Star Mogul - Mega Miniatures

Star Mogul - Mega Miniatures Star Mogul - Mega Miniatures

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ContentsINTRODUCTION ....................................................................................................................... 5CHAPTER 1 - GAME OVERVIEW ............................................................................................ 7What You Will Need In Order To Play ...................................................................................................................................7How to Play the Game...............................................................................................................................................................7Rules Of Play..............................................................................................................................................................................8Salvage Company Structure....................................................................................................................................................8Turn Sequence ........................................................................................................................................................................9Strategy Points ........................................................................................................................................................................9Fog Of War ...........................................................................................................................................................................10Movement.................................................................................................................................................................................10Exclusion Zone Rule.............................................................................................................................................................11Merging Units Together........................................................................................................................................................12Infantry Embarking Onto a Vehicle......................................................................................................................................12Vehicle Crew Disembarking.................................................................................................................................................12Movement Restriction From Terrain ....................................................................................................................................12Shooting ....................................................................................................................................................................................13Visible Targets And Range...................................................................................................................................................13Infantry Screen Rule .............................................................................................................................................................13Shooting At Infantry .............................................................................................................................................................13The ‘Returning Fire’ Rule.....................................................................................................................................................14Vehicles Shooting .................................................................................................................................................................15Machine gun (front 180 o ).....................................................................................................................................................15Shooting At Vehicles ............................................................................................................................................................15VEHICULAR DAMAGE TABLE .......................................................................................................................................16INTERNAL DAMAGE TABLE ..........................................................................................................................................17SUPERSTRUCTURE FAILURE TABLE ...........................................................................................................................17Weaponry .................................................................................................................................................................................18Descriptions, Range and Special rules..................................................................................................................................19Equipping Infantry With Weapons .......................................................................................................................................20Difficult to Obtain Rule ........................................................................................................................................................20Very Difficult To Obtain Rule ..............................................................................................................................................20Hand-To-Hand Combat (Knuckle Time!) .............................................................................................................................20Engaging In Melee................................................................................................................................................................21Playing Out A Melee ............................................................................................................................................................21Combat Roll..........................................................................................................................................................................21Bravery Tests ........................................................................................................................................................................22The ‘Exclusion Zone’ Rule and Melee Combat....................................................................................................................23Assaulting Vehicles ..............................................................................................................................................................23Company Loyalty.....................................................................................................................................................................23Loyalty Test Conditions........................................................................................................................................................24The Retreating Infantry Rule ................................................................................................................................................24Permanent Changes To A Company’s Loyalty Score...........................................................................................................25Gathering Valuable Salvage On The Battlefield...................................................................................................................25Recovering Salvage From A Salvage Counter......................................................................................................................262


Loading The Recovered Salvage Onto A Vehicle ................................................................................................................27Transporting The Salvage To The Drop Zone ......................................................................................................................27CHAPTER 2 – MANAGING YOUR COMPANY..................................................................... 28Salvage Crew............................................................................................................................................................................28Setting Up And Equipping Your Salvage Company.............................................................................................................29Employing New Crew Members...........................................................................................................................................30Skill/Upgrade Points Available After Recruitment...............................................................................................................30Skills And Upgrades .............................................................................................................................................................31BIO Crew Skill List ..............................................................................................................................................................31MEKK Crew Upgrades List..................................................................................................................................................33The Company Boss and Company Shareholders..................................................................................................................33Boss Skill List.......................................................................................................................................................................34Vices .....................................................................................................................................................................................35Placing a bounty on the head of a company boss..................................................................................................................35Equipment For Your Salvage Company................................................................................................................................36Equipment – Special Descriptions ........................................................................................................................................37Vehicles And Heavy Equipment Available On The Outer Rim............................................................................................38Demolition ‘Bot ....................................................................................................................................................................38Salvage Dog..........................................................................................................................................................................39Phoenix .................................................................................................................................................................................40Arachnid................................................................................................................................................................................40Company Assets.......................................................................................................................................................................41Bank Loans...............................................................................................................................................................................43CHAPTER 3 - GAME MISSIONS............................................................................................ 43Mission Deployment And Maintenance Costs For Your Crew............................................................................................44Recovery/Repair Rolls For Infantry Casualties ....................................................................................................................44Determining A Mission............................................................................................................................................................451) Salvage Rights Mission........................................................................................................................................................45Introduction...........................................................................................................................................................................45Deployment & Salvage Counters..........................................................................................................................................45Condition 1 ...........................................................................................................................................................................46Condition 2 ...........................................................................................................................................................................462) Salvage Raid! .......................................................................................................................................................................47Introduction...........................................................................................................................................................................47Deployment & Salvage Counters..........................................................................................................................................473) Fight Over An Asset ............................................................................................................................................................49Introduction...........................................................................................................................................................................49Deployment...........................................................................................................................................................................494) Rescue/ Recovery Mission...................................................................................................................................................50Introduction...........................................................................................................................................................................50Deployment...........................................................................................................................................................................51Winning Conditions..............................................................................................................................................................513


Hints and Tips..........................................................................................................................................................................52APPENDIX 1: FRIENDS AND FOES .................................................................. 53The Hydrissians .......................................................................................................................................................................53Hydrissian Skills ...................................................................................................................................................................56Hydrissian Diplomats............................................................................................................................................................57Asteroid Miners .......................................................................................................................................................................57Asteroid Miner Crew ............................................................................................................................................................57Asteroid Miners Employment Cost.......................................................................................................................................58APPENDIX 2 – GAME SEQUENCES AND LOYALTY TESTCONDITIONS................................................................................................................... 59FINAL THOUGHTS ...................................................................................................... 604


Introduction“<strong>Star</strong> <strong>Mogul</strong>: Ruins of an Empire” is a set of rules for use with the 28mm scale, table-top sci-fi war gamesminiatures manufactured by Alpha Forge Games.After the discovery of the Tachyon Drive by the ‘Tread Lightly Corp.’ in 2227, the era of slow and difficultexpansion to the stars was over for mankind. Previously, only a small number of great expeditions to the starswere undertaken with manned crews after the ‘pale blue dots’ - Earth-like planets - began to be discovered backin the 2020s.The journey times of the ‘Great Expeditions’ lasted decades. No word of their success or failure could be receiveduntil long after any events had occurred. Nevertheless, despite some dramatic failures, many of the colonistsinvolved in these expeditions succeeded, and word did get back to Earth that humanity had finally broken freefrom its cradle and was living and developing its culture on other worlds.All this took a long time to accomplish - the Tachyon drive changed all that. A revolution in space travel occurredfor all the nations of the Earth shortly after its discovery as the details of the technology were leaked, bought orstolen. Mankind was already well established throughout the home system by 2227, with working colonies onseveral of Jupiter’s moons, Mercury, the Asteroid Belt and Earth’s Moon. The terraforming and settlement of Marsinto a wider more accessible habitation for humanity was also well under way.After 2227, numerous nations and groups began building their own armadas of star ships, mostly with theintention of colonizing even further afield than previously achieved by the Great Expeditions. For many more palebluedots had been seen since they first began to be discovered, and the new technology quickly became readilyaffordable. Earth was a crowded place and the prospect of establishing a fresh vibrant society with planet-wideand unchallenged resources elsewhere was an enticing prospect for many political and/or religious organizationswho found it difficult to gain ground on Earth. Out amongst the stars, power was not yet held tightly in the grip ofthe largest governments and corporations.A race began with the intention of colonizing space and large sums of money were offered to Earth’s civilians toenlist in the ranks of the many armadas leaving for the outer colonies.This time became known as the ‘Young Exodus’, as most of the colonists were chosen for their youth and vigor.The call of the colonies lured many out into space to an uncertain future, but many saw the benefits over acrowded and stifling life on Earth.The colonies were initiated, some over 100 light years from Earth. However, a number of them reporteddiscovering evidence of ancient relics from a long dead civilization, which was compounded even further when theevidence was collated and the results seemed to indicate the different colonies were reporting evidence fromwhat were the relics of the same civilization! The ruins and artifacts discovered proved to be more than 400,000years old. The discovery came initially as a shock for much of humanity. Besides the many scientific/archeologicalforays to discover further evidence, many saw it as an opportunity to get rich quick, and sought to discovervaluable artifacts among the alien ruins, of which there seemed to be many. With the help of the Tachyon drive, itwas possible for small groups to begin combing the ever-expanding frontier of space for more of these valuablealien relics. A new gold rush began, led by factions emerging from the original human colonies established during5


the Great Expedition phase, who found themselves in the best position to capitalize on the momentousdiscoveries to be found amongst the ruins of the ancient ‘Mimjip’ civilization.By 2340 mankind appeared to be creating an empire amongst the stars - a source of great hope and joy amonghumanity! Earth was in the process of successfully regulating its population and its biosphere, and finally seemedto becoming, at least for the time being, a healthy global ecosystem. Except for the efforts of the ‘dissention’, theglobal economy was also largely healthy, and very few went without food or life’s necessities. The home system,although crowded, prospered well and a golden age seemed to descend for an entire generation.The independence of the colonies was not seen as a problem initially by the home system, but more a necessitydue to the logistical problems of maintaining control over them. The colonies were also motivated to declare someindependence from the home system as the support they received turned into offers of trade. This was acceptablefor all concerned - for a while. Then the discovery of the ‘Forge’ at Alpha Centauri occurred and relations brokedown rapidly. The ‘Alpha Forge’, as it became known, was an orbiting starship construction platform the Mimjipanirace had left behind. Its technology relied upon the gathering of rare elements from the local asteroid belt whichwere then shaped and tempered slowly into a near indestructible starship hull deep in the fires of Alpha Centauriitself. It was the outer colonists that discovered the forge and worked out its operating procedure, but the obviousmilitary implications of the new starship hulls became apparent quickly to Earth and the governing bodies of thehome system. Using heavyweight diplomatic and economic muscle, the council of Earth attempted to obtainpossession of the forge for itself. The whole situation deteriorated badly not long thereafter when earth’s councildeclared all members of the newly formed ‘Federal Union’ on the Outer Rim in violation of their legal obligationsand sent in a cohort of storm troopers to obtain the Forge by force. The assault was repelled, just barely, by theefforts of a lieutenant engineer Thomas Redcloud (awarded the ‘Gold Aurora’), who fixed the entire docking areato self destruct, catching the storm trooper reinforcement party off guard and allowing the defenders toconsolidate their defenses in time.After this, the Frontier Union organized the Alpha Forge with heavy artillery in case Earth tried to take thisvaluable artifact by storm again. There was no declaration of war – the Frontier Union had no army. So they hadno choice but to organize one in response to the actions of Earth, and also, the growing number of slave raids bythe Hydrissian ‘devourer’ cult on the fringes of known space that began in 2442 (ref. ‘Hydrissians’). The FederalDefense Force (FDF) was organized and ties with the home system became much more restricted as the coloniesstrove for self sufficiency.Around this time, shortly after the century turned to the 2400’s, a new threat loomed on the horizon. The discoveryof the ‘Mimjip Pathogen’ reared its ugly head, though too late for many on the frontier. Somewhere among theexploration and exploitation of the ancient Mimjip ruins a deadly virus had been released. The virus had laindormant for many thousands of years, and was probably thought of as an innocuous infection by the ancientMimjipani race. The accidental release of this virus had devastating consequences on humanity as it lay semidormantfor several decades before it was discovered and made itself felt. By this time it had spread throughoutthe colonies and throughout the home systems. The resulting pandemic killed many millions, and has broughtmankind’s fledgling empire among the stars to its knees.Entire space colonies have now lain deserted for decades and much that was built has now been laid to waste.Finally, in more recent years, the Mimjip pathogen seems to have played itself out, and cases are becoming muchrarer. Perhaps only those who are naturally able to fight the virus have survived. Nevertheless, the road is nowopen for those who are brave enough, or perhaps foolish enough, to begin the process of rebuilding what waslost.This is where you come in! With enough money to buy a salvage starship, and employ a rough and ready crew,you can see the opportunities that await someone who can survive on the Outer Rim and gather the resources leftbehind from the ruins of two empires, one human, one alien.Will you accept the challenge of the distant stars and set up your own company on the frontiers of deep space?The council of Earth, the Frontier Union and Humanity needs people like you, people who have enough grit totake up the challenge, heed the call of the distant stars, and become a <strong>Star</strong> <strong>Mogul</strong>! 6


Chapter 1 - Game OverviewWhat You Will Need In Order To Play• Pencil and paper• Handful of six-sided dice (D6), eight-sided dice (D8), ten-sided dice (D10) and four-sided dice (D4).• Measuring tape• Table-top or floor space area, at least 4’x4’• This rule set• A clip board to keep your notes tidy• Sci-fi figurines and vehicles in 28mm scale• Salvage counters, either scratch built or from the Alpha Forge range• Scenery items, such as buildings and hillsHow to Play the Game‘<strong>Star</strong> <strong>Mogul</strong>: Ruins of an empire’ is usually played out on a tabletop or on the floor. You will need a space of atleast 4 feet x 4 feet to play out a good game with only two players. If there are more than two players present youwill need a larger playing area to accommodate the larger number of models in play. A salvage company maytypically consist of 10 – 20 infantry models and 1 – 6 vehicle models.The game setting takes place around 2450 AD and is all about each player creating their own salvage companyout on the wild frontiers of known space, maintaining it like a business through adversity and hopefully to theheights of success. With crew members to pay wages to and equipment to buy and maintain for your crew to use,you will find yourself running out of money quickly if you cannot find a way to earn some hard cash out on the wildfrontiers of the Outer Rim.You (the salvage company boss) will create your company from the meager funds you have accumulated throughyears of gritty adventuring in space. Once you have attracted a suitable set of crew members and purchased theequipment you think you will need to start out in your new profession, it will be time to begin chasing rumors andnews reports of lost space colonies, crashed star freighters or alien artifact sites. Though don’t think it will be aseasy as just arriving and collecting anything valuable! There are many other salvage companies and opportunistsout there who are also desperate for a quick cash haul. You will be competing against them for your share of anyvaluables, and that means you are going to have to get nasty. You will need the best equipment and finest crewto succeed.A game of <strong>Star</strong> <strong>Mogul</strong> usually begins with the random positioning on the playing area of valuable items that are tobe fought over by the players. These items are called ‘salvage counters’ and represent piles of debris, industrialequipment or even small ruined buildings where any items of value will need to be sorted or ‘recovered’ from. Thiswork is most commonly carried out by your salvage crew members.After the salvage counters have been positioned at the start of the game, all players will place their own DropZone marker upon the playing area. Each player only has one of these normally and it represents the area on thefield of battle where a player’s salvage crew and equipment are dropped off onto the planet surface by a dropship, in readiness for the coming fight. Also, once the valuable items have been ‘recovered’ from salvagecounters, a player will need to get them back to their ‘Drop Zone’ in order to have them airlifted out. This is carried7


out by a players ‘cargo vehicles’ which are essential equipment for a salvage company boss! You can then sellthe salvage later at a handsome profit margin (hopefully).That is a player’s primary goal in the game – to extract as much salvage as you can during a game in this fashionand make as much money as possible afterwards when you sell what you have recovered.However, a player must also attempt to prevent the opponents from gathering salvage in the same manner. If aplayer cannot do this then they will find themselves with little salvage to sell, and also playing against moreformidable opponents in subsequent games as the competition builds their force faster than them because theywill have more money available to them.So, a player will have to engage opponents in firefights, and even in hand to hand combat as well, in the hopethat they can weaken and disrupt the activities of the competition during that game and obtain more salvage tosell.Each player takes it in turns to perform actions (like moving and shooting) with the models within their salvagecompany. But there is a twist – the ‘turns’ players take are interrupted midway with a random dice roll on the ‘Fogof War’ table which can allow a player the ability to increase their level of activity for that turn – OR it can have theopposite effect and allow the opponents to be active instead. In this way a player can be active even when it isn’ttheir turn! This aspect of the game gets even better with more than 2 players as you can end up being moreactive on your opponents’ turns than you can during your own! This adds a level of unpredictability during a gamethat keeps all players involved at all times.A player can leave a game at any time by ‘calling down their drop-ship’ to collect all crew, equipment and salvagein the drop zone. This should not be taken lightly as this imparts advantages to those players still left in the game.The level of competition for the remaining salvage will be reduced for those players – making their lives easier.Also, if a player has crew and equipment left outside of the drop zone as they call their drop ship in, they will beleft behind. This can have a devastating effect on the loyalty of the rest of your salvage crew as your salvage bosswill be seen as a bad leader. However – if a player’s company is in dire straights, calling down the drop ship mightbe the only course of action before the player sees their whole salvage company wiped out!The game ends when all but one of the players has called down their drop ship and evacuated their salvagecompany from the battlefield. The last player standing on the field has the advantage of being able to rally all crewand equipment back to their drop zone without leaving anything behind. However, any remaining salvage must beleft, unless it is already loaded onto a cargo vehicle, as the opponents may shortly be carrying out an orbitalbombardment of the area to neutralize competition. A common practice among cut-throat salvage companies onthe Outer Rim.Once the game is over each player can sell whatever valuable salvage they gained either to the local governmentor on the black market. The money obtained from such sales is used to employ new crew, buy new equipment orif a player is unlucky, just cover the expenses from the last mission.There are other game ‘missions’ that will occur as well. All of them revolve around obtaining valuables from thefield of battle. You might find yourself in a head on battle with an opponent for the ownership of an abandonedmanufacturing plant, or valuable alien artifact site. Or you might find yourself acting under the employment of thelocal law forces to investigate reports of smuggling in a particular area. You might even find yourself doing thesmuggling!Rules Of PlaySalvage Company StructureYour army, or Salvage Company is divided into units. A unit will be either a VEHICLE(s), or a group ofINFANTRY. All units will come under one of these two categories.Infantry units must have at least 4 models in them at the start of the game. Units of vehicles may have anynumber of models in them at the start of the game.8


Players take it in turns to maneuver their armies across the board to obtain their goals, usually in search ofvaluable salvage. Though often there are other stakes to play for, depending on the mission that has beendecided upon by the players. Each player ‘turn sequence’ is as follows:Turn Sequence1) Phase 1: Perform actions like moving and shooting.2) Fog of War phase: Roll a dice to determine random occurrence.3) Phase 2: Perform actions like moving and shooting4) Work out hand to hand combat.Then the opponent has their go – move back to point 1).Strategy PointsEach player turn, a player has a number of strategy points (SPs) to spend on operating his entire force. Thenumber of strategy points available to each player represents the level of strategic influence on the battle that thecompany boss has. Influenced by factors such as his/her overall level of awareness of the ongoing situation, thesize of his/her force and any skills that may be employed to swing the battle in a favourable way.The number of strategy points available to a player on each of his/her turns is equal to the number of unitsthat player has in play currently (less any units that are fleeing or have been completely destroyed) with 2added to it. (No. of units currently in play +2).So the number of available SPs for each player will be individually tailored to their salvage company, and liable tochange whenever units are lost or vehicles destroyed. A new tally should be made at the start of each of yourturns to see how many units you have in play.Skills that your company boss (you) may be able to employ may also add to the number of strategy points youhave available each turn.Strategy points will be spent, most of the time, on a unit performing one of the following actions:• movement (including embarking/disembarking a vehicle)• shooting• recovering salvage from a salvage counter• loading salvage onto a cargo vehicle• rallying fleeing units (compulsory)• merging units together• regrouping after meleeThere may be other actions not listed here that can be performed during a game that will cost SPs. These will bedetailed later in the appropriate section.Other actions may occur during a player’s turn, or even during the opponent’s turn, that DO NOT require SPs tobe spent on them, but these will be the results of either special abilities, or specific reactions against specificoccurrences. (The most common being the ‘return fire’ allowed by an infantry unit being first fired upon by anenemy infantry unit, during the enemy turn - see ‘The ‘Returning Fire’ Rule on page 14).Each strategy point may be spent on the actions of only one unit within the player’s force. All modelswithin that unit must perform the same type of action if they are able. Those that cannot perform the actionwill do nothing while that SP is spent and the action is carried out by the rest of the unit.Furthermore, each player turn is divided into two halves: Phase 1 and Phase 2. No more than half the availablestrategy points can be spent in each phase. If there is an uneven number of strategy points available – the oddpoint is available only in Phase 1. (i.e.: round up!)e.g.: A force with 9 SPs would spend 5 in Phase 1 and 4 in Phase 2.In any of your phases, you may spend the available SPs on any of your units you like, in any order, as long asyou don’t spend more than 2 SPs on the same unit in one phase, until all the SPs available to you that phasehave been used. So, spending SPs on shooting, movement, recovering salvage, rallying retreating infantry or anyother action may happen in any order you wish.9


Fog Of WarThe purpose of dividing the player turn into halves in this manner is to allow the FOG OF WAR ROLL on the ‘Fogof War Table’. This aspect of the game can add unpredictable events that simulate the confusion and lack ofstrategic awareness experienced by members of a salvage crew involved in the ongoing battle at ground level.The presence of high technology, and sophisticated sensing and imaging equipment on the field does notnecessarily mean that salvage crews will have an entirely accurate view of the proceedings!It should be mentioned that this can be an important part of player strategy – especially if they can use it toconfound or counter the efforts of the other player(s).After the player whose turn it is has finished spending their SPs for Phase 1, the dice are rolled, and a resultdetermined immediately from the ‘FOW’ table shown below.ResultFog of War Table(Roll 2D6 and add the scores.)2 – 3 You gain +2 Strategy Points (SPs) to be spent IMMEDIATELY, before the next phaseoccurs. Otherwise they are lost. They may not be spent on the same unit.4 – 6 You gain +1 Strategy Points (SPs) , to be spent IMMEDIATELY, before the next phaseoccurs. Otherwise it is lost.7 No result, carry on into next phase.8 – 10 Your opponent(s) gains +1 SP, to be spent IMMEDIATELY, before the next phase occurs.Otherwise it is lost.11 – 12 Your opponent(s) gains +2 SP, to be spent IMMEDIATELY, before the next phaseoccurs. Otherwise they are lost. They may not be spent on the same unit.Strategy points gained from the FOW table in this way may be spent on units IN ADDITION to their normalallowance of SPs per turn. If you gain SPs from FOW during the opponent’s turn (results 8 – 12 on the 2D6)they do not affect your total SPs available when your next turn comes around. They are effectively free.Neither player may take any actions during the Fog of War phase other than those that are a result of, orare directly related to, the spending of any free SPs granted by the FOW roll that turn.After the FOW results are worked out, the player whose turn it is moves onto phase 2 of his turn, and spends hisremaining strategy points. Unused strategy points are not carried over into the player’s next phase or turn.After this, it is the other player’s turn.MovementYour force will consist of a number of different groups of infantry and vehicles. Each group, or unit shouldpreferably be organized so that it plays a role upon the battlefield (e.g.: offence, defense, salvage acquisition).Each vehicle is also a separate unit. Vehicles should also be purchased with a particular battlefield role in mind.If you spend one strategy point on movement, then one of your units gets to perform its movement, though youmay opt to have some of the models in the unit stand still , as long as they stay within 4” of the unit leader (see ‘Exclusion Zone Rule’).10


