in fo rced jo in ts . Cha rac te r s in l igh t and med ium a rmor may
subtract the THR of the arm or from the dam age done b y the jo int lock.
In addit ion, the THR of l ight and me dium ar mor can be su btracted fromthe a t tacker’s skill level when determ ining the pen alty for skil l checks
mad e against the jo int lock. Characters in a rm or in a jo int lock s t i ll suf-
fer -30 to a t tack or d efend while in a jo int lock.
The THR of a cybernetic l imb reduces the effectiveness of a jo int
lock a t tack in the same fashion as ar mo r. In addit ion, If you ar e a t tack-
ing a cybe rne t ic l imb , the t a rge t can no t be in fluenced th rough pa in
compliance and is not required to make a System Shock check before
they can a t temp t to escape. Characters with cybernetic l imb s in a jo int
lock still suffer -30 to attack or defend.
THROWS
This technique involves throwing your opponent to the ground - p la inand s imp le . Some th rows a re c rude ; o the rs invo lve m uch m ore tech -
n ique and finesse , bu t a l l have the same comm on goa l. Gene ra lly in
comba t , a th row i s done with enough fo rce to in ju re you r opp onen t .
Other t imes, i t ’s just a way to get your oppo nent to the ground so that
you may wrest le with him.
Attacking: To per form a throw, a character mu st enter c lose range and
mak e a successful hand-to-hand skil l check. The bonus for th is a t tack is
equal to the thrower’s Size Class minus the defender’s Size Class multi-
plied by ten. Note that it is possible for the bonus to become a penalty if
the a t tacker is smaller than the defender. If characters want to throw
their opponent to the ground without damaging them, the defender’s
Size Class is reduced by half when determining the bonus/penalty.
Damage: Com bat Throws do dou ble norm al strike ( Cross) dam age. Half
of the dam age from the throw is applied to one body area of the oppo-
nent, which is the area that absorbs most of the impact. The other half is
divided equ ally am ong 1d 4 other bod y area s ( determ ined r ando mly) . An
attacking charac ter ma y mak e a called shot, causing the victim to land o n
a spec ific body a rea ( the a rea that t akes ha l f the dam age f rom the
impac t) . A Char acter that has b een thr own loses all of his unu sed actions
for the rest of that segment. I t takes one action to s tand back up. An
attacker ca n cho ose to thro w his victim in an y direction, including to the
ground directly in front of him. For every 10% that a thrower makes his
attack ro ll by, the victim c an be thrown up to 1 meter away.
Oppone nts on the ground are a t -30 to defend against a ttacks from
standing opponents . A Character that is on the ground can only s tand
up du r ing the i r in i t i a t ive , un le s s ano the r cha rac te r sac r i f i ce s the i r
a t tacks to help the fa l len character up during the helping character’s
in i tia t ive . In e i ther case , i t costs one action to s tand ba ck up .
Using Acrobatics to pe rform a b reakfall: Ac harac ter with Acrob atics
skill that is being thro wn can a ttempt a man euver called a “brea kfall” and
lessen the dam age done on im pact by making a succe ssful Acrob atics skill
check . If the Acrobatics skill check is successful, one po int of damage can
be ignor ed for every level of Acrob atics skill the cha racter possesses, up
to a maximum of half the dam age done b y the throw.
Realis t ic Throw Penalt ies - Opt ional Rule : Fo r more rea l i s t i c
th row pena l t i e s , c ro ss re fe rence the we igh t o f the Cha rac te r be ing
th rown wi th the min imum amoun t o f St reng th r equ i red to Squa t tha t
mu ch we ight on th e Vital Statistic: Strength Table ( See Battlelords ru le-
book .) Then subtra ct that level of Strength from the thrower ’s Strengthto get the bonus or penalty applied to the hand-to-hand check.
ForExample:Let’ssayMike,theHuman,wantstothrowUgi, theRamPython.
Ugiweighs830lbs.830lbs. iscloserto860(STR131-140)than750(STR121-
130),sowecanassumethatyouwouldneedatleastastrengthof131tosquat
830lbs. Mike, theHuman, hasaStrengthof 50. 50- 131=-81. Sofor the
throw,Mikehasapenaltyof-81tohisthrow.
SPECIALTECHNIQUES
DisarmA char acter tra ined in d isarming is capable of rem oving weapons from
oppo nents withou t in juring themselves in the pr ocess . A char acter need
only make a succe ssful skil l check with s tandar d s i tuational and Called
Shot penalt ies to d isarm an opponent. The opponent has the option of
making a successful Defensive Technique roll or a successful Called
Shot with the weapon to the a t tacker’s l imb to pr event being disarm ed.
Disa rms a re much eas ie r when con t ro l l ing a g rapp led opponen t . In
add i t ion , an enemy he ld in a jo in t lock may be fo rced to re lea se a
weapon if he fa ils h is System Shock check.
FakesFakes work the same way as a feint ( See Battlelords rulebook) . To per-
form a fake, the attacker m ust make a successful hand-to-hand attack with
a pe nalty equal to the attacker’s Intuition m inus the defender’s intuition.Better Fakes - Optional Rule: Instead of the s tandard -20, use
the amou nt by which the a t tacker m ade his hand-to-hand sk il l check as
the pen alty for the op pon ent’s next technique . If the fake fa i ls, use the
amo unt by which the a t tack fa iled his skil l check as the p enalty for the
attacker’s ne xt technique.
TrappingA t rap o r t r app ing maneuve r i s when an a t tacke r p in s do wn an o ppo -
nent’s b locking appen dage, usually an ar m, just long enough to laun ch
6 • COMBAT RULES
SPECIALTECHNIQUES
DAMAGE #ACTIONS MODIFIERS NOTES
Disarm None 1 Called Shot -
Fake None 1 - -
Trap - 2 actions 1 - -
Weak Point Attack Special 1 Called Shot -
Choke Con Dam. half Defense - STR CloseRange
Eye Strike Special 1 -75/-125(both eyes)
SPECIAL TECHNIQUES
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126 BATTLELORDS O F THE TWENTY-THIRD CENTURY
7 • BATTLE MASTER’S SECTION
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128 BATTLELORDS O F THE TWENTY-THIRD CENTURY
In addi t ion, the r i f t -style entry is usefu l in usher ing p layers on toexplore th is new u niverse that you have set before them. Characterswith the astro-navigation ski l l w i l l q uick ly real ize that they are not any-
where on the recorded star-charts. In addi t ion, the exi t s ide of the r i f tis invisible and nearly undetectable. To add insult to i njur y, the ri ft onl y
works one way, meaning your characters wil l have to find another wayback - assumin g they want to get back.
The best part is that the r i f t wi l l dump your characters wel l wi th inthe terr i tor ia l bor der of an a l ien race known as the Whe, and the Whedo not take k ind ly to v is i tors. A v is i t f rom a host i le Whe patro l sh ip
should motivate the characters to leave the area. A frant ic attempt atEmergency Damage Contro l by the characters may g ive them just
enough power from their crippled ship to get i t moving, or at least getthe hyperdr ive up and runnin g for a b l ind jump . This can be especia l ly
useful for pr eventing the, “ I w anna stay by the ri ft and see i f we can fi g-ure a way back” syndro me. In addi t ion, the Whe ship is l ik e ly to dr ive
the characters away from Whe space, where they wil l be safe - at leastfor the t ime being. I f you have p layers whose characters are Zenaxnat ives, they can r un in to the Al l iance personnel by help ing them to
repair their damaged ship or rescuing them from their doomed vessel
before the arr ival of the Whe. I find that a good fire fight is always a nicestart to any Battlel or ds game, so you can alw ays have the aggressive Whepur sue the grou p to a nearby planet so they can duke i t out in tergalac-
tic style.Possible r easons for enter ing the ri ft in clude: Paid ri ft r unner s, flee-
ing authorities, explorers/scientist, corporation based claim team.
Dimensional portal
So you’r e explor ing the ru ins of an al ien r ace that hasn’t been seen fora thousand years; you walk through what looks l ike a door and POOF,
you’r e on the other side of the universe. Dim ensional por tals are a niceway to get people and equipm ent in to Zenax wi thout having to worr y
about a space ship. This is the toughest method o f entry for the char-
acters, as they’ l l only have the weapons and equipment that they havewith them at the time.
BMs wi l l have to be sure to dr op the characters on a p lanet wherethey a re l i k e l y to encoun ter some o f the na t i ve Zenax species.
Characters might appear in ruins on the other side and not even knowthey’re somewhere else unti l they run in to al iens in the area. Ir onic al ly,
i t m ight be an a l ien explorat ion team searching throu gh the ru ins onthei r s ide of the p orta l . Al ternatively, r eal ly sadist ic BM s might dum pcharacters in the middle of a boom ing metropol is or outpost wor ld .
Possib le reasons fo r enter i ng the d imensional po r tal i nc lude :Explorers/archeologists, treasure hunters, fleeing criminals, hiding sol-
diers, you shouldn’t have made that Mutzachan with the si lver r obe m ad!
Experime ntal FTL drive
Th is has to be one o f my favo r i te ways fo r get t ing i n to the Zenax
Universe. It has a lot of advantages over the ri ft entry method but maynot offer th e chal lenge for advanced players of other entry method s. Inthis m ethod, char acters are on a m il i tar y or science vessel that is test-
ing an experimental Faster-Than-Light drive. Unfortunately, the driveworks much better than expected and catapults the vessel completely
out of the un iverse and lands them i n Zenax.The advantages of u sing th is m ethod is that the characters don’ t
have to scroun ge for fo od, water, and other supplies. Depending on the
preparedness of the crew commander, the sh ip may be stocked formonths or even years of travel. In addition, a number of talented engi-neers wil l p ro bably be aboard the vessel to help m aintain i t. These engi-
neers, who might even be the characters, wi l l com e in handy for longterm stays in Zenax.
