Professional Documents
Culture Documents
A spacefaring traveller, The Survivor is the only known living being to have been infected by the Plague and survive
a Containment Protocol. Since then he has had only one desire: to retrieve a piece of a Plague Artefact and try to
synthesise a cure for himself. For The Survivor it is simply a race against time before the Alien Virus overcomes his
biological defences and he succumbs to the infection - a race he cannot afford to lose.
Game Design
Additional SCENERY
Jake Thornton
ADDITIONAL MATERIAL
Dave Boddy, Greg Smith, Guy Haley,
James M Hewitt
Chris Webb
SPECIAL THANKS
Photography
Matt Gilbert
Ben Sandum
Internal Art
Painting
Sculpting
Ben Skinner,Bob Naismith,Dave Kidd,
Derek Miller, Francesco Pizzo, Gregor
Adrian, Grgory Clavilier, MKUltra Studio,
Rmy Tremblay, Steve Eserin, Steve
Saunders, Sylvain Quirion, Tim Prow
3 - NEXUS
PSI (order #5652513)
Matthew
McDonald
GRAPhic Design
NEW RULES
THE FACTIONS
Abilities . . . . . . . . . . . . . . . . . . . . . . 8
CSW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Indirect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Long Reload . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Non-combatant . . . . . . . . . . . . . . . . . . . . . . . . . 10
Vehicle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Enforcers . . . . . . . . . . . . . . . . . . . . 30
Corporations of Nexus Psi . . . . . . . . . . . . . . . . . 33
Enforcer Ships . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Plague . . . . . . . . . . . . . . . . . . . . . . . 36
Clarifications . . . . . . . . . . . . . . . . 10
Rebs . . . . . . . . . . . . . . . . . . . . . . . . 40
THE CAMPAIGN
Marauders . . . . . . . . . . . . . . . . . . . 42
Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . 13
Nexus Psi Rules Modifications 14
The Next Battle . . . . . . . . . . . . . . . . . . . . . . . . . 14
A. Intelligence Run . . . . . . . . . . . . . . . . . . . . . . . 16
S1. Shattered Hopes . . . . . . . . . . . . . . . . . . . . .
S2. Bunker Hill . . . . . . . . . . . . . . . . . . . . . . . . . .
S3. Landing Zone . . . . . . . . . . . . . . . . . . . . . . . .
S4. Long Way Down . . . . . . . . . . . . . . . . . . . . . .
S5. Health Assurance . . . . . . . . . . . . . . . . . . . . .
17
19
20
22
23
X. Screaming Fans . . . . . . . . . . . . . . . . . . . . . . . 25
Y. Ambush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Z.The Gauntlet . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Hostile Acquisitions . . . . . . . . . . . . . . . . . . . . .
Recon Unit N32-19 . . . . . . . . . . . . . . . . . . . . . .
Doctor Simmonds . . . . . . . . . . . . . . . . . . . . . . .
Project Oberon . . . . . . . . . . . . . . . . . . . . . . . . . .
Nastanza . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Chovar Psychic . . . . . . . . . . . . . . . . . . . . . . . . .
The Helfather . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Survivor . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Boomer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Blaine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Freya Oerlikon . . . . . . . . . . . . . . . . . . . . . . . . . .
48
49
51
53
55
57
59
60
61
62
63
4 - NEXUS PSI
Where the more bestial Stage 1 and Stage 2 infected are the most outwardly imposing, it is arguably the Stage
3 that is to be most feared. Retaining their intelligence, if not their humanity, it is these creatures that form the
tactical arm of the plague. As well as operating weapons and heavy equipment, they also act as forward scouts,
searching for supplies, information and survivors that can be recruited.
NEXUS PSI - 5
6 - NEXUS PSI
The Frontier
A World of Potential
Death of a Dream
Across the Frontier, particularly the area of space
known as the Death Arc, a series of alien Artefacts
have been found. They can take many different forms:
some are large, some are small; some display intricate
carvings, while others feature complex mechanisms or
appear to be made from an unclassifiable substance.