Humanoid, bipedal infantry (including bipedal MEKKs) will normally move up to five (5) inches perstrategy point spent, and vehicles will move anywhere up to twenty (20) inches per point depending uponthe type of vehicle.Ground vehicles may alter their facing as far as they wish at any point during their movement, but they arerestricted in the number of times they can turn like this every time they have 1 SP spent on moving them. The limiton the number of times per SP a ground vehicle can make a turn of any arc is called the ‘turning’ score’. Flyingvehicles are dealt with a little differently.Whenever you spend SPs on Flying vehicles’ movement, that model is also limited in the amount it can turn itsdirectional facing by the ‘maneuvers’ score. This maneuver score is mentioned in each flying vehicles’ individualdescription, along with its movement score. When a flying vehicle maneuvers, it can turn anything up to, but nomore than 45 o (half a right angle) for every maneuver point it has available whenever an SP is spent on itsmovement. Once a flying vehicle has used up its allocation of available ‘maneuvers’ during a move, it can nolonger turn and must do any further movement in a straight line. It is a good idea to mark the bases of flyingvehicles with the eight points of the compass (just tiny dabs of white paint at 45 o to each other) which will help youturn your flying vehicles accurately and clearly during a game. Mark one of these points boldly, so that you candetermine which direction the model is facing at all times. See the diagram below.If a flying vehicle has the description ‘freedom of movement’, thenit has an unlimited number of maneuvers available whenever itmoves, and may change its facing as and when it wishes during itsmovement.Some flying vehicles also have a ‘minimum movement’ value ininches due to the powerful engines they employ whilst moving.This is the minimum movement the vehicle must move when anSP is spent on it moving. Flying vehicles cannot finish theirmovement on obstacles or other models. If a flying vehicle has nochoice but to end its move on a terrain feature on the board that ishigher than 2” then it will crash into it and receive 3D6 damage. Ifthe terrain feature is less than 2” high, or if the move ends on amodel – just shorten the vehicles movement enough to avoid acrash.Exclusion Zone RuleOne of the models in an infantry unit should be nominated ‘unit leader’ and a second model nominated as ‘2 nd incommand’. Infantry models in an infantry unit must try at all times to keep their base or a part of it, within the unitleaders exclusion zone - a 4” radius around the unit leader. The only time this rule may be intentionallybroken is during a sprawling hand to hand combat – which is detailed later in the ‘hand to hand combat’ section. Iffor any reason an infantry model finds itself entirely outside of the unit leaders exclusion zone, all models in theunit must try to move back into contact with the exclusion zone as soon as possible.If the unit leader should die, then the 2 nd in command should be nominated to take over as normal. If this modelshould die as well, then promote another (3 rd ) leader, but to continue operating as normal on the playing area, a‘company loyalty test’ must be made for the unit at the start of each of your phases. Full rules for the ‘LOYALTY TEST CONDITIONS’ appear on page 24.Vehicle units with more than one vehicle must nominate a lead vehicle. All other vehicles in that unit must keep atleast a part of their base within the leaders 6” exclusion zone if possible. If for any reason a vehicle model findsitself entirely outside of the lead vehicle’s exclusion zone, all models in the unit must try to move back into contactwith the exclusion zone as soon as possible.If the lead vehicle is destroyed, just nominate a new lead vehicle. Vehicles never make company loyalty tests.11


Straggler modelsSometimes a model may find itself alone on the battlefield at the start of one of your phases and is unable tomove to a friendly unit leader’s exclusion zone that phase. If this occurs then they become subject to the‘Straggler Rule’. That model may only stay where it is currently located, or it may fall back steadily directly tothe drop zone at full speed. It costs no SPs to move the model across the playing area during each of yourphases (movement occurs in phase 1 and phase 2 only). The model may only shoot if it is ‘returning fire’. Ifany model in a similar unit type that is within its leader’s exclusion zone approaches within 4 inches of the‘straggler’ model, the model becomes a fully functioning normal unit member again, and may be movedautomatically into a position that puts it within the leaders exclusion zone, AND also in base contact with theunit member that appeared within 4 inches initially. (Or as close as possible to it). The unit the model joinsmay be a different one to its original unit.Merging Units TogetherTwo or more units may merge into one larger unit during one of your phases by moving all the models involved towithin 4” of the model that is nominated as the leader of the new unit. This costs 1 SP to perform. The new, larger,unit is not created until the SP is spent.Infantry Embarking Onto a VehicleFor an infantry unit to embark upon a vehicle, the vehicle must have the designation ‘transport’ in its description.The vehicle should have in its description the ‘passenger capacity’ which does not include the vehicle crew. Forthe infantry to get on the vehicle, the vehicle must remain stationary for the entire phase the troops areembarking. The infantry must move onto the vehicle so this will cost 1 SP to perform. The infantry do not need tostart in base to base with the vehicle, they may move in from some distance during the embarking move. As soonas the infantry models are in base contact with the vehicle they may then immediately embark. Infantry may startthe game embarked upon a vehicle. A vehicle may not carry passengers if it is carrying salvage, or viceversa.Vehicle Crew DisembarkingVehicle crews or passengers can disembark by spending 1 SP. Place the models anywhere within 2” of thevehicle. The crew and/or passengers then become a new infantry unit and must nominate a leader. If the crewand passengers disembark you may have the crew form a different unit than that formed by the passengers. Thisall still only costs 1 SP to perform. The unmanned vehicle then ceases to be a unit for the purpose of calculatinghow many SPs that player has to spend each turn. Vehicle crew with the ‘engineering’ skill will have to disembarkif they wish to avoid a penalty when using that skill to repair a vehicle.Vehicle crew will become ‘stragglers’ if their vehicle is destroyed while they are outside of it. If there is more thanone crewmember becomes a straggler treat them all as independent models.Movement Restriction From TerrainInfantry and vehicle movement may be restricted by dense or difficult terrain. This will result in a reduction in themovement allowed (in inches) for the respective models. Players should decide, before the game starts, whichterrain features on the board constitute movement restrictions, and also , how much each feature actually restrictsmovement. E.g.:Difficult Terrain (scrub, light woods, mud, steep hill): Infantry, -1” per SP spent; ground vehicles, -2” or -3” per SPspentVery Difficult Terrain (Marsh, very steep hill, dense wood): All movement halved.12


ShootingAll weapons, whether they are carried by infantry or mounted on a vehicle have a damage dice roll. For instance,the Arclight Blaster will inflict 1D8 + 4 damage to a target when it hits. To determine if the weapon hits the target,the operator needs to make a weapon skill check on 2D6. (In this case a small arms weapon skill check, as thatis the category in which the Arclight Blaster falls) If the result is equal to or lower than the operator’s skill level,and it is within the weapons range, then the attack is successful. Remember that skill in one weapon category(e.g.: small arms, heavy weapons or heavy artillery) is not transferable to another category – they are differentskills. Each skill covering the variety of weapons in each category.Spending 1 Sp on a unit shooting means all models in that unit must shoot if they can. However they may choosedifferent enemy models as targets, even if the targets are attached to different enemy units. Individual models in aunit may be picked out, and fired upon, as long as they are within line of sight, and within the weapon range. Amodel base (friend or foe) will block line of sight for firing. For infantry blocking line of sight, take the base size, forvehicles take the vehicle ‘footprint’ on the table.Infantry models may only shoot one of their equipped weapons every time an SP is spent on their unit shooting.Vehicles may shoot all of their weapons.Visible Targets And RangeTo determine if a target is visible or not, get down at eye level on the table and see if there is a significant portionof the model visible. A rule of thumb is that at least one third of the model base must be showing to be targeted,regardless of whether it is infantry or a vehicle. For flying vehicles, one third of the model itself should be visibleas the base itself is often hidden at ground level on the tabletop.This rule will be subject to varying interpretation at times, so common sense, as well as fair play and fun shouldrule the hearts of both players involved when determining visibility.If a target is out of weapon range, it is not visible.To hit a target at short range, roll the skill dice normally to determine a hit. If the target distance is long range,then reduce the skill level by –2 on the 2D6 skill dice roll when determining a hit.Also, if shooting at a target in short range, and your model base has a higher elevation on the playing area thanthe highest point of the target model by more than 3”, (e.g.: due to standing on a hill, or on a wall) you may add+1 to the shooter’s weapon skill.Vehicles have ‘firing arcs’ which may restrict what can be fired upon by the weaponry mounted on the vehicle.This is detailed below in the ‘vehicles shooting’ section.An infantry model has a 360 o firing arc.Infantry Screen RuleA model based on the ground (not flying vehicles) cannot shoot at a target through two intervening models (eitherfriend or foe) if the intervening model’s bases are less than 1” apart. Also remember that you need to see at leastone third of the targets base to be able to target that model. In this way, your infantry models can form an ‘infantryscreen’ that may be used to protect units, including vehicles, that are directly behind them, as seen from ashooting model.Shooting At InfantryIf a shooting attack is successful and the target is an infantry model, then follow this procedure to determine if thetarget model is removed from play:1. Roll the weapon damage dice as stated for that weapon.2. Add the target’s resilience score and the target’s armor score together, also add any modifiers that mayapply. This will give us the target’s defense score.3. If the weapon damage exceeds the target’s total score of resilience, armor and modifiers, (i.e.: the target’sdefense score) then the target has been seriously hurt or killed, and is removed from play.4. If the weapon damage equals the targets total score of resilience, armor and modifiers, (i.e.: the target’sdefense score) then the target has been ‘wounded’ (if it is a BIO) or ‘damaged’ (if it is a MEKK). It may13


still play a part in the battle if there is somebody friendly on the field with the ‘battlefield medic’ skill (or the‘technician’ skill if the victim is a MEKK). Lay the injured figurine on its side until it has been attended to bythe medic/ technician.Humanoid creatures generally have a resilience score of 3.Light armour has a value of 3.Medium armour has a value of 5.Heavy armour, or battle armour may have a value of 7 or more.The target’s total defense score may also be modified by the following types of cover:1. Light cover (hedges, fences, foliage) = +1 or +2 modifier2. Heavy cover (barrels, buildings, walls, rocks) = +3 modifierNote: It is worth using building corners as cover. Even though they are vertical, they can still provideheavy cover for an infantry model. Cover bonuses are not cumulative.Other defense score modifiers may count, such as a BIO having ‘biomechanical implants’ (which give a bonusto resilience).If the target is removed from play in this fashion, they may not necessarily be dead. After the game, the companyboss can roll a recovery/repair roll to see if his recruit recovers. On a roll of 1 – 4 on 1D6 (for BIOS), the targetrecovers and may be used in the next game. On a 5 – 6, he’s dead. If the target is a MEKK, this recovery/repairroll may only be successful on a 1 or 2 on 1D6. This is because although tough and resilient, MEKKs onceknocked out of action will have suffered very heavy damage and probably rendered useless. They do not havethe bio’s ability to self heal. See more on the ‘Recovery/Repair Rolls For Infantry Casualties’ in Chapter 3 - GameMissions.A unit may shoot at an enemy unit that is engaged in melee with a third, friendly unit, but a loyalty test must bemade by the shooting unit in order to do so.Bear in mind that if you shoot at enemy models that are engaged base to base with your own troops, you may hityour own troops and even suffer a drop in company loyalty as a result. Enemy infantry that are shot at whilealready engaged in hand to hand combat may NOT invoke the ‘returning fire’ rule (see below). If you DOshoot at enemy models that are engaged base to base with your own troops, then for every successful hit, roll a1D6 – if the result is a 1 or 2 then you have hit your own crew member, and must then roll the damage dice andresulting effects as if the fire had been made by an enemy. Otherwise the aim is true.The ‘Returning Fire’ RuleWhen a unit is fired upon by another unit, a gun battle may ensue. Any infantry models in a unit, not engagedbase to base in melee, may return fire immediately after any members of their unit are fired upon by anotherunit. At no SP cost.A vehicle unit may return fire immediately after being fired upon by another unit, provided that the unit beingshot at is also within the vehicles ‘firing arc’. However, vehicle mounted ’heavy artillery’ class weapons maynot ‘return fire’ they are too cumbersome to engage in fire-fights.Before a unit can return fire, casualties must be determined for the initial shooting by the antagonistic (first) unit.Only then, if there is anybody left alive, may the targeted unit return fire. Therefore a unit may get to shoot at theWounded/damaged enemy during the enemy’s Infantry phase. models and the ‘Coup de Grace’Any enemy infantry models that come into base to base contact with your wounded/damaged infantry modelsmay When deliver returning a ‘coup fire you de can grace’. shoot Provided at any model you have in the no enemy ‘healthy’ unit infantry that is visible. models within 3” to protect your fallencomrade. For more about wounded models and medics, please refer to the ‘medic’ skill in the ‘crew skills’ sectionlater. Lastly, Wounded if your unit models is returning may be fire shot on at an only enemy on the unit phase that they is partially become engaged ‘wounded’. in melee Wounded with models some of do your not own countas recruits, infantry then screen. your unit must make a loyalty test to do so. However, they may return fire automatically (without aloyalty test) on any models in that enemy unit that are further than 3” from any of your own infantry models.14


Vehicles ShootingWeapons mounted on vehicles have a ‘firing arc’ measured in degrees – usually either 90 o or 180 o . A weaponfiring arc is based on the side of the vehicle associated with the weapon. For instance, a pivot mounted machinegun on a ‘salvage dog’ truck might have the designation :Machine gun (front 180 o )Which would mean that it can fire at any target within a 180 o arc of the front of the vehicle.Another example would be machine gun (left flank 90 o ), which would mean that it could fire at any target in a 90 oarc on the vehicles left flank. The following diagram illustrates the different weapons firing arcs for vehiclemounted weaponry.Vehicle crew must only use the weaponsequipped with the vehicle, while they areaboard the vehicle. E.g.: You cannot equip a‘salvage dog’ cargo truck crewmember with aheavy weapon, and have that model use itwhilst being a ‘gunner’ on the salvage dog.(See the ‘Equipment – Special Descriptions’section later for more on the ‘salvage dog’.)Vehicles can shoot over the heads of friendlyinfantry models that have bases wholly orpartially within 3” of the vehicle.Shooting At VehiclesA vehicle is a unit. Troops inside a vehiclecannot be shot at (though they may takedamage as a result of the vehicle itself takingdamage – see the internal damage tablelater). A vehicle cannot be shot at through ascreening infantry unit as long as the modelsin the screening infantry unit are 1 inch apartor less, otherwise two models further than 1inch apart represent a gap which does notscreen the vehicle. Flying vehicles may ignore this rule when shooting at enemy vehicles as they have the abilityto target from the air, which ignores this land based infantry screen. Flying vehicles cannot be screened in thisway.When shooting at a ground based vehicle you must determine which side of it presents the largest target. This isthe side of the vehicle that must be shot at. If there is any doubt, roll a dice to settle the issue.When shooting at a flying vehicle you must determine which side of the vehicle is being shot at. You should dothis by marking the base of a flying vehicle model with the eight points of the compass, as described in ‘flyingvehicle movement’ above. The eight points on the base will help determine which side of the flying vehiclepresents itself to the attacker as per the ‘front’, ‘sides’ and ‘rear’ delineations appearing in the diagram on page10.Just as infantry are hurt by dice rolls that either equal or exceed the model’s resilience score using the damagedice, vehicles are damaged by a dice roll that exceeds their armor value. All vehicles have an armor value forthe front, rear, either side (flanks) and top. The top armor is only a viable target to flying vehicles that are in line ofsight and within 12 inches; or infantry within 12 inches that are positioned in a building (or equivalent) whichraises them at least 3 inches above the top of the vehicle model chassis (not including aerials and otherparaphernalia that are attached.)For every point that the damage dice roll exceeds the vehicle armor value, a roll on the vehicular damagetable is made. For example, a vehicle with 8 armor value on its left flank is hit by a Tachyon rifle, which does 1115


points of damage. This means 3 dice rolls are made on the vehicular damage table (11-8=3). Each dice roll on thevehicular damage table is made by rolling 1D6.Furthermore, all vehicles in the game fall under one of two categories: either civilian class or military class. Theonly difference this makes is that civilian class vehicles can have their armor score permanently reduced byenemy fire as the makeshift armor that is bolted and welded onto these vehicles is shot off and blown apart. Thisis represented by results 1 to 3 on the vehicular damage table (shown below). Military class vehicles have muchbetter armor, which is designed to withstand battlefield damage. Therefore, the first three results on the vehiculardamage table are ignored if the vehicle falls under the military class in its description.Additionally, each vehicle has a superstructure score that can also be reduced by enemy fire. When thesuperstructure score is reduced to 0, that vehicle will suffer a catastrophic failure, represented by a roll on thesuperstructure failure table (page 17).VEHICULAR DAMAGE TABLE(Roll 1D6)1. Lose 1 armor point permanently on the side of the vehicle taking fire (only applies to civilian class vehicles)2. Lose 2 armor points permanently on the side of the vehicle taking fire (only applies to civilian class vehicles)3. Lose 3 armor points permanently on the side of the vehicle taking fire (only applies to civilian class vehicles)4. Lose 1 superstructure point permanently5. Lose 2 superstructure points permanently6. Internal damage! Roll on the INTERNAL DAMAGE table belowTwo salvage groups shoot it out!16


INTERNAL DAMAGE TABLE(Roll 1D6 – only results 1, 2, and 6 are cumulative)1. Crew hurt – all vehicle crew suffer from a small explosion in the cab, or a dramatic drop/increase inpressure. All vehicle crew make a RES test by rolling 1D6. Compare the result with each crew members’resilience score. If the dice roll is higher than the crew RES, then that crew member dies. This willprobably curtail one of the vehicle functions. Either movement or weaponry. Until another person cantake over the role – this replacement must have the appropriate skills. The replacement may come froman infantry unit nearby. Resize the infantry unit - this reduction in unit size does not count for infantryunit casualties. If the vehicle is a ‘demolition ‘bot’ then just deduct 2 from the superstructure pointsinstead.2. Weapons system shut down permanently – roll randomly to determine which weapon on the vehicleis effected, if there is more than one weapon equipped on the vehicle. Ignore if no weapons present.3. Immobilized – may be repaired by someone with ENGINEER skill (the driver may have this skill).Repairs may be attempted during the next phase, and each phase thereafter. The engineer must remainwithin 1 inch of the vehicle and may not engage in shooting or fighting while repairing the vehicle. Thevehicle may still shoot, but may not move or turn facing. If the vehicle is a flying vehicle, it becomesvery difficult to manage instead, and the pilot must make a ‘pilot’ skill check at the start of each turn tooperate the vehicle normally. If the check is failed then the pilot loses control of the difficult vehicle andcrash lands anywhere within 8” of its current position (but not on an enemy model). The pilot must makea RES test (see result 1). If the pilot survives then that model will escape the wreckage and have tomake their way across the battlefield as per the ‘straggler’ rule.4. Power core leak – movement permanently reduced by 25% (round up). Not cumulative with multiplepower core leak results. ‘Throttle bonus’ also halved. Minimum movement score also reduced by 50%.5. Severe power core leak – movement permanently reduced by 50%.(round up) Not cumulative withmultiple power core leak results. ’Throttle’ bonus lost entirely. Minimum movement score also reducedby 50%.6. Internal explosion – superstructure suffers 6 damage points and the crew AND any passengers arehurt (as result #1). This result is cumulative with other internal explosion results. If superstructure isreduced to zero, then roll once on the superstructure failure table below.SUPERSTRUCTURE FAILURE TABLE(Roll 1D6)1. KABOOM! – the vehicle explodes, the driver and crew/passengers are fried with no post-gamerecovery/repair roll. All models within 3 inches of the vehicle take 1D6 + 5 damage.2. – 5. Vehicle smashed beyond repair – this vehicle will remain on the battlefield as wreckageforevermore. If the driver makes a successful ‘vehicle driving’, ‘dangerous driving’ or ‘pilot’ skill rollhe/she and any passengers may eject immediately (see below). If not, he/she and all passengerssuffer severe wounds and are removed from play but may still make a recovery/repair roll after thegame. If passengers and driver bail out in time, the driver may join the passengers to create alarger infantry unit.6. Power core failure – a chain reaction builds deep within the vehicle’s power unit. At the start ofthe next phase that occurs, regardless of which player’s turn it is, the vehicle goes KABOOM! (seeresult #1). Eject rule: If the driver/ pilot make an immediate “driver” or “pilot” skill test. If successfulall vehicle passengers and crew can eject from the vehicle and land directly anywhere within 2inches of the vehicle. From that point on, they are on their own and follow the ‘straggler’ rule. Pilotsand drivers may only be armed with ‘small arms’.At the start of the next phase a flying vehicle will move 10 inches in the direction it is facing. Thepoint where it starts is the point where the pilot may have ejected the previous phase and the pointwhere it stops is the point where the explosion will occur. If the skill test is failed, the pilot/driverand passengers are fried and cannot be brought back with a survival/repair roll after the game.17