Again, a num ber o f possibi l i t ies exist for thi s type of campaign. I f ami l i tary vessel wer e testing the FTL drive, then i t wi l l surely be deemed
a threat wherever i t goes in Zenax. In addi t ion, i t w i l l receive lo ts ofattention fr om people who m ay want access to the al ien technology con-tained inside or sim ply want i t destroyed. Characters mi ght be mari nes,
com m and personnel, or even ship engineers. A num ber of subplo ts canbe set up in this type of setting. Characters mi ght be com mand person-
nel forced to make tough or unpopular decis ions in order to surv ive.Worse yet, the characters mi ght be on the r eceiving end of tho se unpo p-
ular decisions.This is another o ne of my favor i te subplots. Characters aboard a
well-stocked ship might discover that the captain knew the drive wouldlaunch them across the universe. He refused to tel l the crew the risk forfear they would not come on the voyage. Unfortunately, the captain is
now u nable to get the sh ip back hom e - but he stocked the cupboards
ju st in case.Possible reasons for the FTL vessel in clude: Testing new FTL drive,
deep space exploration, high-risk corporate claim ship
Stargate Travel
In 2277 A.D. the Rebels issue a report detai l ing the disappearance of
over four thousand ships that myster iously vanished dur ing stargatetravel. A good po rti on of th ose ships ended up in Zenax, because of the
abundance of worm holes there – m ore on that la ter . Your characterscould be on a pleasure cruise or on their way to their next assignment
when their ship ends up in Zenax. Dependin g on the type of ship they’reon and i t ’s dest ination, characters may not have a lo t ordn ance wi th
them. Who packs an Abominat ion I I when they’ re going home to see
mom and they aren’t going to let you pack your crate of reflex missi lesinto the cargo hold of a commercia l star- l iner . I t ’s a safety th ing. In
addition, deal ing with the dozens, possibly hundreds of panicked civi l-ians on the craft won’t be an easy management task either, but some-
body has got to take charge. On the other hand, i t could just as well bea mi l i tary or para-mi l i tary troop transport that gets sucked in to Zenax
wi th you and buddies. Time to lock -n- load!
Step2:SettingCampaignGoalsorwheredowego
fromhere?One of two things must happen for this type of campaign to run sm ooth-
ly. Either the BM mu st have a good grasp of what the players are l ikely
to do upon arriving, or he must have a preset goal for the characters.If you ar e going to set a goal for your players, i t is im por tant to have
a good grasp of wh at the player’s characters are l ik ely to do wh en facedwith the problem you wil l set before them. It is often best to forgo the
surprise-factor and simply ask your players ahead of time, what theywould l ike the goals for the campaign to be. If you real ly want to wing-
it, be prepared to adapt your plans if the player’s characters decided theywould r ather do something other than what you have pr epared for them.
7 • BATTLE MASTER’S SECTION
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12BEYOND THE RIFT
Long Term Goals
Even if you are really good at winging it as a Battle Master ( my preferredmethod) , you wil l pr obably sti l l want to set som e long-term goals for the
campaign. As the BM, you m ust decide what the long-term goal of yourcampaign wil l be. This wil l be based on the motivations of the charac-
ters in the campaign. M ost characters wil l be inter ested to some extentin findi ng a way back ho me, and this wil l p rob ably be the prim ary, long-
term goal for most campaigns. Other characters, l ike members of anexploration team, m ay want to explore and docu ment this new universe.Sti l l other s, l ike cor por ate claim teams, m ay want to capture al ien tech-
nology ( or the al iens themselves) and br ing them b ack for reverse engi-neering/dissection. Hey, this IS Battlelords! Your players could decide
that they want to conq uer a small planet and run i t with an ir on fir st. Thepossibi l i t ies are l im itless, and you shou ld di scuss with your players what
they’r e look ing to get out of this campaign before starting.
Long-term goals (Campaign Goal)
• Find ing a way hom e• Finding a two-way portal that al lows transit between the two universes
• Exploration and scienti fic study
• Fugitive retrieval• Fleeing the All iance authorities• Establ ishing an independent colony
• Establ ishing a personal empire• Establ ishing a corporate outpost
Baiting the Hoo k
If the Battle Master knows the characters wil l be intent on returning to
thei r o ld universe, he should provide them w i th h ints and c lues point-ing them tow ard a possible way back. Tho ugh these may turn o ut to be
red h err ings, this is a good excuse to get players to start explor ing theirnew ho me and start mi ngl ing wi th the natives. Alternatively, i f the p lay-
ers are natural ly incl ined to explore their new universe, the BM should
not force them to seek out a porta l hom e.
Getting there is half the fun.
It is impo rtant to rem ember th at the adventur e’s characters will h ave while
attempting to accomplish their long-term goal wi l l pr obably be more funthan actually accom plishin g the goal. For exam ple, if you allow char acters
to retur n to Alliance space imm ediately after exitin g the ri ft, then you wo n’thave much of a campaign. The long-term goal should only be accom-plished at the end of the campaign, and only after a long, difficult journey
to get there. The mor e difficult you make it for the players to accomplishtheir goal, the more rewarding it will be when they succeed.
Short Term Goals
Shor t-term goals are adventur e hook s that mak e up the adventures andsubplots for characters as they progr ess toward the i r f ina l goal . For
instance, i f your player’s characters real ly want to get home, there areprobably certa in th ings they’ l l have to do before they can obta in thatgoal . They may requ i re fue l fo r thei r sh ip , amm un i t i on fo r thei r
weapons, and food for themselves before they can even th ink abouttra ipsing across the galaxy in search of a way back home. A n ight ly
adventur e in your cam paign may revolve arou nd ju st getting som ethingto eat; gett ing home may not even be mentioned. Along the way the
characters are l ikely to encou nter other l i fe for m s who m ay mean themharm , but they may also encounter creatur es that might be able to help
them. For exam ple, a Klee may know o f an ancient device hidd en awsomewher e that can transpor t you anywhere in space. A rogue Whe mahave d iscovered a new r i f t , which might lead the characters home. B
pr oviding char acters with hints and leads as they explor e, you can hethem obta in the i r f ina l goal , whi le at the same t ime a l lowing them t
explore th is new universe and fu l f i l l mo re im mediate needs - l ike foo
Short-term go als ( Adventure Goals)
• Find ing food and water• Getting medical supplies
• Getting medical attention for the wounded• Getting replacement weapons
• Repai r ing the sh ip• Obtain ing a l i ft to new wor ld
• Avoiding the Whe patrol ships• Scour ing the Klee Trade ships for signs of Al l iance technology
• Settl ing internal disputes between characters• Fending off p i ra tes• Explor ing a ghost sh ip
• Explor ing thei r new universe
• Obtain ing a new ship• Obtaining star charts of the area• Obtaining spare parts for equipm ent ( or al i en equivalents) .
• Escaping from the Whe• Sneaking thr ough the Whe batt lefront• Trading for r equi red goods at an outpost
• Obtain ing a l ien technology• Encounter ing a new al ien l i fe form
RUNNINGACAMPAIGN
ToughLifeIf you want to m ake l i fe for your characters a l i tt le easier, you may wato steer them tow ard certain ski l ls and equip ment that they wil l n eed
su rv i ve on the i r own in Zenax . The th ree words you need to keerepeating to your players are “ al ien technolo gies ski l l .” This l i tt le sk
wil l com e in r eal ly handy in a place wher e EVERYTHING you encou ntewil l be al ien technology. It’s expensive, but wo rth every ski l l po int.
Other pract ica l sk i l l categor ies include Deep Space Operat ion
Engineer ing, Journeyman, and Science ski l ls . Characters wi l l qu ickf ind that having ski l ls in these areas is just as impo rtant as a l l thos
Physical, Medical, and Weaponry ski l ls with which Battlelords are nomal ly equipped.
MeetingtheNatives
Players may want to u se one of the new species presented in this booas their ch aracter for the campaign. Now if your campaign is exclusiv
ly being played with the new species in this book, then that’s not a bprob lem. However, i f some of the characters are from Al l iance wor l d( taken fro m o ther SSDC produ cts) th en you, the BM , wil l have to figu
out some way for these characters to m eet up wi th the i r o therwor l dcoun terpar ts. Lik e the goals of the camp aign, the reasons for a “ native
character to team up with a group of Al l iance characters wil l be baseon thei r personal goals. For some characters the reasons for the
team-up wil l be simple to explain. For instance, a rogue Whe might bf leeing a grou p of Whe h unters and stumbles onto the characters th
RUNNING A CAMPAIGN
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130 BATTLELORDS O F THE TWENTY-THIRD CENTURY
are also fleeing from the Whe. For other ch aracters, l ike a Disrapan orAkta i the urge to explore m ay be strong enough for them to tag alongwi th these in terest ing new creatures ( i .e . your Al l iance characters) .
Whatever the reason, the BM must make sure that the characters havea reason for sticking to gether. The char acters don’t n ecessari ly have to
l ike or trust each other; sometimes i t ’s mor e fun i f they don’ t , but theydo n eed a reason to hang out together.
[2]Reasonstosticktogether(RogueWhe)• Flee ing from hu nters• Protect ion from hunters
• Learn ing about ind iv idual i ty• Desi re for com panionship and acceptance• Protection from Whe hating species
• Desire to flee Zenax
Reasonstosticktogether(Otherspecies)• Hunted by or f lee ing from the Whe.
• Common urge to explore
• Accumulat ing weal th• Thr i l l o f adventure
What?Noshiprules?The f i rs t problem a BM is l ike ly to run in to is the lack of sh ip ru les.
Unti l SSDC releases their space comb at ru les, Battle Masters ar e goingto have to wing i t. In Battlelor ds the main focus of the game should not
be on ships but r ather on the characters. The players should o nly thinkof their ship as a way to get from poin t A to point B. Battle Masters, onthe other h and, should th ink of a p layer ’s sh ip as a dozen adventure
plots waiting to happen.In order to be fair to the players, and ease your job as the BM, you
should clearly define the capabilities of the ship. These don’t have to be
highly detailed capabilities but can be generalities. You should ask yourselfseveral questions about the ship you will equip your players wi th, if any.
Is theship armed?
How much food and water is onboard?
How long will theship functi on in it s current state?
Do the players have replacement parts and/or a workshop
onboard?
Do the players have any replacement/ spare ammunit i on
and weapons onboard?
Once you establish the capabilities of the vessel, you can easily use
i t as a subplot for a num ber of scenar ios. Does the sh ip n eed r epai r?Does the ship attract the attention of al iens; which characters have to
fend them off? Again, th e possibi l i t ies are l im itless.If you real ly want your job to be easy, you can forgo the ship idea
al l together. Once the p layer characters arr ive in Zenax, have them
crash land on a planet destroying their ship and i f you wish, a copiousamount of the i r suppl ies. You now have a golden opportuni ty for a
num ber of adventures. The characters wi l l no doubt h ave to in teract
with the local inhabitants, scrounge their ruined ship for anything sal-vageable, find food and water, and possibly get a l i ft off planet beforethe Whe come looking for them. The possibi l i t ies are endless.