They would be indistinguishable from any other
xenoarchaeological relics if not for the fact that they
NEXUS PSI - 7
Desperate Measures
When something as serious as a Plague outbreak takes
place, quarantine is the only option. This is an action
of last resort that can only be ordered by the Council
of Seven itself, for its repercussions are immense
and it can cost Corporations countless millions of
credits. When a Containment Protocol is called, the
planet in question (or sometimes even the whole
surrounding system) is entirely cut off from outside
contact. Planetary and interplanetary communications
are jammed, and any ships in orbit or on the surface
are grounded. The location is scrubbed from NavCorp
records, rendering it almost impossible for any vessel to
find it without resorting to illegal means, and published
records will be altered to remove any reference to it.
For all intents and purposes, it ceases to exist. It is
testament to the invasive power of the Council that all of
this is possible with a few commands given trillions of
kilometres away.
At the same time, a blockade fleet will move into
place. While this is mostly made up of Enforcer patrol
ships, Corporation military vessels can be pressed
into service if necessary, although they wont be given
any more information than is absolutely necessary
to prevent anything entering or leaving the planets
atmosphere.
While the administrative process of Containment
Protocol is relatively simple, the reality on-world is
horrific, especially on a developing world like Nexus Psi.
Isolated outposts reliant on radio contact suddenly find
themselves cut off from the rest of the world. Supply
lines with nearby production systems are suddenly cut,
leading to rapid shortages of essential resources. Most
importantly, the planets inhabitants are stranded on the
surface with whatever caused the quarantine.
Nexus Psi was overrun by the Plague in a matter of days.
From the equatorial jungle it spread like wildfire, with
each creature mutated by the Artefact infecting dozens
of colonists, who in turn acted as vectors to spread the
infection to thousands of others. Pockets of resistance
remained for some time, including Outpost W4, which
organised a solid defence and only fell after nearly two
weeks of driving back constant attacks by the infected.
None of them lasted more than a month.
In time, the planet fell silent.
8 - NEXUS PSI
NEW RULES
Matthew McDonald (order #5652513)
NEXUS PSI - 9
10 - NEXUS PSI
CSW
The card represents a Crew Served Weapon (CSW)
team. The CSW ability includes Beast. A model with
CSW behaves as if Beast was written on its stat card.
Some weapons are just too big to be effectively used
by a single trooper. Often these are carried by vehicles
instead, but vehicles dont get deployed on every
mission. Inevitably someone will find a way to bring this
kind of firepower to an infantry battle.
CSWs come in a wide variety of types and the rules here
apply to all of them. Regardless of their actual weapon
type, CSWs all share common features such as bulky
ammunition or power packs and heavy or cumbersome
launchers, mounts, sights and so on. Extra crew can
help carry the equipment, set up, load the weapon, and
spot for the fall of shot all very useful.
A CSW will start a battle with two crew: a gunner and
a loader. Both crew members (and the weapon if it is
a separate model) are included on a single stat card
and both crew are assumed to have identical stats.
Treat each crew model separately for purposes of
scatter by blast, aggression level, injuries and death (as
appropriate). If the weapon is a separate model it cannot
be targeted separately and will always scatter with the
gunner. The points cost listed is for the whole CSW.
Note that CSW teams retain a size of 2 even if one of the
crew is killed or the models are separated. This reflects
INDIRECT
A weapon with this ability can be fired at the enemy in
a new way. If the model has either the Vehicle or CSW
rule then it is so large that it can only fire Indirectly and
may not use either Shoot or Blaze Away. Models without
Vehicle or CSW use Indirect as a new attack option as
an alternative to Shoot or Blaze Away as appropriate.
As normal, decide which form of attack you will make
with the weapon before you roll any dice. The following
rule changes and restrictions only apply if the weapon is
used to make an Indirect attack.
It was still raining. The outpost was already halfflooded but the heavens were in no hurry to let
up. The sky was lit by another flash of lightning,
and something heavy crashed over in the howling
wind. It was as if the world itself knew how sick it
was, and it was trying to flush the infection.