WeaponryThere are 3 different categories of weapon in the game:1. small arms – this is a catch-all classification for a wide varietyof firearms that might be carried by infantry. It might range fromautomatic rifles and pistols, shotguns, and small hand-heldenergy weapons. There are a few notable exceptions, thearclight blaster for instance, that also fall into the small armscategory.2. heavy weapons – this covers the heavier weaponry that mightbe carried by infantry and also sometimes mounted on vehicles.Examples include the mini-gun, the SPM (self-propelledmissile), and infantry cannons. These weapons invariably havetheir own particular damage dice roll and also usually haveother rules that apply, detailed in the separate descriptions foreach weapon that appears below.3. heavy artillery – these weapons are mostly found mounted onvehicles due to their extreme size. They also have individualdamage dice and rules pertaining to each weapon, coveredunder the description for that weapon (see below). Most ofthese weapons have restrictions on the number of times theycan fire per player phase/ turn due to the need to reset orrecharge the powerful ammunition for each shot. They are onlyfound in the hands of infantry on very rare occasions.Small ArmsDamage NumberDescription Dice of hits Range Special rules/notesGeneral smallarmsArclightblaster1D8+2 11D8+4 1Flechette rifle 1D8+2 2Avenger 19(close assaultrifle)Grenade12”short24” long13” Short26” Long15” Short30” Long1D8+3 1 12” Short18” LongFrag -1D8+2EMP -special1 8”(1” radius)Sniper Rifle 2D6 or 4D6 1 24” short48” longCovers ordinary small arms, such as rifles, pistols, shotguns and smallenergy weapons not covered elsewhere in the rules. At least 50% of allinfantry models must be equipped with ‘general small arms’ due to thescarcity of all other weapons.See ‘Difficult to Obtain Rule’ rule, page 20.See ‘Difficult to Obtain Rule’ rule, page 20.Standard FDF military sidearm. Very high rate of fire.Uses ‘throw grenade’ skill to hit accurately. Roll double 6 on skill checkand drop the grenade at your feet. BOOM! May be equipped along withanother weapon. Effects all models with base partially or wholly within 1”blast radius of strike point. May be ‘lobbed’ over obstacles less than 3”high and 2” deep at non-visible targets. Apply a –2 modifier to thrower’s‘grenade’ skill level if target is not visible.EMP grenade – effects MEKK only. Roll 1D8 and compare against MEKK‘resilience’ score. If the result is higher then the MEKK has been ‘shutdown’. Treat as ‘wounded/damaged’. May be used on civilian classvehicles also. If hit, roll 1D6. A result of 1 means the vehicle has beenimmobilized (as result 3 on the ‘internal damage table’).Special – see description in the ‘Equipment For Your Salvage Company’section later.18


Self Propelled Missiles: A missile launcher can only be fired once per phase as it has to be reloaded for eachshot (it costs no SPs to load). If the user fails the skill check then the missile is wasted as it fails to ‘lock on’ thetarget.Vehicle mounted weaponry can shoot over the heads of friendly infantry with base wholly or partially within 3inches of the vehicle model.Number of hits – refers to the number of times a target will be struck by a bullet/ missile from that weaponwhenever a single successful shot is scored on the target by the shooter of the weapon. For example – one hitfrom a flechette rifle will hit the target twice. Each hit doing 1D8+2 damage independently.Equipping Infantry With WeaponsAlthough it would be lovely to be able to arm your salvage company to the teeth, there are rules regarding theamount of weapons allowed for the company based on how many crew members are in that company.Difficult to Obtain RuleArclight blasters and flechette rifles come under the ‘difficult to obtain’ rule. This means that for every onearclight blaster or flechette rifle purchased for your salvage company as a whole, there must be at least 3 othercrew members (including vehicle crew) with weapons present in your company that are not equipped with aflechette rifle or arclight blaster.Very Difficult To Obtain RuleAll heavy weapons follow the ‘very difficult to obtain’ rule. This means that for every one heavy weapon youpurchase for your company as a whole, there must be at least 4 other crew members (including vehicle crew) withweapons present in your company that are not equipped with a heavy weapon.Example 1) If you have two infantry models in your company armed with heavy weapons, you must have at least8 other infantry models in your company that are not equipped with heavy weapons.Example 2) In order to get 1 arclight blaster and 1 flechette rifle in your salvage company, You would need aminimum of 8 models. 6 armed with small arms and the 2 models that are to be equipped with the arclight blasterand flechette rifle.Weapons mounted on vehicles are not included in this rule.It is up to you where you place these weapons within the different infantry units comprising your force. You mayplace them all within one unit if you wish, or spread them more evenly among your units – as long as the ‘difficultto obtain’ and ‘very difficult to obtain’ rules are adhered to.Hand-To-Hand Combat (Knuckle Time!)When opposing infantry units draw close to each other on the battlefield, things get very heated, and hand-tohand(melee) combat may well result. This requires a distinct set of rules to deal with how units meet in meleecombat, and which factors determine the outcome, i.e. who wins. Hand-to-hand combat is usually a short, violent,and decisive occurrence. Crew-members will typically use knives, iron bars, chains or any other basic handweapon. This type of weapon delivers no bonus in melee. More powerful weapons exist that do give a bonus inmelee combat. These weapons add a bonus to your ‘Combat Rating’ and are detailed in their individualdescriptions in the ‘equipment section’ later.All infantry models exert a zone of control (ZOC) in a radius of 3 inches out from the model’s base, in a 360° arc.If one of your infantry models enters an enemy ZOC (i.e. part of your infantry model’s base is within 3 inches ofone or more enemy infantry model’s bases, and no impassable obstacles lie between them), then your modelmust halt, and you must decide once your entire unit’s movement is complete whether or not to enter into handto-handcombat with the enemy model(s). Entering into hand to hand costs no SPs. It is very likely that you willhave several models from the same unit in this situation at this point (as many as possible even!). If you decide toenter your unit into combat, then you may immediately move your models that are within the enemies’ ZOC into20


ase-to-base contact with the enemy model(s). This is a free move. Alternately, you may perform one of thefollowing actions:• shoot at the enemy unit that has some of its models within your ZOC - which costs one SP and requiresyou succeed in a loyalty test if there are friendly models engaged in base to base melee with the targetenemy unit’.• your entire infantry unit may ‘voluntarily retreat’. (See the ‘The Retreating Infantry Rule’ in the CompanyLoyalty’ section later in this chapter.)Engaging In MeleeOnce the decision has been made by one of the players to initiate a melee, move all the models owned by thatplayer (and that are positioned within the enemy ZOC) up to base-to-base contact with the enemy models. He/shemay choose individual opponents specifically, but you must spread the melee as evenly as possible amongstthose models engaged, e.g. you can’t pile all your models up against only one enemy model if there are severalenemy models to in range to choose from. The enemy models cannot move while this takes place.If only some of your models move forward into base to base melee with the enemy unit, this may leave some ofyour models outside of your unit leaders’ ‘exclusion zone’. This is OK, but the situation must be corrected as soonas the melee is over. They cannot move away but they can shoot into the melee if they wish (for 1 SP). For detailsof how to correct this see the ‘The ‘Exclusion Zone’ Rule and Melee Combat’ section later in this chapter.Playing Out A MeleeOnce the models are positioned base-to-base for fighting they cannot take any further action other than melee orretreating. The first melee phase occurs at the end of that player turn, after phase 2 finishes and at the endof every subsequent ‘phase 2’ until the melee is resolved and the survivors disengage. Melee is worked outon an individual model basis. Both players nominate a part of the melee to work out (i.e. a group of base-to-basefigures) and then move on after that bit is worked out to another part of the melee. It is therefore advisable to setup the models engaged in a melee with this in mind to make it easier to calculate the results. Models cannotshoot while engaged base to base in melee.The diagram to the left illustrates how a melee might bearranged in little, easily handled bunches. Parts A, B andC. Note that the models are spread out as evenly aspossible amongst the available opponents.Combat RollModels that are engaged base-to-base in a chosen part of amelee all fight at the same time by adding their hand-tohandcombat skill score along with their defense score(NOTE: defense score = resilience score + armor score)to obtain their combat rating and then adding 1D6 to thetotal. The result is the COMBAT ROLL, which is thencompared to the opponents combat roll. Also, various othermodifiers may be applied to the combat rating depending onequipment and other skills.ConditionCombat rating modifier1. If model is attacked while defending heavy/lightpassable cover such as a low wall, barrels, +3barricade, low wire fence or hedge.2. Model has powerful melee weapon* +?*A powerful melee weapon will add a nice bonus to the combat rating, depending on its type.21


Each model only rolls once per melee phase, so a models’ single combat roll may be used against a number ofopponents in the same melee phase, provided they are all in base to base contact.The winner of the melee is the one with the highest combat roll. If the loser’s score was beaten by only 3 points orless (e.g.: 18 beating 15), the loser is only wounded/ damaged – lay the figure on its side; hopefully a battlefieldmedic or technician will arrive to help the model. If the loser’s score was beaten by 4 or more points, he has beenseverely incapacitated or killed and is removed from the game.A model may be engaged in base to base melee with multiple opponents. He/she may try to kill all of them inthe same melee phase but for every subsequent opponent/ melee after the first the model must deduct –3 from itscombat rating. This is cumulative, so against the third opponent deduct –6, the fourth –9 etc. Order of opponentsis chosen by the player with the most models involved, (determine who chooses with a dice roll if the number ofmodels engaged is the same on both sides, which may occur because large models may count as multiplemodels, demobots for instance count as 4 models). Remember that each model only rolls ONE combat roll permelee phase. The same result applies to all the opponents that model is facing base to base in that melee phase.Bravery TestsAt the end of the melee phase, after all combat rolls have been made and casualties worked out, both units mustmake a bravery test by rolling 1D6 and adding their loyalty score to the result. Both units then add the followingmodifiers to this result to try and beat their opponent’s combined score:BraveryCondition1. Outnumbered by the enemy -22. Outnumbered by the enemy 2:1 or more -43. Your entire unit has battle armor +24. Each casualty caused this phase in the melee +15. Each casualty received this phase in the melee -122ModifierCount all of your infantry models inbase to base contact during a singlemelee when working out the‘outnumbered’ modifier. Even if yourmodels belong to more than one unit.The final scores are compared. If the loser loses by 3 points or more, then the unit will retreat immediately,directly towards their drop zone for twice their normal movement score (for medium infantry, this would be 10inches as their movement score is 5 inches per phase). This ‘retreat’ maneuver does not cost SPs to perform. It iscovered in more detail in the ‘Company Loyalty’ section.If the loser loses by less than 3 points, the combat will continue into the next turn’s melee phase.If any of the units involved in the melee lose 33% or more of their number in one melee phase, they do not needto take a loyalty test. The bravery test at the end of each phase of melee takes precedent. Also, an infantry unitengaged in melee that takes 33% or more casualties in one phase due to enemy shooting must take a normalloyalty test. (Shooting casualties will not take place in the melee phase).On subsequent phases, if there are enemy infantry models within your ZOC at the start of your phase 1 or phase2, then the models in your infantry unit must immediately either:• join into base to base melee with the enemy if possible• shoot at the enemy unit that has some of its models within your ZOC - which costs one SP and requiresyou succeed in a loyalty test if there are friendly models engaged in base to base melee with the targetenemy unit• your entire infantry unit may ‘voluntarily retreat’. (See the ‘The Retreating Infantry Rule’ in the CompanyLoyalty’ section on page 24).Engaging in melee or retreating in this fashion costs no SPs. If you try to shoot into a melee but fail theloyalty test, your models that are attempting to shoot will stand and do nothing for the rest of this phase. This willstill cost you one SP.If you find yourself at the start of your phase 1 or phase 2 with some of your infantry models belonging to a unitinvolved in a melee that are suddenly without melee opponents (because they have killed them for example), butare also outside the enemy ZOC, you may move those models for free up to their normal movement value toenter into an enemy ZOC. At that point the normal rules for entering an enemy ZOC apply for these models ORyou can spend 1 SP and make a successful loyalty test and have these models stand and shoot at the enemy unitthat their unit is engaged in melee with. It is entirely legal to have some models in the same unit shooting in this


fashion and some advancing into the enemy ZOC to fight in hand to hand melee . No other actions may be takenby these models unless the player opts to ‘voluntarily retreat’ the entire unit (see page 24 for more info).Enemy infantry models that you shoot at while already engaged in base to base melee combat may NOTinvoke the ‘return fire’ rule. Though enemy models in the unit not in base to base melee may ‘return fire’.Bear in mind that if you shoot at enemy models that are engaged in melee base to base with your own troops, youmay hit your own troops and even suffer a drop in company loyalty as a result. If you DO shoot at enemy modelsthat are engaged base to base with your own troops, then for every shot fired, roll a 1D6. If the result is a 1 or 2then you have hit your own crew member, and must then roll the damage dice and resulting effects as if thefire had been made by an enemy. Otherwise the aim is true.The ‘Exclusion Zone’ Rule and Melee CombatMovements during melee may leave some infantry unit members outside the leader’s exclusion zone at the end ofa phase. This has no effect until the melee is over and one unit wins. The ‘unit exclusion’ rule applies to thewinning unit where models outside the leader’s 4” exclusion zone at the end of a melee must be moved back towithin 4” of the leader during that players next phase. This represents the unit regaining its composure after asprawling melee. It costs 1 SP to perform as per normal movement, except it is compulsory. On the phase theunit regroups the unit may not shoot unless to ‘return fire’.If the losing unit retreats while there are members outside the leader’s exclusion zone as they start to retreat, thenthe models outside the exclusion zone will actually flee in a disorderly rout due to their lack of cohesion and terror.This means they are removed from the playing area for the rest of the game – in effect they are overwhelmed bythe enemy as they are caught ‘out on a limb’ and cannot participate fully in the retreat maneuver that the rest oftheir unit will be engaged in at that time. Remove them from play.Assaulting VehiclesVehicles exert no ZOC so none of the above rules apply. To assault a vehicle (eg. to attack it with a handweapon) just move an infantry model to within 2 inches of it. You then immediately have the choice to attack ornot. To successfully hit, the model must roll its hand to hand combat skill roll (on 2D6) with a +2 bonus to skilllevel.Special hand to hand (melee) weapons always have a damage dice roll in their description that only applies whenassaulting vehicles. To assault a vehicle effectively you need equipment that will allow you to damage one (e.g:cyber knuckles). Flying vehicles cannot be assaulted in this way.A vehicle driver, driving a ground based vehicle, may run over enemy infantry by moving the vehicle into base tobase contact with the enemy model on his phase (if it isn’t already), and rolling equal to or under his/her ‘vehicledriving skill’ level on 2D6. If the roll succeeds, the driver impacts the enemy model which will suffer 2D6 damage,compare this against the infantry model’s defense score as per normal shooting damage. If the driver rolls adouble number that is equal to or under their driving skill level then he/she gets the ‘Road Kill’ bonus. Add afurther 1D6 to the damage roll.Ramming other vehicles – A ground based vehicle may be used to ram another ground based vehicle. Whenthis happens both vehicles come to a halt and automatically take 2D6 damage on the vehicle side that is makingcontact. ‘Road kill’ does not apply. Also although a demolition ‘bot cannot ram another vehicle, if it is rammeditself then both models take 2D6 damage.Company LoyaltyEvery company commands a level of loyalty and respect from its members. A beloved and successful boss will beable to bring out the bravest and best in its employees when they are thrown into pressing circumstances. Adisrespectful and thoughtless employer will find his crew difficult to control and reluctant to risk their lives in theface of the enemy.The ‘Company Loyalty’ score reflects the general feelings held by the employees towards you and your salvagecompany, as well as their morale. Your score will start off fairly average, but with your successes, failures andbehaviour towards your crew as you play out numerous games and build a company history, your companyloyalty will alter, for good or ill, depending on how well you treat your crew. It has to be said though, thatsometimes, you will just have to cut your losses People will have to be left behind in the scramble to escape froma bad mission, and other times the dice will just not go your way. At these times your company loyalty may welltake a dive. However there are numerous ways to improve your loyalty score besides conducting successful23


missions. For example, obtaining fame amongst the outer star systems by means of inviting media reporting crewto cover the exciting battles you engage in (this makes GREAT entertainment for the masses, who will love youfor it). Paying your salvage crew large amounts of money may also increase their loyalty towards you, andthereby increasing their enthusiasm to collect more salvage, making you richer in the process. Several skills thatare available specifically to your company boss may also affect loyalty, positively or negatively – this will bedetailed in the individual skills listings that appear in the further rules section later.Company loyalty score ranges between 3 and 17. Your new salvagecompany will start with an unmodified company loyalty score of 10.Most often when a loyalty test is required during a battle, the troops making the test are being pushed to theirpsychological limits by the events unfolding around them. For instance, if they come under heavy enemy fire andlose more than 33% of their unit members in one phase.To make a company loyalty test, you must roll equal to or under your company loyalty score using 3D6. An 18result is always a failure. However, when aunit engaged in melee combat needs tomake a loyalty test, called a ‘Bravery Test’.The test is made differently – in this case, theplayer would roll 1D6 + COMPANYLOYALTY SCORE and add or subtractvarious modifiers from the result and thencompare it with the opponent’s bravery testdice roll, being made at the same time, tosee who wins the combat. Bravery tests aredetailed more closely in the sectionpreviously on melee combat. (Page 22)Appearing below are the most commonconditions under which a loyalty test wouldbe made. Note: vehicles do not need tomake loyalty/ bravery tests – only infantryunits make loyalty/ bravery tests.LOYALTY TEST CONDITIONS1) Losing 33% or more of a unit’s number in one phase resulting from enemy fire. Roll the dice as soon asthe 33% casualties line is crossed. And instead of any bravery tests that may need to be rolled this turn asa result of losing melee combat.2) When you wish to shoot at an enemy unit which is also engaged in a hand-to-hand melee containingother members of your own salvage crew. Failure means you have still spent the SP.3) At the end of a phase of hand-to-hand combat, both sides must roll a special loyalty test, called a‘bravery test’ to see which one wins and which one flees.4) Company Boss dies on the field – all units make a loyalty test or retreat back to ‘drop zone’. (see below)The Retreating Infantry RuleA failed loyalty test, or bravery test will result in that unit retreating rapidly for twice its normal movement score asdirectly as possible back to the drop zone for one phase. (See Chapter 3 - Game Missions for more on your ‘DropZone’.) Any models outside of the unit leaders 4” exclusion zone as the unit starts to retreat will flee in panic andplay no further role in the game. Thereafter at the start of each of your phases that unit must make anothercompulsory loyalty test to try and regroup the unit or retreat again back toward the drop zone for a normalmovement distance.24


A unit that is ‘retreating’ in this way cannot ‘return fire’ if fired upon by an enemy unit. Nor does the unit have tomake any further loyalty tests if it suffers further casualties while retreating.In order to regroup the unit, you must wait until your next available phase (not the melee phase) andspend one SP on making a compulsory loyalty test to see if they regroup. If they do, they may stopretreating and behave as they would do normally on the phase after the unit successfully regroups.Once the retreating unit reaches, and is entirely within, the drop zone they will automatically rally, as if they hadsuccessfully made a loyalty test to do so. And may move and behave within the drop zone as they normally wouldin the larger playing area, as they wait hopefully for the boss to send the drop ship to pick them up (which would,incidentally, end the game and possibly leave some of your other units permanently abandoned elsewhere on theplaying area). They will not leave the drop zone again unless a loyalty test is made to get them to leave it. (Thisloyalty test costs no SPs as it is performed in conjunction with a normal move).So, in order to get the regrouped unit to leave the drop zone, you would have to spend one SP on moving it out ofthe drop zone (as normal), and make a loyalty test at the same time. This loyalty test only applies to units thathave retreated back to the drop zone due to failed loyalty tests, it does not apply to other units that may be in thedrop zone voluntarily, so you will need to keep track if there are a number of units in your drop zone.Voluntary RetreatAn infantry unit may voluntarily retreat at the start of any one of your phases, even if it is engaged in amelee with an enemy unit. In which case, just treat it as if the unit had fled due to casualties as describedabove. This costs no SPs.Permanent Changes To A Company’s Loyalty ScoreThe orders that a salvage crew receives and the actions of the company boss may well have a permanent affecton company loyalty, whether it be positive or negative. Below is a list of permanent alterations to the loyalty scorethat may commonly occur. Only apply these alterations after the game and not during. You should keep a recordof them as they occur during the game so you will remember afterwards.Permanentaffect on loyalty1. Deliberately shooting into hand-to-hand combat containing your salvage -1crew members2. Quitting the drop zone and finishing the game before all your crew membersare gathered there (i.e. leaving people/ infantry behind in a mission, equipmentdoesn’t count) -13. Successful mission (you win!) +14. Unsuccessful mission (you lose) -15. Winning a revenge mission (i.e. you lost the last game played against this sameenemy company and managed to win this one and gain revenge) +26. Bribery/ pay bonus – by paying ALL crewmembers a bonus of 400cr each. +1This will not work if some crew do not get paid in this way.Gathering Valuable Salvage On The BattlefieldThe game largely revolves around the fact that yourcompany has to make a profit in order to secure itscontinued survival on the interstellar frontier. There aremany ways to achieve this which are dealt with in theindividual missions that are chosen before a game isplayed. You might find your company acting asmercenaries for a higher power or they may be hired forsome clandestine task, but most often your company willfind itself battling another company for the salvage rightsof valuable artifacts in exotic environments on the fringesof known space.25