WeaponsThere a re some m a jo r p rob lems w i th weaponry tha t cha rac te rs a rel ik ely to discover in th is new uni verse. First of al l , there i s no way to get
new amm uniti on for their o ld weapons. As plenti ful - and fun- as 30m mAPI am mo is back in Al l iance space, no on e in Zenax even k nows what
30mm stands for ! I t is possib le that g iven the specs, the r ight equip-ment, and a quali fied munitions expert, characters could mass-produce
thei r own ammo . This is l ike ly to be very d i f f icu l t a t best. Not only arecharacters not l ik e ly to carry the prop er too ls wi th them to do i t them-
selves, but tr ying to translate amm uniti on specs to an al ien m etal lur gistwil l be an adventure al l i ts own. In addition, the only species that fre-quently uses pr ojecti le weapons, the Whe, do not use gunpowd er.
Pro ject i le weapons wi l l not b e the only arms to suffer prob lems. I fcharacters do not have a power supply to refuel the i r energy-based
weapons, these too wil l run dry quickly. Most characters wil l be able totap into the power supply on their ship to r echarge weaponr y, but i f this
ship is d estroyed or damaged, characters may have to jur y-r ig a l ienpower suppl ies to charge thei r equipment. Try not to b low yoursel f updoing i t .
Final ly, un l ess one o f your characters is prof ic ient in weapons orarmor repai r , damaged equipment may become useless equipment.
Characters are un l ike ly to r un in to a weaponsmi th competent enough
to work on armament that is to ta l ly a l ien to them. So not only mustcharacters hoard their amm o, but they mu st be very careful not to dam-age their weaponr y lest they lose i t.
What this boi ls do wn to is that characters wil l h ave to conserve theirammo and have a lot of mechanical prowess in order to maintain theirown w eapons and equipment. A merci fu l BM might h in t to p layers that
their char acters might do well to invest in some r epair and engineeringski l ls.
Another option avai lable to players is obtaining al ien weapon sys-tems for the i r ow n u se. Wi th the way most Battle lords d ish ou t death
and destruction, at some point in the future, i t is almost inevitable that
7 • BATTLE MASTER’S SECTION
REPAIR WEAPON SKILL CHECK PENALTY
Without proper materials -150
Without proper tools -50
Without proper tools and materials. -200
JURY-RIG POWER SOURCE TOCHARGE WEAPONS
SKILL CHECK PENALTY
Without proper materials -100
Without proper tools -100
Without proper tools and materials. -200
CREATE NEW AMMUNITION SKILL CHECK PENALTY
Without proper materials -100
Without proper tools -100
Without proper tools and materials. -200 With blueprints +50
WEAPON REPAIR
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13BEYOND THE RIFT
players wil l have to adopt an al ien weapon system. Adopting an al ienweapon system has i ts own d rawb acks. Unless a character i s good withal ien technologies or is instructed on h ow to use the weapon, they may
not kn ow which is the dangerous end. Tr ia l and err or wi th weapons ofmass destru ction can pr ove hazardou s to your h ealth. At least with al ien
weapons, recharg ing devi ces and ammun i t i on w i l l be m ore read i l yavailable.
Th ere i s, h o w eve r, o n e ma j or p r o b l em w i th p r o cu r i ng a li enweaponry. Unlike the All iance, the isolated and often warring culturesthat inhabit this universe tend to keep their weapon systems to them-
selves. The Whe are not l ikely to sel l their newest top-secret weaponsystem to their m or tal enemy, the Aktai, for any price. In th is hosti le cl i-
mate, the possib i l i ty for an open market for weapons sales betweenalien races has been sti fled. Unlik e the All iance, there are very few inter -
galactic weapons com panies that sel l their w ares to whom ever can payfor them. However, this has led to industrial espionage among various
species and a thriving black-market in weapons, equipment, and evensupplies - mostly due to the industri ous Klee’s suppor t of such mar kets.
ProblemswithAllianceWeaponry
• No ammo avai lab le.• Must m odi fy exist ing power sour ces to r echarge weapons.
ProblemswithAlienWeaponry• No experience with al ien weaponry.• Weapons must be acqui red through the b lack m arket.
• Al ien trigger mechanism
ArmorIf you ar e playing Battlelor ds, your ch aracters are going to get shot. I t’s
only a matter of tim e before someone wi th a gun decides that he does-n ’ t l ike your face and tr ies to shoot you. I f you’ re smart or lucky, you
wil l b e weari ng your best fr iend - your arm or, which w il l ho peful ly saveyour bacon. Now, assuming you survive, you’ve got to get your armorrepai red. There is one l i t tle problem : you’ re in un know n space and the
spare-parts you’re looking for don’t exist here. No flexsteel, no laseresistant ab lative l iner , no absorpt ion polymers, noth ing your charaters need to repair th eir ar mo r i s avai lable. Unless your ch aracters ha
a supply of spare parts for the i r arm or systems, they’ re out of luck. ta lented armor smi th m ay be able to ut i l ize a l ien hard ware to f ix the
armor or f ind equivalent rep lacement parts.Obtain ing replacement arm or is a b ig problem for p layer chara
ters not fro m th e Zenax universe. Species do not general ly sel l or tradmi l i ta ry equ ipmen t to o ther spec ies, fo r fea r o f reveal i ng m i l i tasecrets and losing a technological advantage over their enemies. As
result, armor is general ly tai lor-made by a particular species for othemembers of that species.
A character that is not a native of the Zenax galaxy who wishes thave a new suit of armo r w il l general ly have to com mi ssion i t to b e cu
tom made. Exist ing armo red sui ts that are avai lab le on the open m aket wil l not fi t the character. Having a suit of arm or c ustom m ade is n
only pr ohib itively expensive, but the high-tech materials present in moarmor systems are s impl y not avai lab le to your average arm orsmi tThus, characters may have to cobble their armor together from piece
fro m existing suits. A few com panies that are not affi l iated with any pa
ticular govern ment h ave access to the high-tech resour ces necessary construct state of the ar t armor ed sui ts, but pr ices for these sui ts aexorb i tant.
SuppliesSuppl ies are not near ly as large a pr oblem as mi l i tary hardware anequipm ent. Everyone needs food and w ater, and there is a healthy trad
in such i tems, even b etween species, excluding the Wh e.Food and water wi l l be the most common requi rements for cha
acters looking to trade. Unless they packed enough supplies for a lon
haul , they’ re going to r un out of food and w ater sooner or la ter . L ikmost non-mi l i tary suppl ies, food and water are readi ly avai lab le
spaceports, outposts, and through the Klee trader fleets. The problecharacters are m ore l i ke ly to face is a matter of basic b io logy. Or p
mo re sim ply, can I eat i t? Pizza may taste great to a Gen-Hu man, but ta Cedeun, i t cou ld b e a deadly poison i f ingested. Puri fied water is noa pro blem, but be carefu l what you eat. M ost food, wi th the except io
of som e Cedeun and Razaa cuisine, is quite palatable, but just figur inout w hat is safe to eat can be a wh ole new adventur e for the PCs.
Spare Parts can also be acquired through trade, but as mentioneabove, finding spare parts for Al l iance weapons and equipment is ne
to im possible. Your best bet is to search the Klee trader fleets for whyou need. If anything has come through the ri ft before your arrival, th
Klee wil l have probably com e across i t in the past. Of course, i t alwahelps if you have an example of what you’re looking for to show the Klee
EnergySuppliesAlien power supplies are relatively common. There are fusion reactoon every corner, and wh en yours br eaks, you can always buy a new onfro m a Klee. You ju st have to find som eone intel l igent enough to m od
fy the power supply to recharge your weapon.
Oneman’sjunk One of the unique th in gs about tr avel ing to an unk nown galaxy on th
far s ide of the universe is that you get to see a l l k in ds of co ol stu
EQUIPMENT REPAIR
REPAIRING LOST AI SKILL CHECK PENALTY
Without proper materials -50
Without proper tools -100
Without proper tools and materials. -150
REPAIRING LOST AR SKILL CHECK PENALTY
Without proper materials -75
Without proper tools -40
Without proper tools and materials. -115
REPAIRING LOST THR SKILL CHECK PENALTY
Without proper materials -50
Without proper tools -50
Without proper tools and materials. -100
REPAIRING ARMOR OPTION SKILL CHECK PENALTY
Without proper materials -20 per TL of option
Without proper tools -30 per TL of option
Without proper tools and materials. -40 per TL of option
ARMOR REPAIR
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132 BATTLELORDS O F THE TWENTY-THIRD CENTURY
Unfortunately, the resident “ al iens” are often thinking the same thingabout your stuff, and that’s wher e the probl em occu rs. To the residentsof the Zenax galaxy, your technology is the alien technology, and species
l ik e the Whe wil l ki l l you to get to i t. They want to take i t apart and seehow it works, and i f you don’t want to share i t, wel l that’s just too bad
for you.I tems that do not exist in Zenax, that are brought in by Al l iance
characters, becom e expon ential ly mor e valuable. In fact, just about anypiece of Al l iance equipment is valuable as al ien-tech in Zenax. Savvycharacters m ay be able to trade the i r valuable equipment for needed
goods, but i t wi l l a lm ost cer ta in ly make them a future rob bery targetonce the news gets aroun d.
Items l ike Omega Weapons and BRIs become worth their weight ingold, and Omega weapons are HEAVY! Other valuable i tem s l ik e physic
gores and neuro w eapons have no equivalent in Zenax and are tr emen-dously va luable. I r on ica l ly, i t is the comm on i tems l ike Al l iance ammo
and suppli es that wil l b e most valuable to the char acters.To comp l icate matters, the characters themselves are l i ke ly to be
valuable simply for their uniqueness. Species l ike the Whe wil l want to
study and dissect the characters to find out what their weaknesses are
and to d iscover what makes them t ick. In addi t ion, species l ike theAkta i may a lso want to study the characters to fur ther the i r a l readyamazing scienti fic knowledge.