The water tower swayed, support struts creaking
in protest, and Rixon pushed down another wave
of nausea. Thinking back to her training, she
occupied her mind by checking the TK-Zero at
her side. Sights seemed clear. Firing mechanism
was clean. Despite the driving gale, no water had
made it into the chamber. The makeshift shelter,
little more than a tarp snaptacked to a pair of
railings, was doing better than shed hoped.
She glanced over at Ygo. The big trooper was sat
with his back to the tower, looking out across the
outpost. If she didnt know him so well shed have
thought he was calmly surveying for their target,
but shed worked with him long enough to notice
the pallor in his skin and the sweat beading on his
brow. She almost cracked a joke about how shed
never have thought a Sphyr could get sea-sick,
but she stopped herself. He was clearly enjoying
their vantage point even less than she was.
The wind calmed momentarily, and Rixon started.
Over the sound of the rain shed heard an engine;
she was sure of it. The target was somewhere
nearby. She sprang up into a crouch, hefting the
launcher into a ready position. It was lighter than
it looked, something that always surprised the
rookies, and she was confident in her ability to
track moving targets with the same ease as any
rifleman. Thats why she was here, after all.
Ygo moved up next to her. Like most of his kind
his eyesight was remarkable, making him an
exceptional spotter, but this weather would
probably have slazzed with even Enforcer visuals.
She wasnt surprised when he took his scope
from its pouch and scanned it across the scene
below.
A few moments later, the Sphyr lowered the
device and pointed. Rixon followed the line of
his gesture and saw the Guntrack. The heavy
artillery pieces were little different to the Orx
that employed them: brutal and efficient, utterly
unkillable in a straight fight, and only vulnerable
if you got the drop on them. This one was moving
at a fair speed, its crew wrapped up against the
harsh weather.
Rixon gave a slight smile, raising the TK-Zero
and sighting on the Guntracks exposed power
core. Shed taken two down already since she
arrived on-world, and she had every intention
of doubling that number. At least. She held
the weapon steady as Ygo slid a round into the
chamber, giving a practiced nod when he touched
her on the shoulder, and took a moment to steady
herself as she tracked left to follow her target
NEXUS PSI - 11
Long Reload
The weapon takes a longer time than usual between
shots. After the weapon has been fired, mark it with a
Reload counter. A weapon that is marked with a Reload
counter cannot Shoot or Blaze Away or use an Indirect
attack until it is removed. The model using this weapon
may remove the Reload counter by spending a long
action to do so.
NON-COMBATANT
This model cannot or will not fight. They may not use
any weapon and must choose to use Survive if engaged
in a Fight.
Vehicle
The model is a Vehicle. If the model comes with
separate crew figures then you can choose to either
attach them to the main chassis, or leave them loose
so the main vehicle can be used as a wreck (or scenery
in battles where it is not used in the Strike Team). They
have no specific game function beyond looking good and
showing that the Vehicle is still in the battle.
Clarifications
A couple of points have come up since the game has been released.
1)
When setting up your Strike Team at the start of a game, you cannot
place a model in a cube that it could not normally move into.
2)
Medi-Packs and the Medic ability may not be used on models with
either the Construct or Vehicle abilities.
12 - NEXUS PSI
THE CAMPAIGN
Matthew McDonald (order #5652513)
NEXUS PSI - 13
The Nexus Psi campaign is designed as a two-player campaign. This means that the
experience of playing it will be different from a campaign with many different commanders,
even though it shares most of the same campaign rules. The main difference is not a rule as
such, but a likely outcome: intensity. This can make for long sessions where you are able to
immerse yourselves in the world and your force, fighting through several battles in a single
sitting. Just one more scenario is a common cause of late nights.
With only one enemy to fight against, you learn their tricks and ways to trick them in return.
Your Strike Force will evolve to fight against them specifically, and in any future games you will
be able to draw on a deep pool of experience in dealing with that particular foe. Its a great way
to learn how to fight a specific enemy.
Unlike most Deadzone games that arent
focussed on holding ground, the Nexus
Psi campaign is about eradicating, or
spreading, the Plague within a fixed
territory. For this reason, many of the
battles are about taking control of
particular Strategic Locations important
concentrations of population or resources.
Only when one player controls all of these
will the Plague have been cleansed, or the
planet lost.