Different missions are detailed later in the rules and each mission description contains special rules that will beapplicable in those situations. However in this section we will deal with the commonly employed rules concerningrecovering salvage.In games where the object is to obtain valuable salvage, salvage counters are used to represent the areas onthe board where the salvage is to be found. Alpha Forge Games ( ) is planning to produce specially madesalvage counters to represent this in the near future. But for the time being, you can have fun creating your ownusing various bits of scenery. Keep an eye out for kiddies toy vehicles at your local charity store. A rusty metalpaint-job can turn those garish colors into some lovely ‘grunge-tech’ scenery! (Paint it black and dry-brush it silver,then add a little rusty red in parts and Hey-Presto! Old industrial equipment.)A salvage counter should be mounted on a base of any shape between 2 – 5 inches across, and can consist ofjust about any piece of scenery, equipment or artifact you can scrounge from your spare part box (or anywhereelse). The basic idea is that it should represent a static artifact or a big pile of junk in which a valuable items sitburied, perhaps left behind at one of the many, now deserted, space colonies. Or maybe scattered across an areaafter a star freighter crashed. Maybe the left over remnants of a fierce battle or a previously undiscovered sitecontaining alien relics, use your imagination to give the scenario an interesting background that fits in with thegame!Your crew make a living scavenging such left over artifacts. It is up to your crew to recover them and get themback to your drop-zone, where you can airlift them out to sell them later for a profit.Additionally, the number of salvage counters, their individual values (in credits), and their positions on the boardwill vary. These are also outlined separately in each individual mission.Recovering Salvage From A Salvage CounterIn order for the valuable items in a salvage counter to be recovered, you must have at least two infantry modelsor the appropriate equipment in base-to-base contact with the salvage counter for one entire phase, with themodels doing nothing else but searching that salvage counter. However this does not guarantee that the salvagewill be found immediately. The more crew or equipment you have in contact with the salvage counter the betteryour chances of finding the valuables. Your chance of acquiring the valuable salvage in this fashion is determinedby a dice roll.Each phase that you spend one Strategy Point (SP) on a unit recovering salvage allows you to roll the dice torecover salvage. The dice rolled is two six-sided dice. You must roll equal to or under a number determined bya combination of the following factors (some or all of which may be in play at the time):o For each infantry model in base-to-base contact with the salvage counter: +1 to the number. Forinstance, if you have 3 infantry models in base-to-base contact with the salvage counter, for one entirephase and you spend one SP on that unit manhandling salvage, you need to roll a 3 or less on 2D6 inorder to recover the valuables.o If a demolition robot is in base-to-base contact with the salvage counter, and it is employing one ormore “grubby maulers” : +3 for each grubby mauler.o If the demolition robot has the upgrade ‘super charge’: +2.o If the leader of a unit in contact with the salvage counter successfully uses the skill ‘salvage hound’: +2.o Any of the crew searching are equipped with ‘salvage recovery gear’ +1 for each model.Different units may combine scores on the same salvage counter to increase the chances of recovering thesalvage.Example:-A player spends 1 SP on searching a salvage counter.A demolition robot (1 st unit) employing one grubby mauler (+3) and 2 infantry models (+2) in a 2 nd unit areworking together on the salvage counter for one phase. They will need to roll 5 or under on 2D6 to discover thevaluable salvage during that phase. In the next phase, more SPs may be spent in the same manner, ad infinitum,until the valuables in that salvage counter are recovered.‘Demobots’ armed with grubby maulers are useful in this role. Grubby maulers are only employed by demobots–they are basically huge and immensely powerful robotic hands designed for industrial labor. They are detailedmore closely later on in the description on demobots.26


Loading The Recovered Salvage Onto A VehicleOnce the salvage has been recovered it may immediately be loaded onto a ‘cargo vehicle’, as long as that vehiclehasn’t moved during that phase. It takes a minimum of two infantry models, each within base to base contact withthe salvage counter AND within 2” of the cargo vehicle, to load salvage onto the vehicle. It costs 1 SP to loadrecovered salvage from one salvage counter onto a cargo vehicle. The vehicle must remain stationary for theentire phase the salvage is loaded, so be careful where, and how you park it. The cargo vehicle may shoot itsweaponry while it is being loaded.Cargo vehicles are designated as such in their individual descriptions. Cargo vehicles have a limit on the amountof salvage they can accommodate – usually either one or two loads (one ‘load’ being the salvage recovered fromone salvage counter). Demobots can load up their own salvage, if they are equipped with two ‘grubby maulers’.Also, if salvage is recovered from a salvage counter but no cargo vehicle is within 2”, then the recovered salvagemay be ‘held over’ until a friendly cargo vehicle arrives within 2”. Place a token on or near the salvage counter torepresent the fact that it has been recovered, and make a note of its value. When the cargo vehicle arrives, themodels nearby cannot load the salvage until the next phase as the vehicle must remain stationary for one entirephase while this takes place. For example, the vehicle would arrive on the player’s 1st phase, sit stationary for a2nd phase while the salvage is loaded, and only in the player’s 3rd phase would it move away. If the vehiclemoves again in the 2nd phase then the salvage is not loaded.Transporting The Salvage To The Drop ZoneThe journey back to the drop zone can only start on the next phase after the salvage was loaded onto a cargovehicle. This is an ordinary movement that will require SPs to be spent in order to be performed. Once the cargovehicle reaches, and is entirely within, the drop zone the salvage may be unloaded immediately upon arrival,whereupon the cargo vehicle must stop and perform no other actions that phase. It costs no SPs to unload.We like to represent unloaded salvage in the drop zone with cargo crate scenery. This also allows units somecover if they should find themselves defending the drop zone.If the cargo vehicle is intercepted by the enemy while carrying salvage, the salvage on board may only becaptured by the enemy if the vehicle is destroyed, whereupon the vehicle becomes like another salvage counterand all the normal rules apply for recovering salvage from that model. Leave the model of the destroyed vehicleon the playing area to act as a salvage counter. The value of the counter is the same as the original cargo.If there is no cargo transport available to carry the salvage back to the drop zone, then you may use infantry toslowly carry/drag it across the playing area. You will need a minimum of 4 infantry models to move the recoveredsalvage from one salvage counter, but they will be severely encumbered and will only be able to move slowly. Allmodels in the unit that are in base to base, or partially within 1” of the salvage counter as it was recovered mayload up with salvage immediately. (No SP cost) Those models in the unit that were further away must spend thatunit’s next movement action standing where they are as they are loaded up with salvage by their comrades, inorder to count for the number of models involved. All the other models that were within 1” of the salvage countermay move during that action. The movement penalty depends on the number of infantry models you have workingon moving the salvage.Number of infantry models involvedMovement penalty4 to 5 - 3”6 to 10 - 2”above 10 - 1”Infantry involved in hauling salvage in this way may shoot their weapons, but cannot do so efficiently. They willsuffer a –2 penalty on weapons skill rolls. If the unit receives casualties as it is hauling salvage and has itsnumbers reduced below 4 it must leave the salvage where it is. Place a marker on the board to represent it, it nowbelongs to neither player. Treat it as newly recovered salvage for purposes of loading onto a cargo transport. Itmay be picked up by an appropriately equipped unit belonging to either player provided there are no unwoundedenemy infantry models within 3”.27


You may steal unloaded salvage from an enemy player’s drop zone in a similar way, if there are no enemymodels in the drop zone and you have infantry models there. Treat each pile of salvage as you would normallya ‘load’ of recovered salvage. Your infantry can haul it away, or they can load it onto a nearby cargo vehicle. Ifyou get it back to your drop zone, add it to your pile!Chapter 2 – Managing your companySalvage CrewYour salvage company will largely consist of hard-bitten recruits that you have employed to gather salvage andperform other tasks that will help your company be successful. These recruits are experienced fighters andsurvivors who are often found in the seedier and more disreputable places around the fringes of known space.Each one of your crew members is an individual character with their own skills, weapons and armor. However,they will not join your cause for nothing and will expect you to pay them well for their services every time you sendthem on a mission. They will also expect you to buy the best equipment you can to help them achieve success foryour salvage company. This will all come out of your pocket – your meager resources that you have acquiredthrough years of adventuring on the Outer Rim. Spend it wisely and you will be successful, squander it at yourperil!The skills that a recruit possesses will define the role that they play within your company, whether it be a pilot,technician, or just plain old grunt. Skill levels will increase naturally from battlefield experience (this is detailedlater) except for MEKK crew members, who require upgrades to be purchased.Not all of your crew members will be biological life forms (BIOs). Some of them may be wardroids or other semisentientprogrammed machines (known as MEKKs). MEKKs work in the same way as biological recruits, but havea different method of improving their skill set called UPGRADES that effect things like weapon skill, speed ofmovement across the board and other abilities. As with bio skills, they are ranked between 2 and 10, but anyincrease in upgrade level must be purchased in the form of combat software upgrades, which cost money and arenot learned by battlefield experience, as is the case with BIOs.The full descriptive list of skills and upgrades (for both BIOs and MEKKs) and their related costs are detailed laterin the ‘Skills and Upgrades’ section starting on Page 30.Each crew member’s abilities are summed up by the following statistics:1. Name2. Skills All crew member’s skills are rated between 2 and 10. In order to successfully employ a skill, thecrew member has to roll equal to or under their skill level on two six-sided dice (2D6). A roll of 11 or 12 isalways a failure.3. Weapon skill Works exactly the same as all other skills and can be in a variety of weapons categories,such as small arms weapons and heavy weapons. Weapons skill with one category of weapon is nottransferable to another category.28


4. Movement This is the number of inches across the playing area that may be moved by that modelwhenever it moves. It makes sense to group models with the same or similar movement rate together inunits to make your force move more efficiently.5. Armor Usually classed as either light (3), medium (5) or heavy (7). The armor score (in brackets) isadded to the crew member’s resilience score (#6 below) when they are taking damage from an attack.6. Resilience A measure of how well the recruit is able to withstand combat damage. For most humans,this value will be 3. When damage is sustained, the resilience score is added to the armor score (alongwith modifiers for cover etc. ) to obtain the Defense Score (DEF). This is then compared to the damageroll being suffered.The role of armor and resilience is more fully detailed later in the chapter on shooting.(Adding armor, resilience and any appropriate modifiers together gives the Defense Score.)Each recruit in your company will be a different character based upon their skills, armor and weaponry, so it’s agood idea to paint your miniatures in easily recognizable color schemes that will help you to differentiate individualfigures within each group.With this in mind, the highly detailed range of ‘<strong>Star</strong> <strong>Mogul</strong>: Ruins Of An Empire’ miniatures by <strong>Mega</strong> <strong>Miniatures</strong>are designed with separate, interchangeable heads, helmets and other body parts in order to enhance theindividuality of figurines in your crew.Setting Up And Equipping Your Salvage CompanyAfter investing the spoils of years of adventuring, into your new business, you will be the proud owner of ascavenger-class salvage starship, and a bank account with a grand total of 30,000 credits. From this meagerbeginning you must forge a new destiny for yourself and your company among the stars!The first thing you need to know is how, and on what, to spend your money in order to create a salvage crew todo the work that is going to make you very wealthy and enable you to retire in the manner in which you would liketo become accustomed.To find your crew you will need to visit every dark and seedy dive joint you’ve ever frequented in the outer rim inorder to find a few spacers crazy or desperate enough to accept the wages you are offering. If you are hoping toemploy any MEKK crew, you will have to visit the ‘metal muscle’ markets where a large array of ex-industrial/military robots may be found for sale. These rusted, clapped out and often pitiful looking robots can be purchasedand repaired. Once they are equipped with weaponry they can be sent into battle.When you first employ a new salvage crew member, you have the choice of whether they will be classed as eitheraverage, experienced or veteran. MEKK crew members are treated a little differently than BIO crewmembers asthey have a different set of skills called ‘upgrades’. MEKK recruits cannot be used as unit leaders unless theentire unit is composed of MEKKs, as they do not have civil rights and are not recognized as citizens on the OuterRim. No self-respecting citizen would allow a pile of nuts and bolts to order them around!When organizing your crew-members into infantry units you cannot create an infantry unit with less than 4members. Vehicle units can have any number of vehicles in a unit.29


Employing New Crew MembersWhen a BIO or MEKK crew member is first employed (this will takeplace in between games in readiness for your next game) they willhave either 7 (average), 12 (experienced) or 16 (Veteran)skill/upgrade points to distribute as you see fit amongst the skills/upgrades detailed in the lists below. Additionally, there are a fewbasic skills which are known a little by ALL crew members to startwith, for instance ‘Hand to Hand combat’. The level of skill that allcrew start with in these skills is entirely free, and is marked inbrackets after the skill title as ‘Free Points’. The first point youspend on a crew members new skill/ upgrade will raise that skillto 2 points initially (2 being the least you can roll on a skill check of 2D6).When you wish to employ a new salvage crew member, you must spend the following, depending on theexperience level of the crew member you have decided to employ:Average (7 skill points) Experienced (12 skill points) Veteran (16 skill points)BIO crew member 600 cr 900 cr 1200 crMEKK crewmember 1000 cr 1400 cr 1800 crSkill/ Upgrade Points Available After Recruitment1. average: skill/upgrade points: 72. experienced: skill/upgrade points: 123. veteran: skill/upgrade points: 16Once you have spent the money on your crew members, you can then assign their points as you wish amongstthe skills/upgrades in the skill/upgrades lists appearing below.After skill /upgrade points have been assigned, money must now be spent on equipping crew members withweaponry and armour according to the costs in credits listed along side each entry in the equipment table, whichappears below, after the ‘skills and upgrades lists’. Bio crew, and MEKK crew have different equipment available,so they have different lists.All these expenses are added together to build an effective salvage crew that you will then field on the tableagainst your opponents. Just make sure that you leave yourself enough money to cover your deploymentexpenses for your first game – and maybe even enough for a rainy day – in case you experience a bad patch.Deployment expenses are covered in the section on ‘game missions’. They represent your crew wages anequipment maintenance costs.Statistics And Equipment Of New RecruitsWhen first recruited, all humanoid bio crew usually have the following stats:Resilience: 3Armour: 3 (light)Movement: 5”Weapon: General small arms. (Shotgun, pistol or similar)When first recruited, all MEKK crew usually have the following stats:Resilience: 5Armour: 4 (they nearly always come from their last job with metal chassis armour.)Movement: 5”Weapon: General small arms. (Shotgun, pistol or similar)30


Other races and beings may have different scores when first recruited, or even different skill options. These willbe detailed in further rules expansions. For instance, the alien race known as the ‘Hydrissians’, whose culturegrants them a different set of statistics and skills, as well as other interesting quirks.Skills And UpgradesWhen you decide to invest money in hiring new crew members, you have the opportunity to give them skills andabilities that are relevant to the way you run your salvage company. This also applies to MEKK crew memberswho have upgrades instead of skills to represent their different talents and abilities on the battlefield.SKILLS are specific to BIO crew, and UPGRADES are specific to MEKK crew, the two types are notinterchangeable. The full, current list of skills and upgrades and their relevant descriptions appears below. Newskills will be added in later rules expansions, or may be added by you. If you add your own skill types, check withyour opponents before a game to see if they are OK about you using your new skill type.All skills and upgrades are rated between 2 and 10. A skill test, to employ that skill in the relevant situation,requires that you roll equal to or under the skill score on 2D6.A result of 11 or 12 is always a failure, a double 1 is always a success. Skills are only employed on YOURturn, unless you are lucky enough to get some free SPs on the opponents FOW phase.After each game, a Bio crewmember may learn from his/her experiences. You may add 1 skill point to any skill(from the skill list) you like for that crew member after the game. MEKK crewmembers can only increase the levelof their upgrades by purchasing new software. You may invest 1 point on a MEKK upgrade, from the ‘upgrade list’for the cost of 300 credits.Any crew member may start an entirely new skill/upgrade between games by investing a point into it. A new skill/upgrade will always start at 2 points instead of 1, as 2 is the lowest number you can roll on a 2D6 skill/upgradecheck.BIO Crew Skill List1. Small arms The crew member may employ any weapon falling under the small arms category. In orderto shoot and successfully hit a target, 2D6 are rolled and if the score is equal to or under the crewmember’s skill, the shot has hit the target.2. Heavy weapons The crew member may employ any weapon falling under the heavy weapons category.3. Heavy artillery The crew member may employ any weapon falling under the heavy artillery category.Many of these weapons are mounted on vehicles, hence the crew member must also usually be in thevehicle to employ this skill. Drivers and pilots will find this skill useful.4. Driving vehicles This skill enables the crew member to drive any ground-based vehicle. No skill test isneeded to see if they successfully drive – the skill is automatic. However the player may opt to roll adriver’s skill test once per phase, immediately before the vehicle is moved and benefit from a displayof driving expertise which will astound onlookers and allow a bonus to the vehicle’s movement rate forthat phase. This skill must be employed along with an ordinary movement. Each different vehicle type willallow a different movement bonus when this skill is employed. This bonus appears under the vehicle’sdescription as “throttle”. If the skill test is failed, there are no ill side effects, although if a double 6 is rolledthen the engine pops a gasket, breaks the drive shaft or something, which will immobilize the vehicle.See the ‘immobilized’ result on the ‘INTERNAL DAMAGE TABLE’ on page 17. There may be other timesduring the game when a driving skill test is required, but these will be mentioned in the appropriatesection.5. Pilot This skill enables a crew member to pilot any flying vehicle. There is no test required to do so. The‘throttle’ rule mentioned above also applies in the same way to the pilot’s skill while in control of flyingvehicles. There may be other times during the game when a pilot test is required, but these will bementioned in the appropriate section.6. Hand-to-hand combat (Free Points 3) The level of this skill dictates how dangerous the crew memberis when fighting hand-to-hand. This skill is used as described earlier in the section on hand-to-handcombat.7. Medic The crew member has the ability to act as a battlefield medic and tend the needs of the wounded.If this model reaches base to base contact with a wounded BIO model during your turn (phase 1 or phase31


2 only, not the FOW phase) and also makes a successful skill test then the wounded BIO model recoversand may continue functioning as if it is no longer wounded. A medic need not spend an SP moving towardany infantry model that requires medical attention as long as the wounded model is within the medic’s unitleader’s exclusion zone. Otherwise the player will have to spend 1 SP so the medic can reach the injuredmodel. The distance that can be traveled is restricted by the medics movement score. The medic mayalso use the skill upon him/her self. A wounded model recovered in this way (and possibly theaccompanying medic too) only to find that it is outside of the unit leaders’ ‘exclusion zone’ will be treatedas a ‘straggler’ model (See page 11). Models cannot shoot on the phase they are ‘patched up’ after beingwounded.8. Battle suit use In order for a crew member to use a battle suit, they must have this skill at any skill level.Each type of battle suit will also have extra abilities that may be used by making a battle suit-use skillcheck. For instance, the HADES battle suit ‘stim-chem’ system enables the user to add +1 to theirresilience score when suffering any kind of damage if the user can make a successful skill check. Otherbattle suit types are available and will be detailed in later additions to these basic rules.9. EVA This skill can only be used in conjunction with power armour use. It is required at any skill level forpower armour troops to perform extra vehicular activity out in space while wearing their power armour,usually during spaceship boarding actions which occur in specific missions.10. Hard-as-nails Having this skill means that the model is extremely tough and difficult to kill. A successfulhard-as-nails roll will add +1 to resilience when that model is taking any kind of damage. Additionally if adouble number is rolled on the 2D6 skill check, the model may add +2 instead. This double number muststill be equal to or less than the model’s hard-as-nails skill level. The skill test may be made during meleecombat too, to add the same bonuses to the model’s combat roll instead.11. Technician This skill works in exactly the same way as the medic skill, but it is only useable onwardroids or androids. It is not useable on BIOs that are not described as androids.12. Engineer A model with this skill has the ability to repair vehicles if they are immobilized or repair vehicleweaponry if the ‘weaponry shut down’ result occurs on the ‘internal vehicle damage table’. The modelmust remain in contact with the vehicle throughout one entire phase on that player’s turn in order to rollthe dice and see if the repairs can be made. The skill check cannot be made during the FOW phase orthe melee phase, nor can it be made on the phase the damage occurred. To make effective repairs theengineer must roll equal to or under his skill roll. The driver of the vehicle may have engineering skill, andmay employ it on his vehicle without disembarking from it, helped by damage control systems, but willsuffer a –3 modifier to his/her skill level. If the damage is not too bad, then the driver may be able toovercome the problem by (for example) thrashing the engine for the rest of the game, ‘working’ the clutchmechanism or maneuvering carefully in order to avoid exacerbating the problem further.Flying vehicles that have become ‘difficult to manage’ due to an ‘immobilized vehicle result’ may be fixedin the same way by the pilot, but the –3 penalty still applies. Obviously, the pilot cannot disembark from aflying vehicle!13. Salvage Hound Given to an infantry unit leader only. They have an uncanny sense for knowing whereon a battlefield valuable salvage might be found. If this model is searching for salvage, and can make a‘salvage hound’ skill check add 2 to the number required for the salvage recovery dice roll.14. Military Discipline Given to an infantry unit leader. He/she has served in the colonial defense forces andmay pass some of that training onto the other members of their unit. Deduct –3 from loyalty check dicerolls (or add +3 to bravery test dice rolls) for that unit only, if the leader can make a Military Discipline testfirst.15. Grenade throwing (Free points 4) Enables the model to throw grenades accurately. It works just likeshooting a gun. If the skill check is passed, the grenade lands where the thrower intends. If not, thenignore the grenade entirely. However, if the model rolls a double 6, he/she drops the grenade at their feet,which promptly explodes, delivering damage to the model and those around according to the grenadetype.16. Nimble Given to any infantry model. If hit by a missile or bullet, roll the skill check and if a double numbercomes up (that is below or equal to the models skill level), then that model has ‘dodged the bullet’ so tospeak. It may also be used in melee combat to dodge a wounding or incapacitation if the model loses around of melee. Cannot be used if the model wears heavy armour (e.g.: a battle suit).17. Sniper Required to use the sniper rifle. Use like a normal weapons skill. If a double number is rolled thatis equal to or under your skill score then the damage is 4D6 instead of 2D6. (See equipment section forfurther details).32