TheBlackMarketA healthy black mar ket exists in Zenax thanks to the Klee. You can fin danything on the black market - and I do mean ANYTHING - for a price.
Item s are priced accor ding to their rar i ty and how badly you want them.Prices are usually exorbitant, and characters may have to pay for cer-
tain i tems by tr ading goods or even services. For instance, a Klee blackmar keter m ay be able to get you that rare, one-of-a-kin d All iance madespare part that f loated through the r i f t and landed on h is tab le, but
you’re going to have to make a milk run into Whe space and steal hima Mass Doub ler in exchange. Buying on the black m ark et can be a dan-
gerous th ing. Double crosses are com mon , and some “ business men”are just as l ik ely to sl i t your thro at and take your suitcase ful l of m oney
rather than actual ly sel l you the i tem you wanted to buy. In addition, i tis not uncomm on for the or ig ina l owners of i tems that characters pur -chased on the b lack mark et to come looking for them.
Regard less, at one point or another characters wi l l be forced tomak e a purch ase on the black m ark et just to sur vive. Al l you have to do
is le t a local Klee merchant know what you’ re look ing for , and he wi l lsee that the appropriate party contacts you. Don’t worry, they already
know where you are and how to get a hold of you.
CAMPAIGNINFO
Characters in your campaign wil l quickly discover that nothing is as i tseems in Zenax. You can’t trust anyone, and everyone has an ulterior
mo tive. Som ebody is always wil l in g to pay mo re than you are for the lasti tem on the shelf. Som etimes the last i tem on the shelf is your o nly tick -et hom e. Som etimes you are the last i tem on the shelf. There is always
oppo sition in Zenax, and char acters wil l have to learn to put aside dis-l ikes and d isputes in order to surv ive. This is easier sa id than done
because characters are often of opposing m oral , socia l , and r e l igiousbeliefs. Just l ik e real l i fe - on ly with b igger guns.
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13BEYOND THE RIFT
THESECRETSOFZENAX
The Zenax universe is fi l led w ith tho usands of secrets waiting to be di s-
covered, some of which are detai led below. Battle Masters should feelfree to expand upon these secrets or create their own. These secrets
can serve as anything from an adventur e hook to the basis behind yourwhol e campaign. How ever, the prim ary reason these are here is to help
BM s get a feel for the Zenax universe. We hope they wil l pr ovide insightin to the m achinat ions behind wh at makes Zenax t ick .
[4]TheSourceoftheWheaggressionThe darkest conspiracy of Zenax is the source of the war that plaguesall of the species that dwell there - the war against the Whe. Despitetheir unwavering aggressiveness, the Whe were not always a war-l ike
race. Someth ing tr iggered the Whe aggression, or more accurate lysomeone triggered i t.
As the Aktai began expanding their influence across Zenax, one ofthe first species they encoun tered wer e the Whe. Being the benevolent
race that they were and not knowing any better, the Aktai tr ied to helpthe Whe by shar ing the i r technology - inc lud in g the i r faster- than- l ight
dr ives. H owever, the Akta i ’s fa tal mistake was try ing to in troduce theconcept of individual i ty to the Whe. The Aktai couldn’t understand thatthe Whe’s culture was different than theirs. They couldn’t comprehend
that the Whe society was structur ed because of biolo gical dr ives, ratherthan id eal istic o nes. Because of th e Aktai ’s influence, Whe society start-
ed to fal l apart.The Whe were horr i fied at what the Aktai were trying to accomp lish
and responded wi th host i l i ty. In what could a lmost be ca l led a g lobalbiol ogical tr i gger, the entire planet geared i tself towar d defense of whatthe Whe interpreted as a threat to their very existence. After trying to
help the Whe, the Aktai wer e unable to compr ehend why the Whe wou ldattack them, so th ey fled the p lanet. However, the damage to Whe soci-
ety had already been don e. The Whe, who w ere now u nder a pl anetwidebiological urge to fight turned hosti le, aggressive, and expansionistic.
Using the i r newfound Akta i FTL technology, the Whe launched anassault on their neighboring species, including the Aktai.
[ 5 ] I t is impo rtant to note that the Whe are not governed by phi -losophy but rather by innate biological drives. They are not communis-t ic by choice; the i r cu l ture is s imply eusocia l in nature. The Akta i ’s
in f luence would have led to the co l lapse of Whe society i f i t had con -tinued. In addition, in their current agitated state, the Whe have a bio-
logical urge to fight and continue fighting unti l the perceived threat totheir society no longer exists. Despite their bad r ep, the Whe are not o ut
to conq uer for glory or because they’re natural ly aggressive, but ratherthe Aktai have tri ggered a society wide defense mechanism. Witho ut the
advent of the Aktai ’s FTL drive, the Whe would have been safely con-tained and con tent that the threat was gone on ce the Aktai had left.In addi t ion, the prevai l ing opin io n of the Whe is that some of the i r
number have been “ corrupted” by the Aktai ’s influence. These roguesnow yearned to funct ion as ind iv iduals, or at least they had been
changed enough that they could no longer funct ion in Whe society.Many of these ro gue Whe were ki l led or escaped fro m their ho me wor ld
to f ind the i r d est iny e lsewhere in the universe. The r ogues are oftentrack ed by “ hunter s” w hose job i t is to exterm inate these contamin atedWhe befor e they “ infect” the rest of Whe society.
KeepingtheSecret[ 9 ] The Aktai have an alm ost dual nature. Dr iven to do wh at they inte
pr et as “ the ri ght thing,” the Aktai often do what m any observers vieas decidedly wr ong. The Aktai have decided that i t wo uld b e best for apart ies i f the or ig ins of the Whe aggression against the i r ne ighbo
rem ain secret. However, because of their gui l t over the who le affair, thAktai commanders have flatly refused to counter attack the Whe. Th
has angered many of their al l ies, but i t has not aroused any suspicioas the Aktai are renowned for their “ do as we please” decisions. Th
com mand ers of the Aktai fleets have standing or ders not to engage thWhe, only defend the border.
Very few Akta i are aware of the i r in ter ference in the Whe cul turDespite their supposed benevolence, the Aktai have strayed from thastereotype in order to cover their secret. They have repeatedly ki l le
those who threatened to reveal their terr ible secret, inclu ding their owpeople. I f characters learn of th is secret, they had better keep i t t
themselves, unless they find a way to pr ove i t and spread the n ews fas
AdventureSeeds
These adventure seeds are h ere for a coupl e of r easons. The fir st reson is that they offer a wealth of oppo rtun ities for BM s to bui ld scenaios for their p layer characters to pl ay. Yes, I said “ bui ld.” These are ju
adventur e seeds. They only con tain an id ea for a po ssible adventure Zenax. In order to use them, you have to add more mater ia l to f lesthem out into a playable scenario. Again, you are only l imited by you
imaginat ion. Noth ing that is wr i t ten in th is book is set in stone, anthese adventur e ideas fal l und er that r ule as well .
The other reason we’ve inclu ded these adventur e seeds is that theprovide an insight in to the wor king of Zenax to which your p layers w
not be pr ivy. Many of the adventure hooks l is ted below wi l l explamuch of what you’ve read in the Life in Zenax section of this book.
[ 3 ] A rogue Whe scient is t has determined that the “ rogue phenomnon ” is a natural pr ocess by which the Whe gear dow n after r epel l ing
thr eat. How ever, the influence of the Aktai has convinced the Whe commanders that the rogues are a resul t o f the Akta i in ter ference. As
resul t , they’ re ignor ing the warn ing s igns to reduce thei r b io log icatr iggered aggression. I f th is process remains unchecked, the Whe w
overextend their r esour ces, and their society wil l eventual ly col lapse.Though the characters may not mind the Whe empire crumbl in
under i ts own weight, the Aktai government sti l l feels responsib le fo
the carnage the Whe have caused. Wil l the char acters som ehow becompr ivy to a com puter d ata chip that contains the scienti fic study that ve
i f ies the Whe scient ist ’s hypothesis? His dying wo rds wi l l in form thcharacters that they must get the chip to the Aktai or their l ives wil l b
in great danger. The characters, who wil l remain unaware of the chipcontents unti l the end of adventure, wi l l be forced to fend off the Wh
hunters lookin g for the com puter ch ip. Thou gh the Whe don’ t be l ievthe scientist’s findings, they don’t want any information fal l ing into thhands of their swor n enemies. In additio n, characters m ay ( at the BM
discretion) have to survive attacks from the Whe’s enemies who donwant the infor mation to reach the benevolent Aktai for fear they may t
and help the Whe.
ADVENTURE SEED
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134 BATTLELORDS O F THE TWENTY-THIRD CENTURY
[ 6 ] Late ly the Whe have been able to paci fy the populat ion of ent i rep lanets using some type of “ mind contr o l ” matr ix . Since the Whe lackthe matr ix abi l i t ies to accompl ish such a task, their enemies have been
baffled as to how they could accom plish this atro city. Regardl ess of theor igin of the Whe’s newfoun d pow ers, many mi l i tary strategists view this
tur n of events as a significant thr eat. The abi l i ty of the Whe to pacify thepopulat ion of a p lanet wi thout n eed for a garr ison frees up tr oops for
the front. In addi t ion, development of new m atr ix powers could s ign i f-icantly incr ease the thr eat that the Whe pose. The Whe h ave been clo se-ly guard ing any in form ation about the i r new matr ix abi l i t ies, and the i r
enemies have been unable to determine their origin.The secret that the Whe have been guard ing so wel l is that they
hi red a powerfu l Dul warr io r to tra in the i r matr ix contro l lers. The Whehave a smal l cadr e of m atr ix contr o l lers that have been studying wi th
the Dul long enough to learn the Min d Contr ol m atrix. The Whe plan onhaving each of these matrix control lers train other control lers, who wil l
then serve as teachers themselves. I f th is p lan com es to fr u i t ion, theWhe woul d have a pow erful w eapon against their enem ies.
There are a couple of ways to use this inform ation in an adventure.
One way is for characters to stumble o nto th is in form ation, which wi l l
mak e them h ighly valuable to th e Whe’s enemies and a target for exter-minat ion by the Whe. Al ternat ive ly, the characters could be h i red toinvade Whe space and learn this infor mation first hand. Such a m ission
mi ght includ e el iminating the source of the Whe’s new pow ers ( i .e. fight-ing this powerful Du l warr ior ) . Other Dul m ight take i t upon themselvesto chal lenge this obviously evi l and disgraceful individual to com bat.