Overall, a two-player campaign such as
Nexus Psi is a very different experience
from the ever-changing free-for-all that
is a normal campaign as described in the
main rules.
14 - NEXUS PSI
Getting Started
Strategic Locations
One player must take the Plague. After all, its not much
of an outbreak if they dont turn up. The other player
can take any faction they like, except the Plague. Both
players choose their Strike Forces as defined in the
campaign rules in the main rulebook.
The Scenarios
The campaign is made up of 9 scenarios:
A. Intelligence Run
S1.
S2.
S3.
S4.
S5.
Shattered Hopes
Bunker Hill
Landing Zone
Long Way Down
Health Assurance
X. Screaming Fans
Y. Ambush!
Z. The Gauntlet
Each scenario includes:
A map of the battlefield with specific set up
requirements.
The size of Strike Team each side can deploy
plus any restrictions there might be on them.
Deployment areas for the Strike Teams.
Any special rules.
Victory conditions.
Aftermath.
NEXUS PSI - 15
Battlefield
16 - NEXUS PSI
Missions
Normal mission cards are not used. Instead, each
scenario lists its own victory conditions and Reputation
rewards for winner and loser. These Reputation
rewards replace the first three situations listed on page
52 of the main rulebook. If you included a Mercenary in
your Strike Team then this reward is modified by -3 as
usual.
SCENARIO
INTELLIGENCE RUN
seT Up
Available Forces
Both attacker and defender have 50 point Strike Teams.
Other than the restricted points, these are chosen using
the normal rules.
Victory Conditions
When a model carries the intel off the battlefield then the
game ends immediately. The Strike Team that carried the
intel off is the winner. If one side aborts the mission then
the other side is the winner. If the game ends in any other
circumstances then both sides count as losing the battle
and this scenario is played again as the next battle with
roles of attacker and defender reversed.
Aftermath
For a short time the winner has much better intel
than their enemy. The loser must show the winner the
composition of his Strike Team for the next battle before
the winner chooses theirs. This only applies for the
immediately following battle, but the winner (usually)
gets to choose this too so the combination can be used to
great effect.
The winner gains 8 Reputation, the loser gains 4.
18 - NEXUS PSI
SCENARIO
S1
SHATTERED HOPES
Although Nexus Psi was a relatively new colony, it had been established long enough for
several decent-sized settlements such as Outpost 504K to spring up. The Soak now
stands silent, but amid the dead ad-splays there are still analogue billboards proudly
displaying corporate slogans and smiling mascots, and hand-painted signs marking out
independent start-ups that were doomed even before the infection hit. Such outposts are
always popular targets for strike forces looking to resupply. The makeshift barricades that
still stand from the initial outbreak, now bullet-ridden and draped with festering corpses,
are often pressed into use when rival factions converge on the same location.
SET UP
Available Forces
A normal 70 point Strike Team for the attacker and 50
points for the defender.
Victory Conditions
If, at the end of any Round, the attacker controls the
objective they secretly wrote down before the game
began then they are the winner.
If one Strike Team is wiped out or aborts the mission
then they lose.
Aftermath
Use the deployment zones shown on the map. Attacker
is shown in blue, defender in red and the neutral zone in
grey.
The three objective cubes in the central grey area
should be inside buildings.
NEXUS PSI - 19
20 - NEXUS PSI
SCENARIO
S2
BUNKER HILL
One of the many dangers facing Frontier settlers is the ever-present threat of attack.
Millions of kilometres from the nearest Enforcer patrol, colonies can suddenly find
themselves targeted by rebels and alien raiders. This is an unavoidable peril of life on the
Frontier, and colonists do what they can to prepare against them. Survival shelters and
armoured redoubts were built to give civilians shelter during these attacks, stockpiled
with supplies and military-grade hardware. In most cases the Plague struck too quickly
them to be used, and now they are sought after by the many strike forces that battle
across Nexus Psi.
SET UP
Victory Conditions
If, at the end of any Round, the attacker has captured
two or more cubes of the bunker then they are the
winner.
If one Strike Team is wiped out or aborts the mission
then they lose.