MEKK Crew Upgrades ListUpgrades with (d) next to them are the only upgrades available to demolition ‘bots.1. Small arms The crew member may employ any weapon falling under the small arms category. In orderto shoot and successfully hit a target, 2D6 are rolled and if the score is equal to or under the crewmember’s skill, the shot has hit the target.2. Heavy weapons (d) The crew member may employ any weapon falling under the heavy weaponscategory.3. Heavy artillery (d) The crew member may employ any weapon falling under the heavy artillerycategory. Many of these weapons are mounted on vehicles, hence the crew member must also usuallybe in the vehicle to employ this skill. Drivers and pilots will find this skill useful.4. Hand-to-hand combat (Free Points 3) The level of this skill dictates how dangerous the crew memberis when fighting hand-to-hand. This skill is used as described earlier in the section on hand-to-handcombat.5. Medic The crew member has the ability to act as a battlefield medic and tend theneeds of the wounded. If this model remains in base to base contact with awounded BIO model for one entire phase and also makes a successful skill testthen the wounded BIO model recovers and may continue functioning as if it is nolonger wounded. The skill cannot be used on the MEKK medic using it. For furtherdetails, refer to the ‘medic’ entry in the BIO skills list above.6. Technician This skill works in exactly the same way as the medic skill, but it onlyworks on wardroids and androids. It is not applicable to BIOs that are not describedas androids. MEKKs cannot use this skill on themselves. Androids (which are classed as BIOs and willbe covered in a forthcoming rules-set expansion) can use the skill on themselves instead of the medicskill if they wish.7. Engineer The engineer upgrade works exactly the same way for MEKK crewmembers as the engineerskill does for bio crewmembers.8. Super Charge (d) May have one of two effects: either add +2 to the salvage recovery roll for a demobot(only applies to demobots), OR may add +3 inches to movement (applicable to both demobots and othermekks), cumulative with movement bonus from being equipped with ‘tracks’.9. Damage Control nanobots (d) This skill works as a ‘self heal’ for the user. The nanobot implantmanages physical damage on the MEKK employing this upgrade. If the MEKK is ‘damaged’ in the battle,it may self repair on the next phase if it can roll the nanobot upgrade check on 2D6. This upgrade worksin the same way as the ‘engineer’ skill for a demobot, or the ‘technician’ skill for any other MEKK.10. Self preservation override(d) Allows a second loyalty/bravery test for any MEKK that fails its initialloyalty/bravery test. Even if the model finds itself alone after the rest of its unit flees. (If this occurs treatthe model(s) that succeeded the loyalty test as a separate unit from then on. Nominate one of themodels as the new unit leader).The Company Boss and Company ShareholdersYour company boss represents you. A determined and tough individual, versed in the harsh ways of survival onthe Outer Rim, and veteran of many escapades and close scrapes. Having worked in the salvage industry longenough to learn the ropes and also having attracted a cadre of close and reliable friends over the years, it is nowtime for your boss to lend truth to the old adage known throughout the frontiers – ‘The salvage industry attractsold space dogs like a black hole’.Your company boss is not alone in running your salvage company. He/she may have up to two close comrades inarms, both ‘veterans’, that are also shareholders in the company. These two people are known as the‘shareholders’ and they will fill the shoes of the company boss if he/she should die upon the field. If this shouldhappen and any of the two shareholder ‘slots’ are left unfilled, then new shareholders may be drafted from therank and file crew members of the company.Bosses and shareholders cost nothing to recruit and cost nothing to deploy on the field. Their wages areconsidered to be written in to all other deployment costs and salvage counter values arising during the game andare thus ignored. The company boss and the shareholders may, or may not, be deployed on the field during agame, it is your choice. If they are deployed they must each act as either the leader for an infantry unit, or anycrew member for any vehicle (provided they have the required skills to fill the role).33


If the boss is deployed on the field, then your company will gain a company loyalty bonus of +1 forthat game only. The boss and shareholders must lead any units they accompany.MEKKs cannot be the company boss or shareholders as they are not currently recognized as true citizens ofsociety on the Outer Rim and have no civil rights. Most of them do however appreciate the significance of earningan honest credit. They can often be seen throughout the Outer Rim paying for goods and services despitewidespread discrimination against them.When your company is first formed your boss will have the same basic skills and equipment available as anyother new recruit. However, your boss will start with 18 skill points to spend. These points may be spent onskills from the BIO skill list OR may be spent on the ‘Boss skill list’ which is only available exclusively to thecompany boss. Even other shareholders may not use these skills unless they are promoted to company boss bythe unfortunate demise of the last boss. There can only be one company boss at any time. In all other respectsthe shareholders are just like normal crewmembers. A shareholder promoted to company boss does not get 18skill points to spend, he/she must rely on the skills that they have garnered previously.The Boss skill list appears below, along with full descriptions. Boss skills do not require the boss to be present onthe field unless the skill description indicates so.Boss Skill List1) Salvage Appraisal Roll this skill check before the game starts. Roll individually for each salvage counterpresent on the field. Success enables you to look at the value of that individual salvage counter.2) Bargaining Roll this skill check at the end of the game for every salvage counter you manage to recover.Enables you to increase its value by 10% due to your slick and tenacious bargaining powers.3) Old army buddies Create profiles for 5 human crew members. Each one with 14 skill points to spend andeach equipped with 1800 credits worth of equipment from the equipment list. You may add to this amountfrom your own funds if you wish when drawing up the list. Before a game you can make a skill check to see ifone of your army buddies shows up to help you out and relive ‘the old days’. If you roll a double number thatis equal to or below your skill level you can add another one of your army buddies to the ranks. If you roll adouble 1, then they will all show up for a grand re-union! Your buddies may join infantry units, or lead them asyou see fit. You may also use them as vehicle crew provided they have the required skills. Once all your armybuddies are dead this skill will be defunct. It’s a good help though if you only have a small company. Armybuddies cost nothing to deploy.4) Reckless Your boss may only be kept off the field for a game by rolling this skill check and failing. If the bossis present on the field then the normal bonus to company loyalty does not apply due to your crew’s fear ofwhat suicidal enterprise the boss might be sending them on. However, the unit that the boss leads will gain a+4 bonus to loyalty due to his/her ability to spur nearby comrades on into dangerous situations.5) Strike Force Any unit that the boss is leading/attached to may act as a ‘strike force’. Roll at the start of theopponents turn. Success means that once during your opponents’ turn, that unit may have 1 Sp spent on it.This may occur at any time during the opponents phase 1, phase 2 or in between actions taking place as aresult of the fog of war table. (Though you have to give your opponent a chance to finish their current action).6) Able Commander You may subtract 1 from the ‘Fog of War’ table dice roll result on your turn if you canmake this skill check immediately before the FOW roll is made. Your boss’ battlefield wisdom and experiencehelps to push things in your favor. Also, if you roll a double number, which is equal to or less than your boss’skill, you may subtract 2 points instead.7) Military Service Your boss has the benefit of years of military discipline after serving in the Frontier UnionDefense Force, and has passed some of this training onto your crew. If any of your units fails a companyloyalty test/bravery test, then you can roll a skill check to see if you can add +2 to your loyalty score for thattest. The new, modified result now applies.8) Fame Your exploits make great entertainment for the masses back on earth and the rest of the homesystems. If you roll your skill check at the start of a game, you can attract a crew of media reporters to make aholo-program of your latest dangerous adventure. The boss must be used on the field for this game. At theend of every game involving media reporting you will gain +1 to your company loyalty score, as well as a1D4x500 credit bonus from the media company for providing them with a great story.34


VicesYour company boss, being a grizzled veteran, may have picked up bad habits along the twisted and rocky path tosuccess. The ‘vices’ skill list is like a ‘negative’ skill list. For every 1 skill point invested in a vice for your companyboss you may add 1 skill point to another skill of your choice. (The first point spent on a vice will make that viceskill level 2. This is because this is the minimum number you can roll on 2D6 when making a skill check.)You may make this trade-off at any point in between games, but remember, vices do not go away, and they cancause trouble. Vices are usually a compulsory skill test before every game.1) Drunkard – Your boss has a bad habit of committing ill advised errors of judgement due to his/her habitof imbibing large volumes of potent alcoholic beverages. Roll a skill check before every game. Ifsuccessful you must roll a 1D6 and consult the table below to see what effect this has:Drunkard table – roll 1D61 - 2: Reduce company loyalty score by 1 point for the entire game due to the offensive nature ofrecent behaviour in the eyes of your crew.3: Reduce the value of any salvage you acquire during this game by 5% due to the patheticbargaining attempts of the boss.4 – 5: Too drunk to take a part in the mission. Though other boss skills that do not require apresence on the field may be used at a –3 modifier to the skill level.6: Temperance prevails! Maybe the boss is turning over a new leaf?! Until next time……..2) Womanizer/Man-eater Before the start of each game make a skill check. If successful then the boss hassuccumbed to their womanizing/man-eating tendencies and has attempted to seduce 1D3 crew members.The crew members may be any sex. Unfortunately for the boss the rather combustible series ofrelationships only serves to offend the crew members involved. At the start of each game, before the eyesof your opponent, remove 1D3 crew members of your choice permanently from your roster.3) Manic depressive Roll a skill check before the start of the game. Iif successful, then the boss is far toodepressed to make any sort of appearance, including using any other boss skills. The boss may take nopart in this mission at all. Ho hum….4) Wastrel Your boss has a licentious and extravagant lifestyle away from the battlefield. This adds a levelof secret admiration at times from the crew members, but this grand lifestyle has its consequences. Rollthe skill check before every game. If successful then add +1 to company loyalty for that game only, butany financial rewards gained from that mission suffer a drop in value of 40% as the profits are wasted ongambling, whores and wildly extravagant gestures.Placing a bounty on the head of a company bossAny company boss can elect to place a bounty on the head of another company boss. All you have to do is paythe bounty money immediately from your finances to the Frontier Union Law Enforcement Division who will thenoffer the sum for any bounty hunters to claim. The amount of the bounty is then marked upon the target boss’company roster. The bounty may be increased by other company bosses. If that company boss dies at the handsof another company during a game, the boss of that company may claim the bounty.35


Equipment For Your Salvage CompanyThese costs are to be spent one time only for each model being recruited. A model may not normally be equippedwith more than one weapon (including melee weapons) unless the extra weapon is either ‘grenades’ or ‘generalsmall arms’.For example – you could equip a crew member with two ‘general small arms’ weapons (though the modelcould only fire one at a time!). Or you could equip a model with a wrecking ball and a ‘general small armsweapon’. You could also equip a model with a heavy weapon and grenades ( again, only one weapon couldbe used at a time.)Infantry equipment: (not available to MEKK crew unless the entry appears also in ‘wardroid equipment list’below)HADES battle suit: armour value = 7, cost of 1200 credits (cr)Medium infantry armour: armour value = 5, cost of 300 crLight infantry armour: armour value = 3, cost of no cr (free!)Salvage tools: cost of 200 crBio Mechanical upgrade: +1 to RES score - 600 cr. Once only.Infantry weapons – available to Bio and MEKK crew unless specifically stated.:Grenades, for one crew member: 350cr (one time only cost – per grenade variant).General small arm: freeAvenger 19 assault rifle: 200crArclight blaster: 300crFlechette rifle: 300crMinigun: 800cr22mm Light infantry cannon: 850cr75mm pump action heavy infantry cannon: 1500crHEPAC cannon: 2200crMissile launcher (launches either ‘Gnasher’, ‘Bonesaw’ or ‘Shocker’ missiles): 1100crCluster bomb: 790crDemolition lance and protective shield (melee weapon): 2500crWrecking ball (melee weapon): 300crSniper rifle: 600cr – ‘special class’ see description below.Vehicle only weapons:NOVA bombard: 3500crAnti matter cascade howitzer: 4000crTachyon Rifle: 5000cr.Wardroid equipment:Tracks add +3 to wardroid movement (vroom…!): 500crCyber knuckles – (melee weapon) +2 to combat rating in melee, 1D10 damage to vehicles: 1000crReinforced body – add +2 to armour value: 1,100crTwin small arms weapons – enables the model to wield, and shoot at the same time, two ‘general smallarms’ weapons. Cost includes 2 nd weapon: 400cr. (Other weapons in the ‘small arms ‘category may not beequipped with this.)Salvage tools: 200cr per crew member equippedVehicles and heavy equipment – (d) = demolition bot equipment:Salvage dog, ‘Arachnid’ gun platform and ‘Phoenix’ flying vehicle – see below in ‘Vehicles and HeavyEquipment’ for info.Demolition ‘bot (d)– see below for statistics: 5,500crDemolition ‘bot Heavy weaponry (d): 3,500cr for Nova Bombard, 5000cr for Tachyon Rifle36


Equipment – Special DescriptionsEquipment can be swapped between crewmembers in between missions as long as the crew member receivingthe equipment can use it.HADES battle suit ‘Humanoid Augmentation Dangerous Environment Suit’. Power assisted and heavilyarmoured with reinforced plasteel. Has an armour value of 7. Used by human salvage crew to operate in verydangerous environments, and also as an EVA (extra vehicular activity) suit during ship to ship boarding actions inthe vacuum of space. The HADES suit contains a ‘stim-chem’ system that can be employed by the suit user whenexperiencing personal harm. If the user can make a ‘Battle Suit’ skill check during any phase in the game, thenthe chemical stimulation system will boost the operators RES score by 1 point. This may be done only once perphase. It is often enough to help the suit user bear the brunt of massive damage inflicted and keep operating thesuit during the vital moments that may save the users life.Medium armour Usually a military issue BIFFA suit (‘Body Integral Fire-Fight Armour’). Other types exist as well.Often worn by ex-military crew. Gives armour value of 5.Salvage Tools A crew member may be equipped with salvage tools to make them more effective whenextracting salvage from a salvage counter. Salvage tools can be anything like metal cutting torches, powerchainsaws, steel grinders, bolt cutters, winches and ropes/chains or even just a crow bar. Salvage tools allow +1to the ‘salvage recovery roll’ for each model in base to base contact with the salvage counter. A crew memberequipped with salvage tools may only be armed with ‘general small arms’.Grenades There are two types of grenades available to humans – Frag and EMP. Grenades are the onlyweapon that may be equipped alongside another weapon. The cost to equip a crewmember with grenades of aparticular type is 350cr. This cost is paid once only, when the crewmember is first employed (a crate of grenadesgoes a long way!). A crewmember may be equipped with more than one type of grenade, as long as the cost ispaid to equip that model. The ‘grenade throwing’ skill is not available to MEKK crew, so they cannot be equippedwith grenades.Bio-mechanical upgrade Given to a Bio crewmember only. Replaces primary muscle groups with cyberneticmatrix. Increases strength and physical resilience. Gives +1 to RES score and it is a permanent physicalalteration so it cannot be swapped between crewmembers. Cannot be purchased more than once per model.Demolition Lance and protective shield A long spear used by FDF elite units to bestow fearsome meleecapability to a soldier wearing a battle suit. The lance tip is charged with searing plasma that explodes upondischarge. The combat shield is usually equipped with the lance to provide the soldier protection while advancinginto melee contact. The demolition lance adds a +2 combat rating in melee. The combat shield also adds +1 tothe model’s armour score (and hence another +1 to combat rating). This equipment can only be used by acrewmember wearing a battle suit or a MEKK crew member. The demolition lance will do 2D6 to vehicles.Wrecking ball Yeah! A giant steel ball on the end for a chain! For wrecking stuff! Wielded with two hands andonly useable by crew wearing a battle suit, or MEKK. Does 2D8 damage to vehicles and adds +2 to combatrating. Does not incur deployment/maintenance costs as its just a big metal ball. (Well, maybe a can of metalpolish and a rag or something if your crewmember likes that sort of thing!).Sniper Rifle The sniper rifle. Standard issue with laser sighting. Though it is listed as ‘small arms’ in theweapons list, this weapon is in a class of its own. To use it a model must have the ‘sniper’ skill instead of ‘smallarms’ skill. To hit the target, the user must roll their sniper skill check (with appropriate modifiers for range). Ifsuccessful, then the rifle will do 2D6 damage. However, if a double number is rolled on the skill check that isequal to or under the users skill level, then the rifle does 4D6 damage to the target. It is useless against vehicles.NOVA bombard Nuclear Ordnance. Artillery incorporating a nuclear explosive device. Delivers shockwave andintense heat over a small area 1” radius from impact point. Takes a while to load, so can only be used once perphase.Anti-Matter cascade Howitzer Sets up a destructive antimatter particle wave. This reacts with positive matter(baryons) with destructive force. A much larger version has been developed for the growing FDF space fleet dueto the fact it will eliminate force fields.Tachyon Rifle Uses the same technology as the ‘Tachyon drive’ which most human starships currently use aspropulsion devices. Tachyon particles are ‘faster than light’ particles. Directed in a beam, they can createinstability in normal matter very quickly, causing explosive bursts. The tachyon rifle does not distinguish betweendifferent types of matter as it effects them. Flesh or plasteel are all effected the same. Also being developed bythe FDF for use as starship weaponry.Cyber knuckles Originally invented for the MEKK gladiators in the fighting pits of Geryon 4, the technology hasbecome widespread wherever MEKKs are used in close combat. The FDF now has a heavier version equipped to37


its cohort of elite assault MEKKs. The X12 cult of androids also makes regular use of them. They are powered todeliver a hydraulic trigger blow at the point of impact, as well as a high voltage/amperage jolt. Cyber knucklesmay be equipped alongside one ‘general small arms’ weapon. A MEKK may also equip cyber knuckles with aheavy weapon as an extra weapon! Bios may not do this as they cannot replace limbs with weapons/equipment.Cyber knuckles add +2 to combat rating in melee combat (hand to hand) and also do 1D10 damage whenassaulting vehicles.Vehicles And Heavy Equipment Available On The Outer RimAll equipment and vehicles may be ‘retro fitted’, which means that if you purchase a weapon or upgrade, you donot have to use it in a game. If you do this then you must fall back on the basic ‘free’ weapons etc. that the vehiclecomes with when purchased without any upgrades.Equipment can be sold again in between games for half its original price.Vehicle deployment costs include the wages of any vehicle crew included. When you buy a vehicle you will alsoneed to pay some crew to operate it. Vehicles and heavy equipment are always repaired fully in between games.Demolition ‘BotMilitary class, cargo/recovery vehicle. Cost: 5500cr.Armour values (front, side, rear & top): 8Superstructure: 7Deployment cost: 400cr (+150cr for each heavy artillery)Crew: noneMovement: 6”Throttle: noneCombat Rating: 14 (+2 for armour upgrade. +3 for each grubby mauler)Turning score: Unlimited, treat in same way as infantry.Demobots count as a ‘cargo vehicle’ only if they are equipped with two ‘grubby maulers’.Special notes:1) Add +2 to all armour values if armour upgrade installed. (cost: 1000cr)2) Grubby Maulers – the demo droid does not need the ‘hand to hand combat’ skill in order to fight in melee. Ithas a normal combat rating of 14. Add +2 if it is equipped with ‘extra armour’ and +3 for each ‘grubby mauler.’Each grubby mauler counts as a weapon. If one of them suffers a ‘weapons shut down’ result on the internaldamage table, then it cannot be used for recovering salvage anymore.3) May mount heavy artillery – see below.4) It cannot ‘ram’ another vehicle, it attacks in melee as per infantry instead.5) Ignore any references to a ‘driver’ on the vehicle damage tables.6) Counts as 4 models in hand to hand combat.7) Is classed as a MEKK, so benefits from MEKK recovery rolls.8) Treat as a civilian class vehicle for EMP attacks.9) Makes loyalty and bravery tests as a normal MEKK would do.The demobot is a gigantic robot that comes equipped with huge powerful hands, called grubby maulers, whichare very useful for searching through salvage piles as detailed earlier in the section on ‘recovering salvage from asalvage counter’. If the grubby mauler is used as a weapon against vehicle armour, then it will deal 4D6 damageto whatever it strikes if both grubby maulers are equipped. If only one grubby mauler is equipped, then damagewill be 3D6. Grubby maulers also add +3 to the combat rating for each grubby mauler when used against infantryin hand to hand combat. Treat the demobot as an infantry model in a melee situation. If the demobot loses acombat, for every point the winner beats the demobot’s combat rating score by, roll once on the ‘vehicledamage table’.38


When demobots are first purchased, their upgrades are treated in the same way as wardroids, i.e. 10 points tospend initially. There are, however, certain upgrades that a demolition bot cannot obtain due to its enormous size.For instance the ‘technician upgrade’ or ‘tracks’. The upgrades available to demobots are annotated with a small(d) in the upgrade description.Demobots may also replace one, or both grubby maulers with heavy artillery for the following costs.Nova Bombard: +3,500 cr per weapon.Tachyon Rifle: +5,000 cr per weapon.The ‘very difficult to obtain’ rule does not apply to these weapons.This does mean though that the replaced grubby mauler cannot be used for recovering salvage. A Demobot maycomfortably search for salvage (or load it onto a cargo vehicle) with only one grubby mauler, and blast away atthe enemy with one heavy weapon fitted to the other limb, provided one SP is spent on either activity. If the demobot has no grubby maulers equipped then it cannot recover salvage. If it is equipped with none or only one grubbymauler, it is not classed as a cargo vehicle. A demobot needs both grubby maulers equipped in order to carryrecovered salvage back to the drop zone on its own. Demobot weapons have a firing arc of 360 o .Salvage DogCivilian class cargo/ recovery vehicle. Transport. Cost: 4000cr.Armour values: Front: 9; side, rear & top: 8Movement: 6”Superstructure: 6Deployment cost: 250crCrew: 2 (1 driver, 1 gunner)Cargo capacity: 1Passenger capacity:4Throttle: 3”Turning score: 1Not designed for use by MEKK crewmembers.May only be crewed by BIO crewmembers.The salvage dog is used widely by salvage companies as a cargo vehicle for recovered salvage. It is easy to load,as well as small and robust enough to take enemy small arms fire. However it must be protected from enemyheavy weaponry as it will fold like a tin can if hit by anything larger than an arclight blaster. The salvage dog cantake many forms, and are often converted from other civilian class haulage vehicles. They can be equipped withweapons, but are restricted to small arms fixtures as they are not designed for offensive roles. With this in mind, asalvage dog can be equipped with a light machine gun (counts as ‘general small arms’, doing 1D8+2 damage)for 200 cr, or an arclight blaster for 400cr.These weapons are mounted on a rotating pivot mounting with a firing arc of ‘front 180 o ’. Salvage Dogs usuallyhave a crew of two: the driver, and a crewmember manning the machine gun while salvage is loaded. Spaceinside the salvage dog is usually very cramped.39