[ 7] Forced to employ enslaved species in order to continue their mil i-
tary expansion, many bel ieve the Whe have opened themselves up tod isaster . Whi le m any of the s laves are un der the in f luence of the Dul
mind contro l matr ix , o thers are not bra inwashed because thei r jobsrequ i re too much in tu i ti ve though t to be comp le ted by anyone in a
semi -com atose state. Unknow n to m any of the Whe’s enemies, the Whe
are actual ly integrating many of these cultures into their own society.The Whe’s natura l tendency to v iew everyone as equals has a l lowed
them to m ake great strid es in adop ting these cultur es. Though the slaveraces are not yet equals to the Whe and m any are sti l l l i ving in squalid
conditions, those who wil l ing serve the Whe are trying their hardest topr ove their loyalty and gain acceptance for their species. This may come
as qui te a surpr ise to characters that tr y and l iberate Whe slaves orattemp t to start a rebel l io n wi thin th e Whe enslaved species.
[ 8 ] No one k nows who exact ly created the Akta i , except possib ly theAktai themselves. If they are aware of their creator, none of them has
ever fessed up to kn owin g. This is prob ably the biggest secret in Zenaxand wi l l l i ke ly cont inue to be for a very long, long t im e.
[ 10] The Disrapan government is constantly deal ing with the threat of
rebel attack. As the rebel’s cause has gained strength, they have becomemo re aggressive in their attacks against their oppr essors. The arr ogantDisrapan are try ing to prevent the i r a l l ies from learn ing about the i r
in ternal problems, but the rebels have other p lans. In order to putexternal po l i t ica l pressure on the Disrapan, the rebels are try ing to
sneak evidence of the i r p l ight o ffwor ld in an effor t to sway Disrapanall ies to their cause. Characters may be involved in helping the rebels
spread the word about the cal lous Disrapan government. Alternatively,
characters m ay be rebels or s imply caught in the wrong p lace at thewrong time ( assumed to be rebels) . The Disrapan government wil l goto any length to pr event th is in formation fr om gett ing out, and i f they
assume you’re a prob lem, i t coul d be hazardo us to your health. Shoul dthe rebels fai l in their attempt to garner al ien support for their cause,
they may begin attackin g Disrapan al l ies to put pr essure on th e govern-ment to m ake hum ani tar ian changes. Ho wever, there is a chance that
th is k ind of terro r is t act ivi ty might backf i re , so the r ebels wi l l o n ly useit as a last r esor t.
[ 11] Lately the Disrapan have been mor e aggressive toward their al l iesand have had small skir mi shes with th e Razaa. Though the Disr apan are
having too many in ternal po l i t ica l p roblem s to star t a war, the i r a l l iesand enemies are unaware of this and the pow erful Di srapan are always
taken seriou sly. What external o bservers have not r ecognized is that theDisrapan ar e not f ight ing wi th the Razaa over terr i tory bu t over jum p
sticks. These powerful medical tools are highly valued by al l the racesin Zenax, and the Disrapan feel they are not getting their fair share fr omthe Razaa. By subtle pol i tical messages to the Razaa government and
attacks on Razaa patrol ships und er the guise of terr i tor ial disputes, the
D israpan a re pu t t i ng p ressu re on the Razaa to l ower p r i ces andincrease product ion. Characters might be employed as secret d ip lo-matic emissar ies from the Disrapan. No one wo uld suspect a l iens or
non-Disrapans of be ing pol i t ica l cour iers. Al ternat ively, i f charactersrevealed the true reason for the Disrapan aggression against the Razaa,they would be forced to suspend hosti l i t ies in order to save face. The
other species would quickly demand the same deals that were offeredto the Disrapan by the Razaa, whether any actual deal mak ing occu rr ed
or not. The resul t ing negot ia t ions and conf l ic ts would no doubt putheavy demands on the jum p st ick supply and put them at a premium .
[ 14] The Cedeun and Klee perfor m p ir ate raids on Whe vessels as well
as other unluck y sh ips in deep space. The p i r ate ra ids serve severa l
pur poses for bo th the Klee and the Cedeun. The Cedeun can chase offvessels that have wandered too c lose to on e of the i r h idden c i tadels
wi thout announcing the i r pr esence.[ 12] In addition , captured equipm ent often m akes i ts way into Klee
hands for resell or onto the black market. The Klee find great satisfactionin del ivering stolen Whe weapons to the enemies of the Whe and m aking
a hefty profi t to boot. I n addition, when no t makin g raids, the pirate shipsalso serve as legitim ate salvage vessels, bri nging aband oned ships to th eCedeun salvage yards. The ship s and ship p arts, whether obtain ed legally
or th ro ugh pir acy, are often refitted and inclu ded in the Klee trader fleets.Characters who hang aroun d with the Klee or Cedeun long enough m ay
eventual ly put two and two together and f igure out what is go ing on.Whether characters become aware of the Klee/Cedeun connection to
piracy or are actively involved in it, they can use this supply chain to get ju st abou t any p iece of in fo r m ati on or equi pm en t th ey m ight need .
[ 13] When the Klee hom e worl d was attacked by the Whe, many of thespecies friend ly to the Klee took i n r efugees. The Cedeun w ere the fir st
species to take in the hom eless Klee. While m ost of the displaced Kleeeventual ly rendezvoused with the infant trader fleets, some decided to
remain behind in the Cedeun astero id c i t ies. Wi th the help of the i rCedeun host, these Klee scour space loo king for Klee surv ivors that
never made it to the fleets after the exodus. In fact there are so many
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13BEYOND THE RIFT
nomadic Klee wandering through Zenax that most races, excluding theWhe, have standing o rd ers to help Klee stragglers. Some have been l iv-ing on remote, un inhabi ted wor lds for decades wi thout knowledge of
the Klee f leets or the i r a t tempts to rebui ld the i r cu l ture. Charactersexplor ing deep space may com e across a Klee sett lement, whi ch may
not b e aware of the activi ties of the r est of th eir species. These Klee arel ik ely to be hosti le to just about anyone who discovers them, rather than
risk being surprised by the Whe.
Klee Anti-armor particle weapons: The Klee lack the technical
knowledge to construct such a complicated weapon system despite theirexpansive knowledge of particle physics. In addition, with the core of
their scientists spread across the galaxy, such advanced technologicaldevelopm ents are di fficul t at best. Desperate for a way to fend off the con-
tinued attacks of the Whe mi l i tary, the Klee became m ore d aring. Whenthe oppor tunity presented i tself to steal the Aktai anti-armor technology,
the Klee took the chance. They realized that with their knowledge of par-ticle ph ysics, they might be able to r everse engineer the Aktai techn olo gy.
If the Aktai were ever to discover the origin of the Klee anti-armor
technolo gy, the Klee woul d b e ostracized by the Aktai and lose a valuable
ally. Characters may become involved in stealing the Aktai technology orbe put in a mo ral dilem ma when they discover the or igin of the equipm ent.
[ 15] Wormholes: The Aktai use a space-based weapon system c alled awarp device. These weapons cause their targets to bl ink out of existence.A side effect of explodi ng Aktai war p devices is that they weaken the bar-
riers between time and space. If enough detonations occur in a localizedarea, they can cause a tear in space, creating an artificial and unstable
wormhole. For some reason detonations of warp bombs have been knownto cause space-time di stortion s light years away fro m the actual blast area.
A few high-ranking Aktai scientists are aware of this side effect but havebeen or dered by their superiors in the mil i tary not to reveal this inform a-
tion. It is unl ikely that characters wil l discover the true reason for the
abundance of wor mh oles in Zenax. However, these wor mh oles will alwaysbe of interest to Alliance characters attemp ting to get back hom e. Unwary
explorers may risk travel ing through these dangerous r i fts or find them-selves in the middle of an unnatural, mine-field of wormhole-filled space.
[ 16] Unexplored Space: While travel ing throu gh deep space in or der
to avoid the Whe, the characters encounter an unident i f iab le dere l ic tship. It is dri fting through deep space with no evidence of any crew orpower. Any Aktai in the group m ay be able to identi fy the writin g on the
ship ’s hul l ( Terr estr ia l Knowledge check at -50) as belonging to theRaxe. The Raxe went extinct soon after the Aktai enco untered the last of
their race. With the damage done to their ship by their Whe pursuers,the characters have no cho ice but to b oard the sh ip whi le they make
repai rs. Once onboard, the characters wi l l d iscover that the sh ip istotal ly abandoned, and the only th ing aboard is a large meta l cube in
the midd le of an otherwise empty cargo bay. In side the box is a crea-ture so terr i fying ly powerfu l that i t caused the ext inction of the ent i respecies. The Raxe’s last act of defiance against the creature was to sac-
r i f ice the rem ain ing members of the i r species as bai t to l ure the cr ea-ture into a trap— a trap that the characters are now aboard. The crea-
ture, who se name was lost along wi th the Raxe, is a non-cor por eal enti-ty that has the abi l i ty to r epro duce i tself by feeding off energy. M aterial
weapons do not effect i t, and every 50 points of damage from energy-
based weaponry that hits the creature causes i t to instantly reproduccreating two id entical copies of the creature. Characters wil l eventualto determ ine what the creatur e( s) feed off of and use that as bait to lur
the monster back in to the box to trap i t . Natura l ly the characters wdiscover that the creature’s favorite food i s them.
[ 17] Customs: Characters arr ive on a planet onl y to discover that th
medica l dr ugs they are carr y ing are i l legal . The author i t ies arr est thcharacters and search their ship for any other “ contr aband.” Under thguise of a customs search, the autho ri ties also con fiscate the char acter
a l ien w eapons and equipm ent. The characters in the group who hanot been arr ested must then attem pt to free their im pr isoned comr ade
Note: This is a good adventure hook to use i f character’s Al l iancequipment is beginning to unbalance your campaign. BMs can remov
certa in p ieces of the character ’s equipment - bu t rem ember to be fato your players.