Aftermath
The winner controls the S2 Strategic Location. As
long as he retains control he may add 5 points to the
maximum he is allowed to spend on his Strike Team in
any scenario. This bonus is cumulative if he controls
more than one Strategic Location.
In addition, the Strike Force that controls Bunker Hill
may buy items of equipment between battles for 1 point
less per item (to a minimum cost of 1 point each).
The winner gains 12 Reputation, the loser gains 6.
Available Forces
A normal 70 point Strike Team for the attacker and 50
points for the defender.
NEXUS PSI - 21
SCENARIO
S3
SET UP
LANDING ZONE
Like most newly-colonised worlds, Nexus Psi has only one major star port, at Reiker
City. Instead, most outposts have tertiary-scale landing pads that can handle minor
drops and outbound pickups. These are usually bulk-produced by Almar Incorporated
to be compatible with their fleets of cargo boats, then offered free of charge to Frontier
colonies as part of a standard logistics deal. Post-outbreak, the remaining landing pads
are vital strategic locations. While registered ships have had their launch codes stripped,
smaller suborbital craft can still use the pads to make secure landings and redeploy
troops across the surface of Nexus Psi.
Use the deployment zones shown on the map. Attacker
is shown in blue, defender in red and the neutral zone in
grey.
The grey area (plus the central cube marked in blue) is
a single, 2-level landing pad. The top level of the landing
pad must be clear of cover and other obstacles (so it is
clear to use for landing). In addition, there must be at
least one attached tower, stairs or ramp in an adjacent
cube to allow for easy access.
The attacker may only place model from his Inserted
force (see below) in the deployment zone on the landing
pad itself, and only on the top level. The remainder of
his models must deploy in the larger of the two blue
zones.
The defender must split his Strike Force into X, Y and
Z groups before he places any of them. He can divide
them in any way as long as each part contains at least
one model. The deployment zone that each of these
groups may deploy in is determined by placing a random
objective counter in each of the three red deployment
zones. Only the group with the matching letter may set
up in each deployment zone. After deployment, remove
the objective markers. They are not used for their
normal function in this scenario.
22 - NEXUS PSI
Available Forces
Victory Conditions
Aftermath
The winner controls the S3 Strategic Location. As
long as he retains control he may add 5 points to the
maximum he is allowed to spend on his Strike Team in
any scenario. This bonus is cumulative if he controls
more than one Strategic Location.
In addition, the Strike Force that controls the Almar
Landing Zone may position one additional model in each
battle as if that model had Scout. This model does not
gain the ability, permanently, merely being placed as
if they had it as long as their Strike Force controls this
Strategic Locations easy access to transports and air
support.
The winner gains 12 Reputation, the loser gains 6.
NEXUS PSI - 23
SCENARIO
S4
When Nexus Psi scored highly on initial scans to reveal its natural resources, several
mining corporations stepped forward to offer their services to whoever won the licensing
bid. Thanks to several days of pre-negotiation, Reiker was able to offer the contract to
Mi-Gan the moment they were granted a license. A fleet of drop-rigs was dispatched
immediately. These monolithic creations, designed to be compatible with Shensigs
habtainer range, tower above the forest canopies and mountain ranges, drilling down via
armour-plated shafts that bypass the surface entirely. These vast, abandoned machines
offer access to valuable resources for any that can capture them.
SET UP
Available Forces
Victory Conditions
If, at the end of any Round, one side controls two of the
three objectives then they are the winner. If one Strike
Team is wiped out or aborts the mission then they lose.
If the game times out then the defender wins.
Aftermath
The winner controls the S4 Strategic Location. As
long as he retains control he may add 5 points to the
maximum he is allowed to spend on his Strike Team in
any scenario. This bonus is cumulative if he controls
more than one Strategic Location.
If any model(s) from either side fall off the walkways
to their deaths, all models that survive this battle from
either side gain one additional point of experience.
The winner gains 14 Reputation, the loser gains 7.