PhoenixCivilian class flying vehicle. Cost: 2500crArmour values: Front, side, rear & top: 6Movement: 15”Throttle: 3”Superstructure: 5Maneuvers per SP: 3Deployment cost: 250 cr (includes equipped heavy weapon)Crew: 1 (1 driver)Cargo capacity: 0Passenger capacity:0Primary weapon: May be armed with one of any heavy weapon in the heavy weapons list for the listedequipment cost. Weapon firing arc – Front 180 o .Not designed for use by MEKK crewmembers. May only be crewed by BIO crewmembers.The Phoenix is a flying utility vehicle that is often used by law enforcement and private companies for use inscouting, patrolling perimeters, or crowd control. Other variants exist that have been converted for light haulage ormedical response. The vehicle moves very fast, but can take little punishment. If used on the battlefield they aremore effective if used in a team working to eliminate a particular target.ArachnidStatic gun platform. Cost: 1000cr.Armour values: NoneMovement: NoneSuperstructure: NoneDeployment cost: 200cr (+100 for a heavy weapon or +150 forheavy artillery attached)Crew: 1 gunnerPrimary weapons: Nova bombard: +3500cr, Tachyon Rifle: +5000cr, Super Mini-gun:+1500cr, Missilelauncher: +1100cr360 o Firing arcNot designed for use by MEKK crewmembers. May only be crewed by BIO crewmembers. Counts as avehicle for EMP attacks. Treat as an ‘infantry base’ for all other attacks.The arachnid gun platform is a static, open turret mounted weapons system. It is essentially a well protected seatwith a heavy weapon or heavy artillery attached to it. Mounted on a robust tripod, this equipment is primarily usedin a static defense role. The cost mentioned above is for the seat only – you must purchase a heavy weapon, orheavy artillery to attach to it, the cost of which is the same as that appearing in the ‘equipment list’ section. The‘Super minigun’ is available as equipment for this item. Classed as a ‘heavy weapon’ this is a twin array versionof the normal minigun that acts in the same way, but due to its savage rate of fire has the following stats:Name Damage Hits Range SpecialSuper minigun 1D8+3 1D6+1 16” short 32” LongStrafe – pick a target and divide thenumber of hits as evenly as possibleamongst the target and every figure visiblewithin 3 inches.Deployment cost does not include the crew on this item. The platform offers a +2 armour bonus to the gunner,who is otherwise exposed to enemy fire. The gunner may not wear a battle suit/ heavy armour. If the gunner is40


wounded, ignore it. If the gunner dies, roll a 1D6 and if the result is 4-6, then the gun has been destroyed as well.On a 1-3 the gun is still operational and any infantry model with the appropriate weapons skill may jump in andoperate it. Any crewmember with ‘heavy weapon’ skill, and not wearing battle armour can use the platform if it hasno operator by moving into base contact. The gunner can vacate the platform during your phase 1 or phase 2 (noSP cost) at which point the gunner is then treated as a ‘straggler’.Also, the arachnid gun platform may be deployed directly from the lower hull of a drop ship as it is approaching itslanding position at the start of a game. The gun platform also comes issued with short burst rocket thrusters forjust such a rough landing. This is often likened to playing ‘bowls’ (an old Earth game) by those who do not have toendure it. This allows the company boss to deploy a maximum of 2 gun platforms (all that can be fitted to the dropship’s outer hull) to the surface in this fashion immediately before the game starts (during his/her initialdeployment) anywhere entirely within 18” of their drop zone marker. However due to the hazardous nature of thisdeployment, you must make a ‘bad landing’ dice roll. Roll 1D6 for each gun deployed in this fashion. If you roll a1 then the platform, and the gunner, have been smashed to oblivion on a very hard object, as the company bossmisjudges the timing of the release and ‘bowls’ the gun platform. If the gunner has any pilot skill, then they mayroll this skill check to negate the effects of the ‘bad landing’ roll.The arachnid gun platform will be picked up automatically at the end of the game by your drop ship. Even thoughit sits outside your drop zone at that point the deployment mechanical on the underside of your drop ship can alsobe employed to scoop up the platform in very short order.Company AssetsAn important aspect of <strong>Star</strong> <strong>Mogul</strong>: Ruins of an Empire are company assets. Especially if you want yourcompany to become large and successful. Company assets come in various types and are gained by fighting yourenemies for them in the ‘Game Missions’ that are detailed in Chapter 3, starting on page 43. Most of themcontribute somehow to the wealth of your company each time you play a game, at the end of the game. Somemay also provide equipment for you to use.If you obtain an asset for your company, then note it down on your roster under ‘assets’ and write down any notesthat apply to it. Most assets have a given action/function that occurs every time you play a game. Assets may besold for 25% of their market price as shown below.Here is a list of the currently available company assets, others will be added in later expansions to ‘<strong>Star</strong> <strong>Mogul</strong>’:1) Ore Mine The Outer Rim has many active ore mines. On occasion one will become available forpurchase, or may become abandoned for some reason. If you are lucky enough to obtain an ore mine, itwill contribute 1D4 x 500 credits to your funds each game, at the end of the game. Ore mines are gainedby either purchasing one, or by capturing one from an opponent in a game. Ore mines cost 40,000credits to purchase.2) Base/ Headquarters All players may set up a base of operations for free immediately that the playercreates a new salvage company. It may be in an asteroid field, or an a moon, or just about anywhere elsethere is some real estate to grab and nobody is going to shoot at you for doing so. Bases allow your crewproper rest and recuperation in between missions. If you do not have a base, then all crew recovery dicerolls suffer a +1 penalty. Your base can be attacked and stolen from you by another player (who mustdestroy it immediately upon capture unless they do not have a base themselves). If this happens, thenyou may set up another base in between games, but it will cost you money to do so. Also, you may spendup to 3200 cr FREE on defensive crew/ equipment for your first base only, in case it is attacked. This isnot transferable in any way other than to act as help in a game where your base is attacked. The cost ofsetting up a base (other than your first one, which is free) is 5,000 Cr. You can only have one base at atime. You cannot trade a base in for cash.3) Alien artifact site The race of alien creatures known as the ‘Mimjip’ left few objects or tools behind upontheir disappearance nearly half a million years ago. Much of their architecture still remains, but themachines and devices they must have had seem to have mostly been taken with them to whatevermysterious destination they went to. This fact has been the source of great puzzlement and speculationamong researchers, colonists and explorers on the far flung reaches of the Outer Rim. Opportunists andadventurers are still nonetheless drawn to the tales of incredible artifacts and priceless tools that havebeen found in seemingly random places throughout the Spartan ruins of the Mimjip Empire. Your salvage41


company will possibly be lucky enough to hear about a site containing Mimjip artifacts. Though there islittle doubt that when the details of the claim are broadcast by the Frontier Union you and your crew willnot be the only hopeful party trying to get a slice of the vast riches that may be waiting. Alien artifactsmust usually be fought over using the ‘alien artifact’ mission mentioned below in the ‘missions’ section.If you succeed in acquiring a site containing the remains of ancient alien culture, then continued diggingand searching in the area will usually yield a steady stream of alien items. Most of which will be seeminglymundane. The most common artifact found amongst the ruins of the Mimjip empire is the apparentlyuseless items that have become known as ‘telescopic bottles’. Although these can be sold on to researchfacilities for a tidy sum. Every time you play a game, roll a 1D6 and consult the following table to see whatyour research group has found at your alien artifact site.Mimjip artifact recovery table (roll 1D8)Result1 Nothing has been found this time around.2-5 Empty containers and a couple of other odd items. You sell them to a research institute for1D6 x 300 cr.6 Interesting find! A metallic disc with buttons, or something of similar potential, who knowswhat purpose it was made for? You sell it to a research institute for 1D6 x 800cr.7 Superb find! A series of delicate objects/ tools in a container. Some of them look like theycould be of advanced technology. You sell them to a research institute for 1D6 x 1200cr.8 Your crew accidentally unleash an ancient pathogen while digging around in the ancientruins! Attempts to flee from the site back to your salvage starship only entail your companyboss quarantining the alien artifact site until your next mission. For each Bio crew memberyou have, roll 1D10. If a roll of 1 is made, that crew member dies after contracting the virus.The whole episode has a terrible effect on crew loyalty before it is over. Reduce your crewloyalty by 1 point permanently.4) Manufacturing plant Abandoned manufacturing facilities have become a feature of life across the OuterRim, as large companies and small entrepreneurs have seized opportunities to supply growing coloniesonly to have their operations succumb to unexpected difficulties. Whether from environmental mishaps,the Mimjip pathogen or interference from alien species, the events usually lead to the abandonment of thecolony. This opens up the possibility that other opportunistic individuals might, at some point in the future,return to the site and fire up the manufacturing equipment for their own ends. If your company gets theirhands on a manufacturing plant, then they can use it to produce items of equipment. This will help cut thecosts of buying any new equipment, including vehicles and weaponry, by 25% as many of the parts canbe fabricated ‘in house’. To buy a manufacturing plant will cost 60,000 cr.5) Junk Yard A company boss that owns a junk yard has the facilities at his/her disposal to process lowvalue items that other salvage companies would not consider valuable enough to spend time gatheringduring a mission. Semi-precious scrap metal, discarded recyclable plasteel or trashed computer partsmight all yield a cash bonus using the specialized processing equipment found at a junk yard. When anymission is played – the junk yard owner may have an extra salvage counter placed on the playing area ina random fashion (see the ‘Rescue/ Recovery Mission’ on page 50 for random placement of buildings/terrain). This counter represents salvage that only a junk yard owner would consider valuable, and maynot be recovered by a non-junk yard owning player. The value of the counter will be 2D6 x 1000cr, anddoes not count toward the number of salvage counters required to gain the salvage rights in that mission.You should roll the value only when it is revealed by recovering it, or by using the ‘salvage assessment’skill. Also this salvage is not subject to the 50% reduction in value if you do not gain the salvage rights inthat mission – you may sell it on for its full value after the game. Junk yards may be purchased for 40,000cr.42


Bank LoansYour company may fall on hard times if you have a run of bad missions. However, there are numerous financialinstitutions that will happily give you a loan using your salvage starship as collateral. The chief financial institutionamong the frontier systems is the ‘Frontier Union Banking Authority/Retrievers’ or FUBAR for short. If the state ofthe finances of your salvage company really are ‘beyond all recognition’ then you may wish to take out a loanfrom FUBAR.The bank, in its continuing commitment to customer service, will only loan you an amount that is as much as yourentire deployment costs at the end of the last game you played multiplied by 4.However, you will be expected to pay back a rip-off 25% interest on the amount you borrow, effectiveimmediately. This amount must be paid back to the bank within the next 2 missions you undertake, sokeep track of how many missions you’ve played. (Or ask a friend if you can’t trust yourself).E.g.: If you wish to borrow 20,000cr, you will have to pay back 25,000cr to the bank within the next two missionsyou undertake.You may only have one loan at any time. Minimum loan is 2,000cr.As a security measure, you will have a ‘puppeteer’ chip implanted into your skull. If you cannot make thepayments in this time, the chip will exert its own personality over yours which will render you at the mercy of thechips own android ‘puppeteer’ personality. Your salvage starship also will have a puppeteer navigator programwhich will act to pilot the starship to a location where FUBAR may take forceful possession of it. In the past, it hasbeen rarely possible to eradicate the puppeteer program from a starship databank without damaging the shipirrevocably. Tampering with the puppeteer chip inside the skull has always resulted in death.However, it is rumored that the renegade half-man, half-machine ‘Asteroid Miners’ are adept at dealing with thesesecurity arrangements.Needless to say, anyone breaking the terms of the loan and surviving will not be able to get another loananywhere on the Outer Rim, and if they cannot find a way to remove the ‘puppeteer ware’, they will have theircompany dissolved by FUBAR. This will be a sad day indeed, as you (as a player) will need to start anothercompany from scratch with another boss entirely.Fulfilling the terms of the loan will mean further loans may be taken out in the future under the same conditions.The ‘puppeteer ware’ will be removed.Chapter 3 - Game MissionsThe Drop Zone A drop zone is a small section of the playing area that acts as a drop off and pick up point foryour recovered salvage and salvage crew, all of which is performed by a “drop ship”, which ferries salvage andcrew members back and forth from the planet’s surface and into orbit where it can connect with your maincompany starship. The conditions affecting the position of your drop zone will be outlined separately in eachindividual mission. Normally, you get to choose the location of your drop zone, as long as it is not within 15” ofeither a salvage counter or an enemy drop zone. A drop zone should be represented by a point on the board(place a penny, or similar small token at the required point). Normally the drop zone extends in a 6” radiusaround this point.43


Mission Deployment And Maintenance Costs For Your CrewA game of ‘<strong>Star</strong> <strong>Mogul</strong>’ is played using one of a number of available missions to ‘set the scene’. These missionsare all detailed later in this section of the rules. Every time a player fields his salvage company in a game, he/shewill have to spend money on wages for deploying infantry, or on maintenance costs to maintain vehicles andwardroids.This means that even before a game starts that player is incurring expenses which must be covered by theacquisition of salvage or other valuable items during the game.All models have a ‘deployment cost’ which covers crew wages for bio crew, maintenance costs for MEKK crewor maintenance costs for equipment/vehicles. The following list shows the amounts you will need to pay eachmodel before a game. Add together all of the costs that apply to each individual model in your company, then addall of those together to find your total ‘deployment cost’.Deployment costs1) For Bio crew only - each skill point the model has:+10cr. (So if a bio crewmember had 7 skill in heavyweapons and 6 in hand to hand you would need to pay 130 cr). Don’t count the basic skills that have ‘freepoints’ unless they have been increased beyond their normal ‘free points’ level.2) If model wears a battle suit: +100cr.3) If model is equipped with a heavy weapon: +100cr.4) If model is equipped with a heavy artillery weapon: +150cr.5) If model is a wardroid (regardless of how many upgrades it has): +150cr6) If model is equipped with a melee weapon that can damage vehicles (e.g.: cyber knuckles): +50cr.Vehicles each have an individual deployment cost mentioned in the description for that piece of equipment.You should make a note of your current deployment costs on your salvage company roster. The deployment costis deducted from company funds immediately before a game starts. Don’t forget to allow for this amount when youare purchasing new crew and equipment in between games.Recovery/Repair Rolls For Infantry CasualtiesAfter each game, infantry models that have been removed from play as casualties may only have beenwounded/damaged. They may be available for the next game if a ‘recovery roll’ can be made to determine if theycan be healed or repaired. Also, any infantry or vehicle crew left outside a 6” radius from your drop zone markeras you call in your drop ship and end your game are also considered ‘lost’ or ‘dead’ so they also benefit from thesame recovery rolls as the already wounded and ‘dead’ members of your crew.For BIO crewmembers recovery roll, roll 1D6 at the end of the game. A result of 1-4 means the model has healedor returned to your company and is available for use in the next game.For MEKK crewmembers recovery roll, roll 1D6 at the end of the game. A result of 1-2 means the model has beensuccessfully repaired or returned to your company and is available for use in the next game. The recovery roll islower for MEKK crew because although they are usually more resilient/difficult to kill, once they are removed ascasualties they will have suffered a very heavy level of damage that is difficult to repair.The recovery/repair roll is not available to destroyed/damaged or abandoned vehicles, though it is available tovehicle crew.Any models that lie anywhere on the field outside of a 6” radius from your drop zone at the end of thegame will be considered ‘lost’ or ‘dead’ and be subject to a recovery roll before your next game.Unless you are the last player on the field. In which case all your surviving models and equipmenthave time to return to your drop zone in time to be extracted from the battlefield and only those thatwere wounded or killed need to make a recovery/repair roll.Recovered crew members keep whatever personal equipment they had originally.44


Determining A MissionWhen playing a game of ‘<strong>Star</strong> mogul’ the players must first determine which mission is to be played. This is doneby rolling a 1D6 and consulting the table below:Mission table - roll 1D61-3 Salvage rights mission: If one company is smaller than the other by 750deployment cost or more, then see the ‘Salvage Raid’ mission.4 Fight over an asset: Roll 1D6 again to see what you will be fighting over:1-2: Ore Mine3-4: Manufacturing plant5: Junk yard6: Alien artifact site5 Asset raid! Both players roll a dice. The highest result means that player may choosewhether to attack one of the other players assets. In which case use the ‘fight over anasset’ mission, but the fight will be over one of the other player’s assets instead. Thewinning dice roller may just decide to ignore this result if they wish, in which case treatas result 4.6 Rescue/Recovery mission. This mission should only be played out where thereare two players available. If there are more than two players then play out a ‘SalvageRights’ mission instead or re-roll on the table.1) Salvage Rights MissionIntroductionOpen salvage has been broadcast across the Outer Rim by the Frontier Union on either a crashed star freighter,an abandoned space colony, an old battle field or maybe an alien archaeological site. Two or more players haveraced to the remote site where the discovery has been made, and deployed upon the surface to recover thesalvage present and, hopefully, claim the salvage rights. The site may not have a breathable atmosphere, inwhich case the players may choose to only use crew members equipped with battle armour or other similarhermetically sealed suits. This is entirely up to the agreement between the two players. Vehicles should be used.If a player can gain the salvage rights, then the Interstellar Frontier Union Government will pay big money for whatthey recover. In order to gain the salvage rights, however, a salvage company will have to recover OVER 50% ofthe salvage present to prove their claim, which means getting it back to their drop zone and having it airlifted outvia their drop ship while under heavy fire, no doubt, from the competition, who will not be too happy at theprospect of losing the salvage rights, and hence making very little or no money at all from the mission.Deployment & Salvage Counters1) For this game, you will need to deploy 1D4+2 salvage counters in your playing area immediately after all otherscenery has been set up, and in a random fashion agreed to by both players. To determine a random region onthe playing area divide the area into 6 parts, give each part a number and roll on a 1D6. (See the ‘Rescue/Recovery Mission’ on page 50 for a diagram on how to do this).2) Cut up a small piece of paper for each salvage counter and mark a value in credits on it, one for each salvagecounter. To determine the value of each counter, roll 4D6 and multiply by 1000 credits. Then take the paperpieces and fold up, and place them in a hat. Then randomly pick the pieces out one by one and place each oneunder a separate salvage counter, so that none of the players knows the value of any of the salvage counters.They will find out when they recover that salvage counter. As they do so they must declare the value to the otherplayers. They should keep the piece of paper with the container that the salvage is being kept in (usually on asalvage dog), to keep track of where the different valued items are on the playing area.45


3) Now each player rolls a dice, and the player with the highest score gets to choose who goes first to deploy his/her salvage crew on the playing area. Then the second highest, and so on. A player must now decide where toplace the Drop Zone Marker. This marker, and everything within 6” around it is that players’ drop zone (or DZ).The marker may not be placed within 15” of either a salvage counter, or another players’ drop zone marker.Otherwise it may be placed in any unobstructed location anywhere on the board.Once all players have placed their drop zone markers, they then take the same player order to deploy all theirforces entirely within their own drop zones. If a player cannot fit all their forces within their drop zone initially, thenthey must move some of their force out of the drop zone on their first available phase, allowing the placement ofthe remainder of their force to take place on their second phase. Anything not deployed after the end of thatplayers second phase (i.e: the end of the first turn) cannot be deployed for that game as the drop ship will have totake off and remain out of harms way until called down again when the game ends.Flying vehicles may be deployed anywhere within 10” of the drop zone marker, due to their high speed. No morethan two flying vehicles may be deployed by any player in any one phase.4) The players then roll the dice to randomly determine who goes first. The game then starts, as normal, withplayers attempting to gather as much salvage as they can and bringing it back to their drop zone. Any player canend the game at any time during one of their phases (not the melee phase) by calling their drop ship down toimmediately pick up all equipment (including salvage loaded onto cargo vehicles), crew and all recovered salvagewithin 6” their drop zone marker. Any healthy or wounded crew left outside of the 6” radius will be left behindwhich will mean a –1 drop in loyalty score permanently.All crew models left behind (along with all models removed from play as casualties) will be considered as ‘lost ordead’ and must make a recovery roll in order to return safely to your company for your next game. If they fail, theyare lost forever. Ending the game in this fashion is not something to be taken lightly, just because you have asalvage counter in your drop zone. The following conditions apply at the end of the game:Condition 1If you have OVER 50% of all the available salvage counters in your drop zone (6” radius) as the game ends, thenyou have gained the salvage rights and can cash in the salvage you’ve collected for its full value.Your opponent(s), in this case, will only get half of the value of any salvage they have in their drop zone, as theFrontier Union will not recognize their salvage rights and they will need to sell any salvage they have gained onthe black market. Unclaimed salvage is not captured by the last player on the field.Condition 2If you have 50% or under of all the available salvage counters in your drop zone as you call your drop ship down(usually because things are going really badly for you) then you have ‘quit the field’, leaving behind anything youown that remains outside of a 6” radius from your drop zone marker, which will mean recovery rolls for anyinfantry you have left behind. You have forfeited the salvage rights, and the game may continue without you ifthere are more than two players playing, or if there are only two players then the game ends. Quitting the fielddoes not mean you have lost the game.The Frontier Union will not recognize your salvage rights and will consider your company as opportunistic pirates,acting like vultures on more legitimate companies’ claims. You will have to sell any salvage you have gained onthe black market at a measly half of its value, as will every other player who quits the field with 50% or less of theavailable salvage.If nobody has managed to claim the salvage rights by the end of the game, then all players will have to sell theirill-gotten gains on the black market for 50% of its full value.The last player will not need to abandon any of his/her crew left outside of the DZ as the game ends, as he/shewill have time to pick them up. Unlike the other player(s) who quit the field beforehand, possibly leaving behindcrewmembers/ equipment if there are any left outside the 6” radius from the drop zone when the drop ship arrives.The last player does not need to roll recovery rolls for infantry left outside of the 6” radius from the dropzone marker. Though they must still roll recovery rolls for killed and wounded/damaged infantry models.46