[ 18] Defense Nets: While passing dangerously close to Whe space, thcharacters sh ip i s targeted b y an automated Whe defense system.
group of sate l l i tes attack any m oving object that passes nearby. Th
characters are forced to stop their ship unti l th ey find som e way to diable the satellites. They m ust wo rk fast though , as a Whe vessel has beecalled by the satel l i tes to com e and inspect their catch. Only a chara
ter that is s ize c lass 3 or smal ler can approach the sate l l i te wi thobeing vaporized. Once there, they mu st attempt to disarm the satel l i teOh, did we mention that once tampered with, the satel l i tes release a
armor ed robot to enter the captured ship and e l iminate the crew anthe ship’s computer to prevent further tampering?
[ 19] A Klee trader offers characters b ig m oney for captured Akt
weaponr y. To get this technol ogy, the char acters must sneak into Aktspace and steal weaponry in o rd er to get the mon ey they need to r epa
the ship and buy food and supplies.
In an effor t to spread the Whe th in, the Aktai m i l i tary is secret ly pro
vid ing funds to weapons manufactures that are unaff i l ia ted wi th anspecies. The goal is to pr ovide advanced weaponr y to the Aktai ’s al l ie
for use against the Whe, without inval idating their claim of neutral i tThough the Aktai govern ment was mor al ly opposed to this measur e, th
mi l i tary felt i t w as a necessary step to slow the Wh e advance into Aktspace. These high-tech weapons manufactures wil l be of great help tcharacters who want new equipment or custom bui l t armor but can
pur chase i t thro ugh other chann els. In addi tion, these faci l i t ies are onof the few places that might have a chance to repair Al l iance weapon
and equipment. In fact these companies may offer to try and repair thequipm ent in exchange for a piece of this al ien-tech or even the chanc
to study i t. Characters are unl ik ely to ever see their equipm ent again they agree to such an offer fro m a governm ent.
[ 20 ] The charac ters a re r unn ing l ow on ammo, and the i r ene rweapons are no n-funct ional . They must deal w i th a shady b lack-ma
keter in order to pur chase new w eapons— but they have very l i t t le trade?In a double-cross the black-marketer kidnaps one of the Al l ianc
party mem bers to be auct ioned off to the h ighest b idd er. Charactemust rescue their comrade before he is sold and dissected.
ADVENTURE SEED
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13BEYOND THE RIFT
QUICK REFERENCE • CHARTS AND TABLE
RACE STR MD IQ AGL CON AGR INT CHA
Aktai +20 -10 +20 -10 +20 -10 +10 +10
Cedeun +15 +30 -15 -15 +10 -20 -10 +00
Disrapan +10 -15 +00 +00/+30 +07 +10 +00 -15
Dul +15 -10 -10 +15 +15 +00 -10 -10Klee +00 +00 +05 +00 +10 +05 +20 +30
Razaa +25 +00 +00 +00 +50 +00 +20 +00
Whe +10 +10 +00 +00 +10 +15 -15 -20
VITAL STATISTICS COMPARISON PG. 38
RACE TER MIL PER BAR
Aktai +10 +00 +00 +00
Cedeun +30 -20 -10 +00
Disrapan +05 +00 -05 +00
Dul -20 +10 -10 -10
Klee +40 +10 +10 +20
Razaa +00 +10 +00 +00 Whe +10 +25 -05 -05
SECONDARY STATISTICS COMPARISON
RACE STR IQ AGL CON
Aktai 50/150 50/150 50/150 50/150
Cedeun 41/130 01/110 01/100 45/135
Disrapan 35/115 15/115 45/145 25/115
Dul 21/150 05/150 39/150 21/150
Klee 11/100 11/115 15/110 31/120
Razaa 35/125 05/100 15/95 51/150
Whe 30/120 11/100 39/130 21/100
VITAL STATISTICS MINIMUM/ MAXIMUM
RACE
AKT AI
C E DE UN
DI S R AP AN
D UL
KL E E
R AZ AA
WHE
Aktai P T T T T T M
Cedeun T P T T P T E
Disrapan M T P M M D E
Dul T T T T T T M
Klee T P T T P T ERazaa T T M P T P D
Whe E D E M E D P
RACIAL PREFERENCE PG. 38
SKILL SC L T $ PS JA M JS BC
GTR 9 5 1Y 50 IQ - 12 - -
MENTAL SKILLS PG. 51
SKILL P L T $ PS JA M JS BC
Hover Board 1 25 2wk 1 AG - 15 - -
VEHICLE SKILLS PG. 55
SKILL P L T $ PS JA M JS BC
Aktai Force Weapons 4 25 3wk 12 MD - 10 - -
Aktai LGAs 5 25 4mo 30 IN - 10 - -
Aktai MTWs 5 25 3mo 25 IN - 10 - -
Aktai Fuel Pumps 4 25 2wk 10 MD - 10 - -
Disrapan Lasers 3 25 2wk 10 MD - 10 - -
Klee ParticleWeapons
3 25 1mo 10 MD - 10 - -
Razaa PlasmaWeapons
4 25 3wk 12 MD - 10 - -
Whe ProjectileWeapons
2 25 2wk 8 MD - 10 - -
Whe Mass Doublers 5 25 4mo 25 MD - 10 - -
Whe Rail Guns 3 25 3wk 12 MD - 10 - -Whe Vehon 1 25 1wk 5 ST - 10 - -
Whe Wall Guns 4 25 4mo 20 MD - 10 - -
WEAPON SKILLS PG. 55
FUSES TL AV COST
ImpactFuse 3 P x1
Metal Detector Fuse 3 R x3
Pressure Fuse 2 UC x1
Proximity Fuse 4 VR x5
Timer 2 P x1
WHE FUSES PG. 75
STANDARD AMMUNITION ENC AV COST
Drak1 4 P 8
Drak2 12 UC 60
Drak2A 12 UC 60
Dramier1 10 R 45
Emis6 3 P 7
JDU6 20 R 20
Machier7 10 R 45
Mazz3 2 R 8
Tramie8 2 P 8
Ud9 1 R 7 Waks4 1 UC 6
XK8 2 VR 350
Yulu7 3 UC 8
WHE AMMUNITION PG. 75
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138 BATTLELORDS O F THE TWENTY-THIRD CENTURY
7 • BATTLE MASTER’S SECTION
ART JAB CRO ELB HOO BIT HB KIC KNE SPI JUM JSK
Attart X X X X - - X X X X X
Brawling X X X X X - - - - - -
Jus - X X - - - X X - - -
Kel-na - X X - - - X X - X -
Kius X X X X - - X X X - -Knell - - - - - - - - - - -
Kne-na X X - - - - X X X X X
Mazie - X X X - - X X X X X
Na-De-Kah - X - - X** - X - - X -
Na-nee X X X X - - X X - X -
Nok-la - X X X - X X X - - -
Rock Fighting X X X - X** - X X X X X
Rock Wrestling - - - - X** - - - - - -
Sue-ne-na - X X - - - X X - - -
T’Ka X X X X X X X X X X X
Taling - X X - - X - - - - -
Tourt X X X - - X - X - - -Tra-el X X X X - - X X X X X
Tre-la X X X X - - X X X X X
Trus X X X X X X - X - - -
Yelah X X X - - - X X X X X
FIGHTING STYLE/ MARTIAL ART TECHNIQUE TABLE 1 PG. 54
ART CNL JL TRO DIS FAK TRA WPA BLK CST DOD HBK
Attart - - - - X - X X X X X
Brawling - - - - - - X* - - X -
Jus - - - X - - X X - X -
Kel-na - X X - X - X X X X -Knell X X X - X X - - - X -
Kne-na - - - - - - - X - X X
Kus - - - X X X X X X X X
Mazie - - - - - - - - - X X
Na-De-Kah X - - X - - X - X X -
Na-nee - X - X X X X X X X -
Nok-la X X X - - - - - - X -
Rock Fighting - - - - - - X X - X -
Rock Wrestling X X - - - X - X - X -
Suw-ne-na - X X - - - X X X X -
T’ka - - X - X X - X - X -
Taling X X X X - - - - - X -Tourt X X X - - - - X - X -
Tra-el - - - - - X X X X X X
Tre-la - X - X - - X X X X -
Trus X X X X - X X X - X -
Yelah - - - - X X X X X X X
FIGHTING STYLE/ MARTIAL ART TECHNIQUE TABLE 2 PG. 55
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140 BATTLELORDS O F THE TWENTY-THIRD CENTURY
7 • BATTLE MASTER’S SECTION
3Seconds
3Seconds
DischargeCombat
Hand-To-HandCombat
1.5 second phase 1.5 second phase
1 second segment 1 s ec o n d s eg men t 1 s ec o n d s eg men t
STRIKES DAMAGE #ACTIONS MODIFIERS NOTES
Jab 0.5 1 +10 -
Cross 1 1 - -
Hook 2 1 - +20 toblock
Elbow 1d4 1 - CloseRange
STRIKES PG. 121
HEAD ATTACKS DAMAGE #ACTIONS MODIFIERS NOTES
Headbutt 1 1 - CloseRange
Bite 1R or 2 R 1 - CloseRange
HEAD ATTACKS PG. 121
KICKS DAMAGE #ACTIONS MODIFIERS NOTES
Kick 1d8 2 - -
Knee kick 1d6 1 - CloseRange
Spin kick 1d10 3 - -
Jump kick 1d10 2 - -
Jump Spin kick 1d12 4 - -
KICKS PG. 122
GRAPPLINGTECHNIQUES
DAMAGE #ACTIONS MODIFIERS NOTES
Control None 1/half STR-STR CloseRange
Joint Lock Strike x 2 1/half STR-STR CloseRange
Throw Strike x 2 1 STR-STR CloseRange
GRAPPLING TECHNIQUES PG. 122
SPECIALTECHNIQUES DAMAGE #ACTIONS MODIFIERS NOTES
Disarm None 1 Called Shot -
Fake None 1 - -
Trap - 2 actions 1 - -
Weak Point Attack Special 1 Called Shot -
Choke Con Dam. half Defense - STR CloseRange
Eye Strike Special 1 -75/-125(both eyes)
SPECIAL TECHNIQUES PG. 124
DEFENSIVE TECH. DAM #ACTIONS MODIFIERS NOTES
Block None 1 - -
Counter Strike 1 1 - -
Dodge None 1 - -
Hard Block Strike/2 1 +10 -
DEFENSIVE TECHNIQUES PG. 125
REPAIR WEAPON SKILL CHECK
PENALTY
Without proper materials -150
Without proper tools -50
Without proper tools and materials. -200
JURY-RIG POWER SOURCE TOCHARGE WEAPONS
SKILL CHECK PENALTY
Without proper materials -100
Without proper tools -100
Without proper tools and materials. -200
CREATE NEW AMMUNITION SKILL CHECK PENALTY
Without proper materials -100
Without proper tools -100
Without proper tools and materials. -200
With blueprints +50
WEAPON REPAIR PG. 130
REPAIRING LOST AI SKILL CHECK PENALTY
Without proper materials -50
Without proper tools -100
Without proper tools and materials. -150
REPAIRING LOST AR SKILL CHECK PENALTY Without proper materials -75
Without proper tools -40
Without proper tools and materials. -115
REPAIRING LOST THR SKILL CHECK PENALTY
Without proper materials -50
Without proper tools -50
Without proper tools and materials. -100
REPAIRING ARMOR OPTION SKILL CHECK PENALTY
Without proper materials -20 per TL of option
Without proper tools -30 per TL of option
Without proper tools and materials. -40 per TL of option
ARMOR REPAIR PG. 131
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14BEYOND THE RIFT
QUICK REFERENCE • CHARTS AND TABLE
Step3a:DefenderFailsAttacker has successfully
appl ied the joint lock
Step3b:DefenderSucceedsJoint lo ck fai ls
END
Step4a:AttackerInjuresVictimDefender takes 2 pts of Real damage
+ attackers dam age bonus for high STR.Defender automatically escapes after attack
END
Step4b:AttackerControlsVictim
Defender is at -30 to attack or defend
Step5:DefenderAttemptstoResistPainDefender makes System Shock Check
Penal ty = 50%+ attacker’s HTH Ski l l Level
Step6a:DefenderFailsSystemShockCheck
Defender mustcomplywith attackerscommands
Defenderfailstocomply:GotoStep4a
Defender complies:GotoStep4b.