If the last player present on the field has salvage loaded on a cargo vehicle outside of their drop zone they get tokeep whatever is loaded on that vehicle as it races back to the DZ in time to be picked up by the drop ship.The last player on the field does not capture whatever unclaimed salvage is left upon the field. They too will leavein short order as the opponent(s) will possibly be incinerating the entire area from orbit in an attempt to eliminatethe local competition. A common practice on the cutthroat frontier.The winner of the game is the player who gained the most credits from the salvage they recovered,regardless of who gained the salvage rights.2) Salvage Raid!IntroductionWhere one player’s deployed salvage company is a lot smaller than another player’s deployed company and a‘salvage rights’ mission is determined, then a RAID is played. This might occur if one company is smaller thananother, OR if one company deliberately deploys only a small section of their entire available units. Both playersshould be aware of the opponents deployment size before a game. Raids can be dangerous for the smallersalvage company – they have to enter the area of the salvage zone very rapidly in a fast moving drop ship anddeploy quickly onto the surface before the larger company has had a chance to react fully and prepare its force.In this mission, the smaller company is raiding the salvage claims of the larger company. The salvage boss incharge of the raiders has, on this occasion, a sympathetic contact high up in the echelons of the Frontier UnionAcquisitions Department. If ‘evidence’ of a salvage find can be gained by the raiders, then the salvage rights willbe granted by this official.All the raider need do is obtain 25% or more (rounding up) of the available salvage counters, bring it back to theDZ and escape with it. At which point he/she will gain 200% of those counter’s values in credits, and theopponent, who is defending their claim, will only gain 50% of the value of any counters that lie within their DZ (oron any cargo vehicles they own) as the game ends.For example, if there were 6 salvage counters, then the raiding force would need 25% of 6 (rounded up), or 2salvage counters in order to win the salvage rights.All the larger force need do is to gather the normal 50% or more of the available salvage counters to obtain thesalvage rights. The larger company in this mission has been surprised and so cannot deploy forces withmore than 200% of the deployment costs of the smaller company. They have not had the time to assembletheir entire force!Deployment & Salvage Counters1) For this game, you will need to deploy 1D4+2 salvage counters in your playing area immediately after all otherscenery has been set up, and in a random fashion agreed to by both players.2) Cut up a small piece of paper for each salvage counter and mark a value in credits on it, one for each salvagecounter. To determine the value of each counter, roll 4D6 and multiply by 1000 credits. Then take the paperpieces and fold them up, and place them in a hat. Then randomly pick the pieces out one by one and place eachone under a separate salvage counter, so that none of the players knows the value of any of the salvagecounters. They will find out when they recover that salvage counter. As they do so they need not declare thevalue to the other players, but if they keep it secret, they should keep the piece of paper with the container thatthe salvage is being kept in (usually on a salvage dog), to keep track of where the different valued items are onthe playing area.3) Now the smaller force decides whether they wish to deploy first or second on the playing area. The first playerto deploy must now decide where to place the Drop Zone Marker. This marker, and everything within 6” around itis that players’ drop zone (or DZ). For the larger force, the marker may not be placed within 15” of either asalvage counter, or another players’ drop zone marker. Otherwise it may be placed in any unobstructed locationanywhere on the board.For the smaller force, the DZ marker may be placed anywhere on the board, except within 15” of a salvagemarker.47


Also, the smaller force gains the following advantages at the start of the game, depending on the followingdifferences in deployment cost between the two companies.Deployment cost difference.750cr: Smaller force gets +2 SPs during their first turn.This is due to the speed of deployment and element of surprise that the smallerforce has initially.>1100cr: Smaller force gets +4 SPs during their first turnThis is due to the speed of deployment and element of surprise that the smallerforce has initiallyThese free SPs may be spent with no restrictions on their use. You may use them to move a unit above andbeyond its normal SP limits per phase.If there are more than two players in a game then each of the smaller companies deployment costsshould be compared with the deployment costs of the largest company to determine which advantagesthe smaller companies will benefit from.Once all players have placed their drop zone markers, they then take the same player order to deploy all theirforces within their own drop zones.If a player cannot fit all their forces within their drop zone initially, then they must move some of their force out ofthe drop zone on their first available phase, allowing the placement of the remainder of their force to take place ontheir second phase. Anything not deployed after the end of that players second phase (i.e: the end of their firstturn) cannot be deployed for that game as the drop ship will have to take off and remain out of harms way untilcalled down again when the game ends.Flying vehicles may be deployed anywhere within 10” of the drop zone marker, due to their high speed. No morethan two flying vehicles may be deployed by any player in any one phase.The players then roll the dice to randomly determine who goes first.4) The game then starts, as normal, with players attempting to gather as much salvage as they can and bringing itback to their drop zone. Any player can end the game at the start of any one of their phases by calling theirdrop ship down to immediately pick up everything within their drop zone – including salvage containers,equipment and crew members.The same conditions apply at the end of the game as apply to a normal salvage mission – except the differentamounts of salvage required by each player in order to gain the salvage rights.The winner of the game is the player who gained the most credits from the salvage they recovered,regardless of who gained the salvage rights.48


3) Fight Over An AssetIntroductionA new valuable asset has become available and the location has been broadcast throughout the Outer Rim in thehope that one or more salvage companies might capitalize on this useful resource for the greater benefit ofmankind’s growing empire among the stars.The type of asset available is determined by rolling on the ‘mission table’. The asset will be either an ore mine amanufacturing plant, a junk yard or an alien artifact site. You can represent these features on the playing areawith appropriate scenery if you wish, but other than that, they will take no further part in the game that is playedout. The players may also choose to make the site a hazardous environment with no breathable atmosphere, inwhich case only crew members equipped with battle armour or other similar hermetically sealed suits may beused. This is entirely up to the agreement between the two players. The players should also decide whethervehicles may be used. Bear in mind that salvage equipment is usually designed to operate in a wide variety ofhostile environments.DeploymentEach player rolls a dice and the player with the highest score gets to choose who goes first to deploy his/hersalvage crew on the playing area. Then the second highest dice roll deploys, and so on. A player must nowdecide where to place the Drop Zone Marker. This marker, and everything within 6” around it is that players’ dropzone (or DZ). The marker may not be placed within 15” of another players’ drop zone marker or another player’smodel. Otherwise it may be placed in any unobstructed location anywhere on the board.A ‘fight over an asset’ game is basically a straight fight between two salvage companies. The winner will get tokeep the asset and mark it down on their roster. The winner of the asset cannot use it to produce money for thisgame.Also – if one company is significantly larger than the other(s) then the smaller company (or companies) may electto start the game in a defensive position (You must still nominate a drop zone, even though you are not deployingwithin it initially). Assume that the smaller company reached the area first and had time to set up defensivepositions. Use the following table to determine the deployment of the smaller company. Allow the smallercompany to set up first.Deployment cost difference.600cr:>1200cr:The game does not qualify - the two forces are considered roughly equal. Neither player gets abonus.Smaller force gets 6”of heavy cover to deploy wherever they wish on the table before thegame starts. This cover will be linear objects like walls, barricades of even buildings. Thedeploying player may place their infantry behind these obstacles in cover before the game starts.Smaller force gets 12”of heavy cover to deploy wherever they wish on the table before thegame starts. This cover will be linear objects like walls, barricades of even buildings. Thedeploying player may place their infantry behind these obstacles in cover before the game starts.For every further 600 point difference, add +6” of hard cover.If there are more than two players in a game, then each of the smaller companies’ deployment costsshould be compared with the deployment costs of the largest company to determine which advantagesthe smaller companies will benefit from.The winner is the company that has the largest force left on the playing area at the end of the 5 th turn. Normalinfantry count as 1, battle suited infantry and wardroids count as 2. All vehicles count as 4. Add +1 to these scoresfor a company that is significantly smaller than the other (i.e.:


4) Rescue/ Recovery MissionIntroductionThis mission should only be played out where there are two players available. If there are more than two playersthen play out a ‘Salvage Rights’ mission instead or re-roll on the missions table.The role of a salvage company is often varied, and, at times does not involve salvage recovery at all, but mayresemble more the behaviour of a band of mercenaries or pirates. When these opportunities come along, theyoften involve the promise of gaining large sums of money, and are not to be turned down by the successfulcompany boss.For this mission you will need some small, simple bunkers, buildings or enclosures to act as prisons, andsome miniatures to represent captives, and/ or stashes of valuable items.One of the players (roll randomly) has decided to diversify their activities to make some money. This player hasdecided to engage in some lucrative, but illegal smuggling. At the same time they have also been offered a largesum of money by an important local patron to act as a guard over a number of prisoners. This player has set up ahideaway in a remote corner somewhere on the Outer Rim in order to carry out their plans. Anything for a fistful ofcredits!The other player has been hired by the Frontier Union to investigate claims that illegal activity is going on thearea. Though it is an elite force, the Frontier Defense Force is small and undermanned and recruitment levels arelow. One method of solving this problem is hiring salvage crews to perform policing duties during times whenmanpower in the FDF is over stretched.This player must investigate the area, and stop any illegal activity, which will be detected shortly after the area isentered. The player must recover any prisoners, or illegal goods they find and get them back to their drop zonewhere they will be immediately airlifted.The guarding player cannot play with a force that has deployment costs any larger than 800 points more than theinvestigating players force, as they have been caught off guard by the unexpected arrival of the investigators.Also, if the investigating player’s force is the larger of the two then the following cover bonuses apply for thedefenders.600cr:>1200cr:Deployment cost difference.The game does not qualify - the two forces are considered roughly equal.Smaller force gets 6”of heavy cover to deploy wherever they wish on the table before thegame starts. This cover will be linear objects like walls, barricades of even buildings. Thedeploying player may place their infantry behind these obstacles in cover before the game starts.Smaller force gets 12”of heavy cover to deploy wherever they wish on the table before thegame starts. This cover will be linear objects like walls, barricades of even buildings. Thedeploying player may place their infantry behind these obstacles in cover before the game starts.For every further 600 point difference, add +6” of hard cover.50


DeploymentThe guarding player deploys and will have the ‘valuables/captives’ stashed inside the buildings. There should bea door on each building that the investigators will need to blow open. To determine the number of buildings roll1D6 and half the result (round up) and then add one. (i.e: 1D3 +1) When placing the buildings, you shoulddivide the playing area into 6 equal parts and roll randomly to determine which part each building should beplaced within.The guarding player may place one of their units within 5” of any ofthe buildings, and the rest within a drop zone, which cannot bedeployed within 10” of a building or 15” of the opponent’s drop zone.This drop zone represents a surface encampment, set up by theguarding player. The investigating player must deploy their entireforce within their drop zone, which cannot be within 15” of either abuilding or the opponents drop zone.The number of captives/stash available for recovery on the boardshould be determined by rolling a dice. Roll on the table below: Theguarding player may not move the prisoners from their prisons.Roll 1D6The result of should be distributed throughout the available buildings evenly1 – Six captives.2 – Four captives and three stashes of valuables.3 – Two captives and five stashes of valuables.4 – Three captives and four stashes of valuables.5 – Seven stashes of valuables.6 – Five captives and two stashes of valuablesWinning ConditionsIn order to win, the investigator will have to recover from the building(s), and bring back to their drop zone asmuch of the available stash/captive models as they can. In order to recover these from the building(s) you mustmove some of your crew into base to base contact with the building doorway (or within 2” either side of it). Thenroll (at the start of your phase) as if recovering salvage from a salvage counter. If successful, then the door hasbeen blown/ cut through, and the contents recovered.If a stash is recovered, then you must load it on the back of a cargo vehicle, which means the vehicle, and therecovering crew, must remain stationary for one entire phase (as per recovering salvage rule). It may also becarried by infantry in the same way recovered salvage may be.If a captive is recovered then represent him/her with an appropriate model. On the phase the door is blown, theywill join the nearest friendly unit, or become ‘stragglers’ (see the ‘stragglers’ rule on page 11) and move towardsyour drop zone immediately. They cannot shoot or do anything else. They are considered to have the followingstats:Resilience: 3Armour (Light): 3Movement: 6”Alternately you can have them jump onto the back of a cargo vehicle and drive them back to your drop zonequickly to have them air lifted out. Consider them loaded onto the vehicle as soon as the door is blown. For everyone point of cargo capacity available on a cargo vehicle, there are four spaces available for captives or ‘stashes’of valuables – captives only take up one of these spaces, whereas one ‘stash’ of valuables takes up two spaces.Note: ‘Stashes’ are not the same as the recovered contents of a ‘salvage counter’ in the ‘salvage rights’ mission.For example, a Salvage Dog, which only has one cargo capacity, would have four spaces available - enoughroom for either four captives, or two stashes, or any combination of both.As soon as the captive/stash is safely within your drop zone, you may unload it there. Beware, as the enemy canshoot the captives while they are held here, or the stash can be stolen in the same way that recovered salvagemay be stolen from the drop zone, as mentioned in the ‘Transporting The Salvage To The Drop Zone’ section.51


Captives do not count as enemy infantry, so stash can be stolen if a captive is within 4” of it. Any vehicle used tocarry the captive/ stash back to the drop zone must be entirely within the drop zone to unload their cargo.Note that the guarding player may well shoot at the captives to prevent the investigator rescuing them, but theguard will not receive any rewards for those captives either. Captives may be shot at while traveling on the openback of a cargo vehicle (not all cargo vehicles are open backed). If this occurs, then consider the captives asbeing in heavy cover (+3 to defense score).The rescuing player may not shoot at the captives. The guarding player may not shoot at the captives until thecaptives have escaped their prison and their representative models are on the playing area.The game ends when one of the players ‘quits the field’ (see the 1) Salvage Rights Mission for moreinformation). At this point their drop ship will leave the area, and anything outside of a 6” radius from their dropzone marker will be left behind. The remaining player will be able to leave the field after the game with whateverequipment and crew they have left on the playing area. They will also gain whatever stash and captives remain onthe playing area.Both players will each be rewarded by their employers according to how well they perform. The investigatingplayer will receive 6500cr for each captive rescued, and 5000cr for each stash captured. The guarding player willreceive the same amounts for each item/ captive not captured.The winner is the player who gets paid the most!Hints and Tips1) Always put your heavily armoured infantry forward as a screen for the more lightly armoured crew. Thisway the light infantry can operate behind the front line on collecting salvage or moving to a strategicallyimportant area.2) Don’t be afraid to pull out early and call your drop ship down. Don’t be afraid to pull out early and call yourdrop ship down. This may make for a quick game, but you avoid losing a lot of crew and equipment if thesituation seems to be going badly. We have had games that only lasted around 30 minutes when thishappens. At other times the game will last several hours as the players slug it out over who gets thevaluables.3) If you take a pounding in a game and your salvage company is on its last legs, you many find that even abank load won’t help you out of the problem. It is at this point you should consider dissolving yourcompany, and selling your salvage starship. The endeavors of your company boss have come to naughtand its time for a change of career. You can always start another company, commanded by anothergrizzled veteran of the Outer Rim. There is no shortage of them across the wild frontier.4) When a small company meets a really big company, the two players involved need to agree on a gamesize that will make both players comfortable. We have included regulating factors in the missions wherepossible to mitigate the David and Goliath scenario, but there will be rare times when player tact isrequired. It is a game, and both players should go gentle on each other up until the point where dice startbeing rolled!5) During a ‘salvage rights’ mission, try to engage your opponent so that their units are ‘tied up’. That waythey will be reluctant to call in their drop ship to end the game because they will leave behind a lot of crewand equipment. At the same time, you must try to obtain over 50% of the available salvage counters withother elements of your company so you can claim the salvage rights before your opponent ends thegame. Easier said than done no doubt…….52


Appendix 1: Friends and FoesThe Hydrissians Recently, in the aftermath of the Mimjip pathogen, while mankindreconstructs its frontier society and the home systems are tentatively re-opening theirborders to the outer rim, the Hydrissians have made themselves known. Their physicalappearance is alien to mankind, but most closely described by one author asresembling ‘upright reptiles with long necks’. Though it has subsequently come to lightthat the similarities end there. Originating from the ‘Hydra’ star system 90 light yearsfrom Earth, they are also a young , dynamic space faring species like humanity. Theirtechnology is very highly advanced, and while being somewhat slower in establishingan interstellar community they are no strangers to inter species warfare and brutality.Mankind’s initial contact with these creatures was during a Hydrissian slave raid in 2442. The human colony thathad been established on ‘Liberty’s World’ on the edge of Hydrissian space nearly disappeared. Except for a fewsurvivors who could tell the tale of how the events unfolded. The Hydrissians initially appeared friendly, evenentering diplomatic negotiations with the colony leader. It took some time to establish an effective means ofcommunication. It was revealed during these talks that the aliens had known of mankind for some time, and hadgone to great lengths to conceal their presence among the stars up until that point.However, peaceful negotiation broke down shortly after another, smaller, delegation of Hydrissians landed onLiberty's World and seemed to take control of the proceedings. The situation deteriorated rapidly for the humancolonists, and open hostility broke out. Many colonists were captured for slavery by the Hydrissian ‘slave drones’– robotic constructs with the sole task of immobilizing and then imprisoning the colonists.Naturally, the Frontier Union took a very dim view of all this and quickly set up the ‘Frontier Defense Force’. TheFDF was established to some extent on all colonial worlds, but manpower was, and still remains, very short. Thefrontier populace is too small to supply a large standing defense force and conscription is currently out of thequestion as society on the Outer Rim is not presided over by one government, but by the ‘Frontier Union’ – acomplicated and oft-times loose organization of newly established collectives, spread throughout numerous starsystems.This lack of coherence merely blunted mankind’s response to, what was becoming, a repeat occurrence. Asopportunistic Hydrissian slave raiders started to repeatedly target humanities’ most vulnerable colonies.The FDF put together a military/scientific force with the intention of entering Hydrissian space, learning as muchabout the enemy as possible, and possibly giving them a ‘bloody nose’ to show them that mankind was not goingto roll over and take this punishment lying down. This force was called the ‘Polaris’ expedition and it was doomedfrom the start, though the information it gathered was vital in later relations with the aliens. The force commander,a Capt. Hall, was killed by the ill disciplined crew shortly after a close-run space battle with a Hydrissian slaverforce. The new commander reluctantly appointed, a Capt. Dyson, had the crippled mother ship crash land upon afrozen moon. The crew spent 6 months expecting to be rescued by a Hydrissian slaver, only to be picked up by aHydrissian diplomatic mission heading toward human space.Upon their return Captain Dyson was hailed a hero, an investigation into the incident took place, and truenegotiations were opened with the Hydrissian ruling class. It was learnt during the negotiations that Hydrissiansociety was certainly not unified in its aims and agendas. Numerous foolish and opportunistic groups within itoften hindered the more civilized guidance of the supreme governing body called the ‘Senate’. In particular, the‘devourers’, which were a warlike fringe of Hydrissian culture and mostly responsible for slave raids andmalcontent on the fringes of Hydrissian space.Since these events, it has been widely recognized that the Hydrissian culture is largely one worth embracing,albeit cautiously. Hydrissian individuals can be found throughout human society on the Outer rim more recently,and even humanities’ home systems have begun opening their doors to diplomatic overtures from the Hydrissiansenate. They are still very much mistrusted by the majority of mankind, and no Hydrissian has, as yet, been53


granted citizenship of the Outer Rim. The interaction between the two species is still playing itself out cautiously,and recent events on Earth involving the disappearance of Hydrissian diplomats amongst human society at largehave raised a question mark over their agenda. In the meantime, official human observers are at large withinHydrissian society busy finding out as much as they can. The slave raids of the devourers have not entirelyceased to date, and the Hydrissian senate is genuinely having difficulty controlling these renegades. Hydrissian crewmembers can be found for employment by a salvage company boss fairly easily. Their uniqueabilities and skills can be useful during a mission. They cost the same to employ as humanoid crew, including thelevel of skill the employee has initially. Refer to the section earlier on employing BIO crewmembers. You can havea Hydrissian as a company boss though the company boss skills and vices do not apply to them. This will be dealtwith more fully in a forthcoming rules supplement detailing in greater detail the culture of the Hydrissians andextensive further rules for playing them on the field.Hydrissians have the following statistics and equipment available when first employed.Resilience: 3Armour: 3 (light)Movement: 6”Weapon: General small arms.Hydrissian equipment and costsSmall arms: free (treat as ‘small arms’ for human/ MEKK crew).Disassembler gun: 350crThumpgun: 1200crSingularity cannon: 1750crSkywhale harpoon: 800crSingularity bombs: 500crLight armour: freeMedium armour ( 5 pts): 400crCyclone armour (7 pts): 1500cr‘Cyganic’ implants: 500 crDiplomat staff: 700cr (+2 to combat rating).Salvage tools: 200cr.Vehicles and Heavy equipmentGorgon reconnaissance fighter: 6,200 cr.Disassembler gun Standard Hydrissian sidearm. Named the 'dissembler gun' by humans for its ability todeconstruct tiny quantities of matter at a distance, causing deadly localized blasts. Has the following profile:Description Damage dice No. of hits Range SpecialDisassembler Gun 1D8+3 2 14” Short, 25” Long Hydrissians only.Thumpgun So named by humans because of the noise it makes when it fires. This weapon will tear throughvehicle armour at close range. May only be used by Hydrissian infantry equipped with battle armour. Counts as a‘heavy weapon’. Has the following profile:Description Damage dice No. of hits Range Special2D10 at short range10” short May be used as a very hefty club inThump Gun2D8 at long range 120” long melee. Add +1 to the users combatrating. Hydrissians only.54