Step6b:DefenderSucceedsinSystemShockCheck Defender may attempt to escape. Go to Step 7
Step7:DefenderAttemptsEscapeDefender mak es Hand-to-hand Ski l l check
Penal ty = 5x attackers HTH ski l l level
ORDefender makes Strength or Agility Check
Penalty = 5x attackers HTH Skill Level
ALL CHECKS ONE ACTIO N
Step2:DefenderAttemptstoAvoidLock Defender m akes HTH check using Defensive Action
Requires 1 act ion
Step8a:DefenderFailstoEscapeGo to Step 4b
Step8b:DefenderEscapesEND
JointLockFlowChart
Step1:ApplyJointLock Attacker m akes Hand-to-hand ski l l Check
Penalties = Attackers Str - Defenders Str, Normal Called Shot PenaltiesRequires 1 Action
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14BEYOND THE RIFT
'Pod Strength : The percentage of the Mazian's strength that may beemployed by a single pseudopod in combat. Note that this informationin this table supersedes the information regarding pseudopod strength
in the Shape Change Examples tab le, as combat tra in ing a l lows theMazian to learn to apply i ts strength mo re effectively. With no hand-to-
hand tr aining, the strength l im itations from the Shape Change Exampl estable apply. The Shape Change Examples table u nder the M azian r acial
d e sc r i p t i o n e xpl a i n s t h at Ma zi a n s d e ve l o p t h e u se o f mu l t i p l epseudopod s via their Shape Change ski l l , eventual ly able to c reate 20+'po ds they can use to m anipulate objects. Using these 'po ds in com bat,
however, is another matter. A pseudopod that can manipulate the con-trols of a starship doesn't necessari ly have the strength to twist some-
one's arm around. As the Mazian's combat ski l ls increase, i ts abi l i ty toeffectively employ more pseudopods in combat increases, as does the
Strength tho se 'pods m ay emp loy.With minimal combat training, a Mazian may decide to concentrate
its efforts on on e attack to one bod y part, and in so doing emp loy 100%of i ts strength ( 50% for Locks, Throws, or Str ik es wi thout an IFN or aLVL 20 shape change ski l l ) . But w ith enou gh HTH ski l l , the Mazian m ay
employ mul t ip le pseudopods in independent attacks on mul t ip le bo dy
parts of the oppo nent. Example: a Mazian with even 1 level of HTH ski l land a Strength of 60 may use two 'pods to make two separate attacksagainst its opponent, each with an effective Strength of 30, or one attack
against the opponent with a Strength of 60. Each attack must be madeseparately, and are treated l ike m ultipl e hand or fo ot strik es by a biped.The Mazian might, for instance, choose to try to Contr ol on e of i ts oppo -
nent's arm s with i ts first attack, and after having achieved that, m ay thenuse a second 'pod to attempt to contr o l the opponent 's other arm, o r
attempt a choke, strike, or any other attack. Similarly, the Mazian mayinstead use the second 'po d to fir e a weapon or uti l ize another piece of
equipment wi thout penal ty, though combat modi f iers st i l l apply nor-mal ly when f i r ing a weapon.
At each point along the HTH ski l l table, the Mazian may choose to
employ fewer 'pods wi th the benef i ts gained at lower levels of sk i l l .Example: a Mazian with a 60 Strength and 13 levels of HTH ski l l may
choose to use 5 'pods in five separate attacks, each with an effectiveStrength of 3 0, or may instead use 4 or fewer 'p ods in separate attacks,
each with an effective Strength o f 60.In addi tion, the Mazian may also choose to uti l ize multipl e 'pods in
a single attack. Whi le this does not in crease the strength of the attack ,i t does incr ease the attack' s chance of success. Each additio nal 'p od theMazian uses in a single attack affor ds the Blob a + 10 to i ts attack r ol l .
Example: A Mazian with 9 levels of HTH m ay make 3 separate attack s,each with a + 36 to the attack rol l ( the normal HTH attack bonus) , or
may i ns tead choose to make one a t tack w i th one 'pod a t + 36 andanother attack with two 'p ods at + 46. It m ay also choose to make a sin-
gle attack with al l thr ee 'pods at + 56.
Note: Comb in ing m ul t ip le pods in to a s ingle attack does not a l low theMazian to exceed the Strength l imi ta t ions as ind icated in the tab leabove. Even i f a M azian wi th 13 levels of HTH choo ses to mak e only 4
attacks, i f i t is using 5 'pods tota l , each attack is st i l l made at 50%Strength. The Strength l imitation exists because the Mazian has yet to
learn how to effect ive ly employ that many 'pods at the same t ime.Comb in ing them into s ing le attacks doesn' t o vercom e that problem .
CombatExample:OuzotheMazianhasa Strengthof 50, and13levels
HTH. In onecombatround, Ouzohasthefollowingoptions:
1. Use 5 'pods tomakefiveseparateattacks(or defend against attack
eachwithaneffectiveStrengthof 25anda+52attack bonus.
2. Use4'podstomakefourseparateattacks, eachwithaneffectiveStreng
of50anda+52attackbonus.
3. Use5'podsonfour attacks- 3tomakethreeattacks, and2tomakeo
attack. Thefirstthreeattacksaremadeat +52, andthelast is made
+62. Eachattack ismadeataneffectiveStrengthof 25.
4. Use4 'podsonthreeattacks- 2 ontwoseparateattacks, and2 ono
combinedattack. Thefirsttwoattacksareat+52, thethirdisat+62. A
aremadewiththefull Strengthof 50.
5. Use5'podsonthreeattacks- either2'podsaloneandthreeinoneattac
or1'podaloneand2'podseachontwoother attacks, eachataStreng
of 30. Attacksmade withone'pod areat +52, two 'pods at +62, a
three'podsat +72.
6. Use4'podstomaketwoattacks, twopodsper attackataStrengthof 5
anda+62.
7. Use5 'podstomaketwoattacks- twopodsononeattack andthreeo
another,bothmadewithaneffectiveStrengthof 25. Thefirstattack is
+62, thesecondat+72.
8. Use4podstomakeoneattack ata+82andaStrengthof 50.
9. Use5podstomakeoneattack ata+92andaStrengthof 25.
As you can see, a ski l led M azian has many optio ns open to i t i n com ba
and can choose to trade Strength for attack bonuses, or v ice versHow ever, the blob in o ur above exampl e may only choose one of the
options avai lable to i t option per action, Changing options require
one action ( see belo w) .
Remember also that a Mazian is fluid. Upon making successful attack
in one r ound w i th a certa in number of a t tacks, the Blob may spend aa ttack the nex t r ound to comb ine mu l t i p le pseudopods, po ten t i alincreasing i ts Strength so i t can better hold the Control, Joint Lock, o
Chok e attacks that i t p reviously made. Ouzo and h is 13 HTH levels mafor i nstance, attack in r ound o ne with 5 'po ds to gain the attack bonu
es, even though he m ust operate at 50% of his nor m al Strength. If sucessful, and i f his opp onent doesn't m anage to break fr ee befor e Ouzo
next roun d, Ouzo m ay spend one attack to comb ine two 'pod s into onHe is now using on ly 4 'po ds, and thus he may brin g his entire Strengto bear against his opponent. If he chooses to create a fi fth 'pod late
on i n the com bat, he once again wil l be at an effective Strength of 2 5
Defensive Technique s: Envelop
Withou t use of an I FN, a Mazian cannot use the Block, Counterstrik e, o
Hard Block defensive techniques, as these requi re leverage that Mazian can' t generate. But the Mazians have a defensive technique no
available to non -shapeshifters: the Envelop.