Singularity cannon A shoulder mounted twin barrel heavy weapon used with a body harness. Uses theHydrissian knowledge of singularities (tiny black holes) to harness them and hurl them at the enemy. See statsbelow:Description Damage dice No. of hits Range SpecialSingularity Cannon 2D8 per hit 2 12” Short20” LongWhen it fires it may shoot at two separatetargets. Both targets must be within 5” of eachother. Takes time to reload, so only fires twiceper turn. May only fire once during opponentsturn if you get some SPs from FOW.Skywhale Harpoon Used on Hydris prime originally to carve the harvests from the bellies of giant Skywhales, itwas converted into a powerful military weapon which can only be used by Hydrissian battle armoured soldiers. Itcan slice opponents into chunks in a fraction of a second when wielded by a skilled soldier. Add +3 to the userscombat rating.Singularity Bombs Usually carried on a bandolier. When thrown, using the ‘throw grenade’ skill, they create avery short lived, microscopic black hole which has the effect of pulling matter apart in the vicinity. Treat asordinary grenades, but they do 2D8 damage and have a blast radius of 1”.Cyganic Implants Cybernetic/organic implants used by Hydrissians to enhance physical ability and extendlongevity considerably. A Hydrissian infantry model fitted with cyganic implants has a fast movement of 7”. It alsobenefits from a +1 bonus in Resilience score.Diplomat staff Only useable by hydrissian diplomats (see below). It is a staff of office as well as a deadlyweapon in melee. Add +2 to the models combat rating.Cyclone armour Hydrissian battle armour. Has an armour value of 7 and enables the wearer to use Hydrissianheavy weapons. Also if the user can pass a ‘battle suit’ skill check every time 1SP is spent on moving its unit thenit may add an extra 2” to its movement. The model may not voluntarily leave its unit leader’s exclusion zone.‘Gorgon’ reconnaissance fighter Used widely by the Hydrissian military for reconnaissance duties. It also hasthe ability to engage enemy scouting parties and deny the enemy valuable forward intelligence. They sometimescome up for sale on the Outer Rim, and it is rumored that the basic design has been adopted and is beingmodified by the FDF for future use. Armed with four ion cannons arrayed in two batteries, each battery fires at thesame target twice for 2D6+2 damage each time. So, although it fires four times, you can only choose twoseparate targets (one for each battery) each time it fires. The two targets cannot be further than 5 inches apart.The gorgon fighter also makes use of the Hydrissian knowledge of energy shields. It has ‘stasis field’ generatorsavailable as an upgrade. This upgrade may be taken twice. Each one field generator replaces one of the guns inthe rear ion battery. Each stasis field upgrade adds +1 to the vehicles armour on all sides. So two stasis fieldsgive the Gorgon 9 armour in all locations. If only one stasis field is added then the gorgon will only have 1 gun inits rear battery to fire with, and 8 armour on all sides.Gorgon Recon fighter, military class, flying vehicle. Cost: 6,200crArmour values: Front, side, rear & top: 7Movement: 12” (Minimum move: 4”)Throttle: 4”Superstructure: 6Maneuvers per SP: 2Deployment cost: 250 crCrew: 1 (1 driver)Cargo capacity: 0Passenger capacity:0Primary weapon: 2 x ion battery (heavy weapon). Each battery doing 2 hits to same target. Each hit doing2D6+2 damage. Range: short = 12”, long = 24”.Stasis fields: Available twice. Each field adds +1 to armour on all sides. Cost: 500cr per field.Not designed for use by MEKK crewmembers. May only be crewed by BIO crewmembers.55


Hydrissian SkillsHydrissian infantry have the full range of skills available to human crew members except for the skills: ‘nimble’,‘salvage hound’ and ‘hard as nails’. In addition, they have the following skills that may be employed:2) Chameleon skin (Freepoints 6) Hydrissians have the ability to change the color of their skin to reflecttheir surroundings. This makes it harder to target them when shooting at them. However, this is a skill thatis learnt like any other, and when used may be subject to varying degrees of success. The skill may alsoonly be employed by lightly armoured hydrissian infantry, as wearing lots of armour tends to cover upthe chameleon effect and negate it. To employ the skill, roll the skill check at the same time youropponent rolls their ‘weapons skill’ check to see if they hit the hydrissian model with weapons fire. If yourskill check is a success then you may add +1 to the enemy dice roll result, reducing the chances that theirskill check is a success. If you roll a double number that is equal to or under your skill level, then you mayadd +2 to the enemy dice roll.3) Combat kick (Freepoints 3) Hydrissians have their own form of martial art, called ‘Sessu-mir’ (roughlytranslated - ‘Ending talk with one’s feet’). If a hydrissian model is engaged in melee with an opponent andsuccessfully makes a ‘combat kick’ roll, that model may add +1 to its combat rating. If a double number isrolled that is equal to or under that models skill level then you may add +2 instead.4) Hydrissian diplomacy (Freepoints 7, diplomat only) This skill is only available to hydrissian diplomats(see below). Contact between humanity and the hydrissians is still relatively new, and both races arereluctant to see relations deteriorate. With this in mind, many hydrissians present on the Outer Rim aretrained, to some degree, in diplomacy and tact. These aliens have been termed the ‘diplomats’ and oftenfulfill the role of leader. If you have a diplomat in your crew then they will open negotiations with youropponent’s force before a game is played. These negotiations can be continued via communicationsequipment between the sides during a mission (!), with both sides hoping to gain as much as they canfrom the confrontation with as little loss as possible. However, diplomacy between two entities oftenresults in one gaining the advantage over the other.In order to use diplomacy, you must declare that you are doing so at the start of one of youropponents turns. You may only do this once per game. Roll a diplomacy skill check for each diplomatyou have in play. For each successful roll, you may add +1 to your ‘diplomacy score’. Then try to rollequal to or under your diplomacy score on 1D8. If you fail, then the opposing company boss ceasescommunication with your side (no doubt passing a snide comment moments before turning the‘communications’ link to the ‘off’ position). If you are successful, then you may choose one of thefollowing:1) Bamboozle! Opponent’s progress delayed. Steal 2 SP from your opponent this turn.Spend it immediately before your opponent starts their turn. (Your opponent loses2SP).2) Gentleman’s agreement Your opponent orders their force not to shoot at one of yourunits this turn.(Your choice). Your unit must be led by a diplomat, and your opponent isallowed to return fire if shot at. If your unit moves to within 4” of an enemy unit, theenemy may open fire as normal as you have moved ‘too close for comfort’ for theground troops.3) Loyalty dilemma! Any hydrissians in your opponents force must roll a loyalty test tomove or shoot this turn (except to return fire). They can be left behind outside of theunit leader’s exclusion zone by other unit members at which point they become‘stragglers’.However, if you roll an 8 on the dice your diplomat’s attempts have failed dismally and your opponent hassecond guessed your plan. Your opponent’s force will benefit from one of the following:1) +1 loyalty for the rest of the game as the opponents crew are outraged at the barefaced cheek of the lying diplomat!2) Your diplomats are dumbfounded by the crazy boss leading the opposing team. Whenthe next FOW roll is made, add +3 to the dice roll.56


Hydrissian DiplomatsIf you employ 5 or more hydrissian infantry at the same time in your salvage crew one of them will be nominated a‘diplomat’ by the others. This is essentially a leader and you must attach at least 4 other hydrissian infantrymodels to the diplomat’s unit during a game. As well as fulfilling the role of a unit leader, the diplomat also canemploy the ‘diplomat’ skill mentioned above. A diplomat may also be armed with a ‘diplomats staff’, though this isnot necessary.The foregoing rules for the Hydrissians only cover this alien species in a basic way. The hydrissians willbe covered more thoroughly in a forthcoming rules expansion. There will be more troop types, morevehicles and lots more equipment!Asteroid Miners Human asteroid miner colonies existthroughout the Outer Rim, as well as throughout the Sol home system.Asteroid miners are a gruesome synthesis of man and machine, due to thehorrendous level of injuries experienced by these unfortunate souls duringthe mining process.Nearly all asteroid miners have lost limbs or body parts as they have beeninvolved in near fatal accidents. Many opt for their bodies to be grafted ontomechanical chassis even before any accidents occur (if they can afford topay for it). The chassis enables them to perform their work more efficientlyand safely inside the artificial atmosphere of the asteroid interior (the asteroids are mined from the inside out,sealed externally and pumped with a breathable atmosphere).Asteroid miners will staunchly defend their claims on the valuable asteroids they mine, and are generally a fiercelyindependent group. Some miners are even lucky enough to retire on a huge fortune - if they survive. If they getthis far then their bodies are usually grafted onto a less industrial chassis, usually an expensive android modelwhich will enable them to live a more gentile lifestyle and enjoy their wealth.Asteroid miner colonies were set up quickly on the Outer Rim after the first wave of colonists arrived. They servean important function throughout space as they supply large quantities of rare metals and other valuableresources. There are hundreds of miners clans, all with varying allegiances, some also offer their services asmercenaries. Others offer their skills in surgical grafting, cybernetics or other technologies. They are found attimes in the company of pirates and the asteroid miner colony is a perfect place to hide illegal cargoes.Your company boss can approach a mining clan to hire out some of its members. The largest mining clan on theOuter Rim is called the ‘Iron Raven’ clan. They have a strong tradition that goes back several hundred years andoffer nearly all services available from other asteroid mining clans. However, there are many other clans wherethese services may be obtained. This section, like the section on the hydrissians, is only intended to cover the miners in a basic fashion. The onlyservice offered by the asteroid miners that will be detailed here will be mercenary groups. A later rules expansionwill include more troop types, equipment and other interesting aspects!Asteroid Miner CrewWhen asteroid miners are employed, they must always come in units of at least 3 models, led by a ‘miningforeman’ (2 grunts and a foreman). You should treat them as if you were employing your own crewmembers whenfirst employing and equipping them. They always come with the following stats initially.Resilience: 4Armour: 4 ( the miner’s metal chassis provides armour)Movement: 6”Weapon: General small arms.57


They have the same small arms and heavy weapons available that appear on the main ‘weapons list’ tablesappearing previously in the rules (starting page 18).They also have the following equipment available:Asteroid Miner equipmentArmour upgrade: 300cr (+1 to armour value).Chassis upgrade: 250cr (+1” to movement score).Cyber knuckles: 700cr (+2 to combat rating, 1D10 damage to vehicles).Power drill: 700cr.Mining laser: 1800crBiomechanical strength enhancement: 300cr.( Enables the model to wield, two ‘general small arms’ weaponsat the same time cost includes 2 nd weapon.) Model shoots twice.Command implant: 250cr.( Enhanced command ability. Only available to foreman. Increases unit exclusionradius to 8”).Salvage tools: 200cr.The armour and chassis upgrades are only available once per model.Power drill Adds +2 to combat rating. Also, if used against battle armour in melee and you roll a 5 or 6 for yourcombat roll the drill punctures the battle suit. The model must roll equal to or less than its resilience score on 1D6or die of shock. If the model survives then do not compare any further combat rolls between the two modelsinvolved for that melee phase. The power drill may also be used to stun civilian class vehicles. If you roll a doublewhen making your hand to hand combat skill roll while assaulting a vehicle it will become stunned for that player’snext phase 1 or phase 2 and be unable to move or shoot its weapons. The drill will also do 2D4+3 damage to thevehicle.Mining laser Commonly used by the miners during mining operations, it can also be used as a deadly weapon.Counts as a heavy weapon and so is subject to the ‘very difficult to obtain’ rule.Description Damage dice No. of hits Range SpecialMining laser 1D10+1D6 1 22” short 38” long Asteroid miners onlyAsteroid miners also have the same skills available on the ‘Bio skill’ list. Except they cannot use the following:‘Nimble’ and ‘Hard as nails’. They also have the following skill available to them:1) Grim Determination (free points 3)– If a unit of asteroid miners fails either a loyalty test, or a braverytest, asteroid miners may make a ‘grim determination’ skill check to see if they do not flee, but instead,carry on as normal against the adverse circumstances as if they had made their loyalty/bravery test.Members of the unit that flee outside of the unit leader’s exclusion zone will be treated as a separate unit.The models that do not flee will be treated as a separate unit to the models that are fleeing. Nominateleaders for the two units. This skill is useful if your salvage company has a low company loyalty. Fleeingmodels will require one SP to be spent on a loyalty test to rally, even those that belong to a unit that isonly partially fleeing.Asteroid Miners Employment CostAverage (7 skill points) Experienced (12 skill points) Veteran (16 skill points)Asteroid Miner 1000 cr 1500 cr 2000 crAsteroid miner foreman The only difference between a normal asteroid miner and a foreman is that theforeman has access to the ‘command implant’ from the equipment list, and the foreman has 5 free points in the‘grim determination’ skill. For every mining foreman you employ, you must have at least another 2 normal minersin the same unit.Asteroid miners drop zone Asteroid miners come equipped with their own drop shuttle. This means that theycan be deployed on the playing area with a different drop zone to the rest of your salvage crew. You may placethis drop zone marker anywhere on the board, but not within 15” of an enemy unit/ drop zone or within 15” of a58


salvage counter. The small size of the miners drop shuttle means that their drop zone is only a 3” radius from thedrop zone marker, which will only be big enough to disembark 5 asteroid miners at a time. Remember you candisembark more crew on your second phase from the same drop zone, provided you have cleared the drop zonein time. The asteroid miners drop zone can be used to offload salvage from salvage counters. It behaves in allrespects like your normal drop zone, except that it only has a radius of 3” from the drop zone marker.Asteroid miners recovering salvage Miners follow the same rules for this as normal crew. But the large basesize of the models means less miners can get in contact with the salvage counter.Deployment costs An asteroid miner counts as a MEKK for deployment costs (basic 150cr – skills don’t count).Count all other deployment costs as they apply. (e.g. heavy weapon – 100cr etc.)Appendix 2 – Game Sequences and Loyalty Test ConditionsTurn sequence1) Phase 1 – Perform actions like moving andshooting2) Fog of War phase – Roll a dice to determinerandom occurrence3) Phase 2 – Perform actions like moving andshooting4) Work out hand to hand combatShooting sequence1) Choose visible target2) Roll weapons skill to hit3) If successful, roll weapon damage and compare withtarget’s DEF score ( RES + Armour + cover bonus =DEF). Or with vehicle armour score4) If equal to target DEF score, target wounded. Ifdamage exceeds DEF score, target ‘killed’. If vehiclearmour score beaten then roll once on vehicle damagetable for every damage point over vehicle armour scoreMelee sequence1) Both sides roll 1D6 and add ‘combat rating’ to result. (Combat rating = melee skill + DEF)2) Compare resulting ‘combat roll’3) Highest combat roll wins. If victor doesn’t beat loser by more than 3 points the loser is only woundedEach model only generates one combat roll per melee phase. Compare with all opponents in base to base.Multiple opponents give –3 modifier, cumulative for every opponent after the first.Loyalty test conditions1) Losing 33% or more of a unit’s number in one phase resulting from enemy fire. Roll the dice as soon as the33% casualties line is crossed. And instead of any bravery tests that may need to be rolled this turn as a resultof losing melee combat2) When you wish to shoot at an enemy unit which is also engaged in a hand-to-hand melee containing othermembers of your own salvage crew. Failure means you have still spent the SP on shooting3) At the end of a phase of hand-to-hand combat, both sides must roll a special loyalty test, called a ‘braverytest’ to see which one wins and which one flees4) Company Boss dies on the field – all units make a loyalty test or retreat back to ‘drop zone’. (see below)59


Final ThoughtsSome elements of <strong>Star</strong> <strong>Mogul</strong> are new concepts in wargaming. Observant readers will note that some of thevital elements of the game actually take place in between games away from the playing area. Spending your illgotten credits on new troops, managing assets and allocating new skill points are all going to take place without agaming buddy there to make sure you don’t bend the rules to help you in the next fight. The temptation will arisefor most players to do this at some point, especially if your beloved salvage company just took a savage thrashingfrom that smug chap at the local club. Obviously its up to you – you can, at the end of the day, do what you want.The purpose of the rules is to see if you can guide a salvage company through adversity and danger to the headyheights of success on the Outer Rim, and, if you’ve bent the rules a bit on the way then you probably wont get thefull feeling of satisfaction when you get there. We just hope that you will have a lot of fun with your fine gamingfriends so that when you get together in the distant years to come and you all have grey beards down to yourknees, you can have a good laugh at the memories, and games, you built together.by Rod and Heidi Tysonwww.<strong>Mega</strong>Minis.com<strong>Miniatures</strong> designed by Rod and Bill TysonEdited by Heidi Tyson & Jamie SteinbrueckSpecial thanks to Melvin Grace, Hazel Miasserian, Pauline Tyson, and DorothySteinbrueck.<strong>Star</strong> <strong>Mogul</strong> and all content © 2012 Discount Hobby, Inc. all rights reserved.60


Section 1 -<strong>Star</strong> <strong>Mogul</strong>: Salvage Company Roster.Company Boss:NAME: RACE: MOVEMENT: DEPLOYMENT COST:Armour:Primary Weapon:Resilience(RES):Weapon damage:Defense(DEF):EQUIPMENT/ NOTES:CombatRating (CR):Skill1:Skill3:Skill5:Skill2:Skill4:Skill:6Shareholder 1:NAME: RACE: MOVEMENT: DEPLOYMENT COST:Armour:Primary Weapon:Resilience(RES):Weapon damage:Defense(DEF):EQUIPMENT/ NOTES:CombatRating (CR):Skill1:Skill3:Skill2:Skill4:Shareholder 2:NAME: RACE: MOVEMENT: DEPLOYMENT COST:Armour:Primary Weapon:Resilience(RES):Weapon damage:Defense(DEF):EQUIPMENT/ NOTES:CombatRating (CR):Skill1:Skill3:Skill2:Skill4:FINANCES:TOTAL COMPANY FUNDSCURRENTLY AVAILABLE:TOTAL COMPANYDEBTS/ LOANS:NET COMPANY WORTH:(funds – debts) :Total Company Deployment costs:ASSETS OWNED:REVENUE PER GAMEGENERATED:ASSET RESALE VALUE:© 2006 Discount Hobby, Inc. Permission granted to photocopy for personal use.61


Section 2 -<strong>Star</strong> <strong>Mogul</strong>: Salvage Company Roster.Squad Number/ name ______________ Squad Deployment cost :Squad Leader:NAME: RACE: MOVEMENT: DEPLOYMENT COST:Armour:Primary Weapon:Resilience(RES):Weapon damage:Defense(DEF):EQUIPMENT/ NOTES:CombatRating (CR):Skill1:Skill3:Skill2:Skill4:2 nd in command NAME: RACE: MOVEMENT: DEPLOYMENT COST:Armour:Primary Weapon:Resilience(RES):Weapon damage:Defense(DEF):EQUIPMENT/ NOTES:CombatRating (CR):Skill1:Skill3:Skill2:Skill4:Grunt 1NAME: RACE: MOVEMENT: DEPLOYMENT COST:Armour:Primary Weapon:Resilience(RES):Weapon damage:Defense(DEF):EQUIPMENT/ NOTES:CombatRating (CR):Skill1:Skill3:Skill2:Skill4:Grunt 2NAME: RACE: MOVEMENT: DEPLOYMENT COST:Armour:Primary Weapon:Resilience(RES):Weapon damage:Defense(DEF):EQUIPMENT/ NOTES:CombatRating (CR):Skill1:Skill3:Skill2:Skill4:Grunt 3NAME: RACE: MOVEMENT: DEPLOYMENT COST:Armour:Primary Weapon:Resilience(RES):Weapon damage:Defense(DEF):EQUIPMENT/ NOTES:CombatRating (CR):Skill1:Skill3:Skill2:Skill4:Grunt 4NAME: RACE: MOVEMENT: DEPLOYMENT COST:Armour:Primary Weapon:Resilience(RES):Weapon damage:Defense(DEF):EQUIPMENT/ NOTES:CombatRating (CR):Skill1:Skill3:Skill2:Skill4:© 2006 Discount Hobby, Inc. Permission granted to photocopy for personal use.62


Section 2(A) -<strong>Star</strong> <strong>Mogul</strong>: Salvage Company Roster.Squad Number/ name ______ :Grunt 5NAME: RACE: MOVEMENT: DEPLOYMENT COST:Armour:Primary Weapon:Resilience(RES):Weapon damage:Defense(DEF):EQUIPMENT/ NOTES:CombatRating (CR):Skill1:Skill3:Skill2:Skill4:Grunt 6NAME: RACE: MOVEMENT: DEPLOYMENT COST:Armour:Primary Weapon:Resilience(RES):Weapon damage:Defense(DEF):EQUIPMENT/ NOTES:CombatRating (CR):Skill1:Skill3:Skill2:Skill4:Grunt 7NAME: RACE: MOVEMENT: DEPLOYMENT COST:Armour:Primary Weapon:Resilience(RES):Weapon damage:Defense(DEF):EQUIPMENT/ NOTES:CombatRating (CR):Skill1:Skill3:Skill2:Skill4:Grunt 8NAME: RACE: MOVEMENT: DEPLOYMENT COST:Armour:Primary Weapon:Resilience(RES):Weapon damage:Defense(DEF):EQUIPMENT/ NOTES:CombatRating (CR):Skill1:Skill3:Skill2:Skill4:Grunt 9NAME: RACE: MOVEMENT: DEPLOYMENT COST:Armour:Primary Weapon:Resilience(RES):Weapon damage:Defense(DEF):EQUIPMENT/ NOTES:CombatRating (CR):Skill1:Skill3:Skill2:Skill4:Grunt 10NAME: RACE: MOVEMENT: DEPLOYMENT COST:Armour:Primary Weapon:Resilience(RES):Weapon damage:Defense(DEF):EQUIPMENT/ NOTES:CombatRating (CR):Skill1:Skill3:Skill2:Skill4:© 2006 Discount Hobby, Inc. Permission granted to photocopy for personal use.63


Section 3 -<strong>Star</strong> <strong>Mogul</strong>: Salvage Company Roster.Vehicles/ Heavy Equipment:Equipment 1)TYPE: Speed: Throttle:Armour:Turning score:Front:Maneuvers:Left side:Cargo capacity:Right side:Deployment cost:Rear:Main Weapon:Top:Damage:SUPERSTRUCTURE POINTS:Gunners skill:CREW1:NAME: RACE: MOVEMENT: DEPLOYMENTCOST:Armour: (RES): (DEF): (CR):CREW2:NAME: RACE: MOVEMENT: DEPLOYMENTCOST:Armour: (RES): (DEF): (CR):PrimaryWeapon:Weapondamage:EQUIPMENT/ NOTES:PrimaryWeapon:Weapondamage:EQUIPMENT/ NOTES:Skill1:Skill2:Skill1:Skill2:Skill3:Skill4:Skill3:Skill4:Equipment 2)TYPE: Speed: Throttle:Armour:Turning score:Front:Maneuvers:Left side:Cargo capacity:Right side:Deployment cost:Rear:Main Weapon:Top:Damage:SUPERSTRUCTURE POINTS:Gunners skill:CREW1:NAME: RACE: MOVEMENT: DEPLOYMENTCOST:Armour: (RES): (DEF): (CR):CREW2:NAME: RACE: MOVEMENT: DEPLOYMENTCOST:Armour: (RES): (DEF): (CR):PrimaryWeapon:Weapondamage:EQUIPMENT/ NOTES:PrimaryWeapon:Weapondamage:EQUIPMENT/ NOTES:Skill1:Skill2:Skill1:Skill2:Skill3:Skill4:Skill3:Skill4:© 2006 Discount Hobby, Inc. Permission granted to photocopy for personal use.64


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