APPENDIX: MAZIAN COMBAT RULE
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146 BATTLELORDS O F THE TWENTY-THIRD CENTURY
A
ActionSummary 118
Actions 117
AdvancedCombatRules 118
AdventureSeeds 133
Aktai 11, 110
Aktai Armor 77-78
Aktai ForceWeapons 58,63
Able 64
Adapt 63
Capable 64
Diverse 63
Perfection 64
Terminous 64
Aktai FullPumps 58, 62
AFP-S 63
AFP1 62
AFP2 62
Aktai Local GraviticAccelerators(LGAs)
58, 63
Crusher 63
Flattener 63
Patty 63
Squish 63
Aktai MTW 58, 64
AMTW10 65
AMTW2 65
AMTW5 65
AMTW7 65
Aopdown 113
Armor 77, 131
ArmorOptions 83, 139
A-GravSystem83
AMS 83
Anti-MesonField 83
AtmosphericProcessor 83
CloakingDevice 83
CombatShield 84
DispersalUnit 84
ECCMModule 84
FlightSystems 84
FOFTransmitter 84
GraviticCompensator(major) 84
GraviticCompensator(minor) 84
LaserDetector 84
NutrientDispenser 84
RadarDetector 84
Rebreather 84
Regenerating 84
SearchLight: 84Self-Sizing 84
SensorSuite1 85
SensorSuite2 85
SensorSuite3 85
StealthSystem 85
WasteProcessor 85
ArmorRepair 131, 140
Armorvs. Hand-to-Handattacks 118
Attack Techniques 121
Authorities 112
B
BasicCombatRules 117
Black Market 132
C
CampaignGoals 128
CampaignInfo 132CaptainCatastropheandhisLegionof
Doom 114
Cedeun 19
CedeunArmor 77-78
Environmental Suit 77
Environmental Suit2 77
HeavySuit 79
Stealth Suit 79
CedeunArtgalleryandlaser lightshow
111
CedeunAsteroidsCities 111
CedeunMiningColony72 115
CedeunMiningOutposts 111
CedeunParticle Weapons 65EAU1 65
EAU2 65
EAU3 65
CedeunPlasmaCannons 59, 65
AKS1 65
DJS1 66
SKS1 66
CedeunSalvageYard 111
ChokesandEyeGouges 125
ChoosingtheCharacter 38
CloseRange 119
CombatOrder 119
CombiningHand-to-HandandDischarge
Combat 118Control 122
Customs 112
D
Daktar 113
DefenseNets 112
DefensiveFields(Whe) 85-86
DefensiveField1 85
DefensiveField2 85
DefensiveField3 85
DefensiveField4 85
DefensiveField5 85DefensiveTechniques 125,140
Desiut 113
DevastatedPlanetsandExtinctRaces 114
Dimensional portal 128
Disarm124
DisintegrationField(Aktai) 86-87
Disrapan(Impact)Lasers 67
LL-20 67
LL-30 67
LL-40 67
LL-50 67
DisrapanArmor 78-79
H-DA 79
L-DA 79
M-DA 79
SH-DA 80
DisrapanBlindingLasers 59, 66
HILD 66
LL-20B 66
T3Tac 66DisrapanCuttingLasers 59,66
CR10 67
MiS5 67
ML3TR 67
TR5 67
TR8 67
Type3TR 67
DisrapanImpactLasers 59
DisrapanMissileSystems 68
M-19m68
M-1d 68
M-2f 68
M-4c 68
MK-15 69MK-4 68
MK-5 68
MK-6 68
MK-6a 69
MK-7 69
MK-9b 69
DisrapanMissiles 60
DisrapanNuclearLasers 59,68
XLR-1RF 68
XRL-1 68
Dul 23
DulArmor 78, 80
ArmoredSuit 80
Ceremonial Armor 80ChestPlate 80
Soul Prism 80
Dul Weapons 69
E
EnergyFields(Aktai) 86-87
EnergySupplies 131
EntryintoZenax 127
Exampleof Combat 119
ExchangeRates 110, 139
Experimental FTLdrive 128
F
Fakes 124
Fallen 113
FickleFinger ofFateTable 48
FieldGenerators 85
FightingStyle/Martial ArtTechniqueList
54, 138
FightingStyles&Martial Arts 51
Aktai Martial Arts 52
Knell 52
Yelah 52
CedeunMartial Arts 52
Rock Fighting 52
RockWrestling 52
DisrapanMartial Arts 52
Na-de-kah 52
Dul LifeArts 52
Attart 52Kel-na 52
Kne-na 52
Na-nee 52
Nok-la 53
Suw-ne-na 53
T’ka 53
Tourt 53
Tra-el 53
Tre-la 53
KleeMartial Arts 53
Kus 53
Trus 53
RazaaMartial Arts 53
Mazie 53 Taling 54
WheMartial Arts 54
Jus 54
FluxShields(Aktai, DisrapanandRazaa)
86-87
ArmorProtectiveSystem, Model5 87
ArmorShield 87
BarrierShield 87
BattleShield 87
EnergyFieldEnhancement, Armored
87
EnergyFieldEnhancement, Major 87
EnergyFieldEnhancement, Minor 87
EnergyFieldEnhancement, Primary 87Missile Shield 88
ProtectiveFlightModule, ModelA 87
ProtectiveFlightModule, ModelB 87
ProtectiveFlightModule, ModelC 87
ProtectiveFlightModule, ModelD 87
ProtectiveFlightModule, ModelE 87
WarShield 88
G
GhostShips 113
GrapplingTechniques 122, 140
H
HandWeapons 58,62
BFH 62
BladeLauncher 62
CollapsibleStaff 62
Electro-nails 62
Laser Knife 62
Laser Lance 62
Laser Sword 62
INDEX
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148 BATTLELORDS O F THE TWENTY-THIRD CENTURY
R
Racial Preference 38, 137
Rakasa3 115
Raxe 114
Razaa 31
RazaaArmor 78, 81
ArmoredSuit 81
Battlesuit 82
CommandSuit 82
Warsuit 82
Zad-hide 81
RazaaContinuousEffectDisintegrators
(CEDs) 60,70
BFG-1 71
Foebender 71
Wargun 71
XG-1 71
RazaaPlasmaWeapons 71
MakZa 71
MigZa 72
TaZiZa 72
TragZa 72
TraZa 71
Rift 127
Runningacampaign 129
S
SecondaryStatisticsComparison 38, 137
Secretsof Zenax 133
Skills 51
Smuggling 112
Spaceports 114
Special Techniques 124, 140
StargateTravel 128
Startingyourcampaign 127Strikes 121,140
StunningandCritical Hits(Optional Rule)
118
Supplies 131
T
Throws 124
TiedInitiative 117
Trade 111
TradingPosts 115
Trapping 124
Travel Hazards 111 Travel inZenax 110
Trid 115
Triem 113
TriemRefugees 114
U
UnexploredSpace 113
V
VehicleSkills 55, 137
Vewhig 114
Vital StatisticsComparison 38,137
Vital StatisticsMinimum/ Maximum137
W
Warmonger’sMercs 114
Weak pointattacks 125
WeaponRepair 130,140
WeaponSkills 55, 137
Weapons 57,130
WeaponsControl 112
Whe 35
Whe/ Aktai Front 112
WheAmmunition 75,137
WheAnchors75
WheArmor 79,82
Akfu 82
Duy 82 Jduy 82
Nak 82
Tracklar 82
Yun 83
WheDefensiveFields 139
WheFuses 75, 137
WheInvasions 112
WheMassDoublers 61,73
DY8 73
Kemde3 73
KuD9 73
WheProjectile Weapons- MachineGuns
61, 72
Drak2A 72Machier7 72
WheProjectile Weapons- Pistols 61, 72
Dramier 72
Tramie 72
Waks 72
WheProjectile Weapons- Rifles 61, 72
Drak1 72
Drak2 72
Emis6 72
WheRail Guns 61, 73
JDU6 74
Mazz3 74
Ud9 74
XK8 74 Yulu7 74
WheSpecializedAmmunition 75,139
Acid 76
Anti-personnel 76
Chemical Attack 76
ConcussionRounds 76
Disintegrator Rounds 76
Flash 76
Freezer 76
Glue 76
Hologram76
Incendiary 76
Nuclear 76
Petrifaction 76
Smoke 76
SonicBlast 76
StarshotAmmo 76
Surgeon 77
WheVehon 61,75Bio-BondAnchor 75
ImpactFuse 75
MagneticAnchor 75
Material-bondAnchor 75
Metal DetectorFuse 75
PressureFuse 75
ProximityFuse 75
StickyAnchor 75
Timer 75
WheWall Guns 61, 74
Dij 74
Mij 74
Mij2 74
Traj 74Wormholes 112
X
Xhem114
Xuw 114
Z
ZenaxGalaxy 109
ZenaxTimeline 6
Ziza Citadel 115
INDEX
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Beyond the Rift lies the Zenax Galaxy, a whole new universe for
intrepid Battlelords to explore. It’s like nothing you’ve ever seen
before. The safety of Alliance controlled space is a distant memory
and it will take all your skill and experience to survive. Once you’re
on the other side, there are no Madd Mike’s supply depots and no
one accepts your Galactic Gold Card. The inhabitants of Zenax are used to encountering strange
aliens, so you’re not likely to be dissected… at least not right away.
The wormholes that litter the astral landscape ensure that ships from
Alliance space make their way into Zenax with some frequency.
Thousands of ships have been mysteriously lost in the Alliance
during stargate travel. Some of them end up in Zenax.
Zenax is populated by a wide variety of species, most notably the
aggressive Whe who have been waging war with almost every the
other species in the galaxy for over 50 years. Not all of the species in
Zenax are hostile. There are many benevolent races including the
robotic Aktai, whose superior technology has spared them from Wheannexation. There are also the space-dwelling Cedeun and their allies
the entrepreneurial Klee, who wander Zenax in massive mercantile
fleets. The winged Disrapan constantly seek to expand their empire.
The Dul are wandering martial artists and scholars who are capable
of using their strange matrix powers in hand-to-hand combat. Lastly,
there are the massive Raaza, whose regenerative abilities and
quasi-religious worship of death make them formidable foes.
Zenax sits on the edge of the war. The Whe are amassing their
Rift Running: You may not get rich but adventure is guaranteed
Some have claimed that beyond the great Motaran Rift there are
other universes yet to be discovered. Universes with untapped
resources waiting to be exploited by the galactic mega-corporations
of the Alliance. The mega-corps are keenly aware that discoveringthe secret to Rift travel could ensure their financial prosperity for
centuries to come and they are willing to pay handsomely for it.
Fortunately for them there are no shortages of Battlelords who are
willing to risk it all and enter the Rift.
These “Rift Runners” are paid obscene amounts of money by their
corporate sponsors to enter the vortex and make scientific
measurements of the phenomenon. Not all of them return, but notall of them meet their demise either. The truth is there are other
universes beyond the rift. . . and they have already been discov-
ered. Discovered by those who never return. Trapped on the other
side. Trapped beyond the Rift.
Welcome to Zenax