24 - NEXUS PSI
SCENARIO
S5
HEALTH ASSURANCE
Mazon Labs has medical outposts set up across of Nexus Psi, but their primary location
is the Deepwater Medicentre. It was a fully-stocked alpha care centre, catering to serious
illnesses and injuries from anywhere on-world. It still stands, battered by the Plague
but not destroyed outright, most of its plentiful medical resources still salvageable by a
team with the right know-how. From a military standpoint it is one of the most important
strategic objectives on Nexus Psi; field treatments and first aid are nothing compared to
what Deepwater can offer.
SET Up
Available Forces
A normal 70 point Strike Team for the attacker and 50
points for the defender.
Victory Conditions
If, at the end of any Round, the attacker has captured all
three objectives then they are the winner.
If one Strike Team is wiped out or aborts the mission
then they lose.
Use the deployment zones shown on the map. Attacker
is shown in blue, defender in red and the neutral zones
in grey.
Aftermath
NEXUS PSI - 25
DREADBALL GUARD
RCERS
DREADBALL JACK
DREADBALL STRIKER
OVERWATCH: MOVE
OVERWATCH:
MOVE
OVERWATCH: MOVE
ABILITIES:
FAST, RESOURCEFUL
26 - NEXUS PSI
SCENARIO
SCREAMING FANS
The Red Forest Arena is the most remote DreadBall stadium in the entire GCPS. It
was ordered as a personal project by Tavis Carver, a legendary DreadBall fan with
his own private arena-side box at the Co-Prosperity Park Arena, who did not want to
miss his favourite sport while overseeing the first stages of Reiker Citys construction.
Containment Protocol be damned; the DGB is unwilling to let its superstar players die far
away from their adoring fans, and will pay handsomely for their rescue and extraction.
SET UP
Victory Conditions
Aftermath
If the attacker wins then every member of the Strike
Team gets an autographed DreadBall and a lifetime
pass to the MVPs home arena. As well as that, they
each get one additional point of experience.
The winner gains 12 Reputation, the loser gains 6.
Available Forces
A normal 70 point Strike Team.
NEXUS PSI - 27
SCENARIO
AMBUSH!
It was always going to be tough to wrest control of Nexus Psi from the Plague, but its
Nexus Psi is lost to the Plague. Packs of infected roam the streets of every outpost and
stalk the plains and forests. If you ever thought you stood a chance of wresting the world
from their clutches, you now know that hope to be futile. However, there is still a chance.
If you can take back a handful of key strategic locations, your mission here could still be
accomplished. You could still even the odds. You will need to strike quickly if you wish to
catch your enemy with their guard down
SET UP
Victory Conditions
When there are no more defending models left alive on
the board then the game ends.
Unless the attacker aborts the mission or is wiped out
then they win this scenario.
Aftermath
Each of the surviving defending models get one
additional experience.
The winner gains 12 Reputation, the loser gains 6.
Available Forces
The defender has a normal 70 point Strike Team.
The attacker may use 100 points and ignores the normal
limitations on model type. If the total Strike Force is
under 100 points then it is immediately expanded to this
level with fresh recruits as per campaign step 9.
At least one attacking model must be placed in each of
the deployment zones.
28 - NEXUS PSI
Nothing exhibits the pragmatism of the Marauders more than the Mawbeast Bomber. Noting the tendency of enemy
to gun down the creatures as they closed in for the kill, they saw the potential for a new weapon. Strapped with
compact loads of high explosives, these enthusiastic - if short lived - creatures have been the downfall of many an
otherwise secure outpost.
Matthew McDonald (order #5652513)
NEXUS PSI - 29
SCENARIO
THE GAUNTLET
The moment the Artefact was awoken, this world was lost. Nothing could stand in the
way of the Plague and hope to survive. There are still pockets of resistance, but these are
nothing more than the last, dying spasms of a creature too dull-witted to know that its
end has come. However, your ambitions stretch beyond Nexus Psi, and there is one group
of enemies that could almost stand to thwart your plans. This cannot be allowed. You will
attack when they are at their least prepared and overwhelm them with your numbers and
might. Their resistance ends here.
SET UP
Available Forces
The defender has a normal 70 point Strike Team.
The attacker may use 100 points and ignores the normal
limitations on model type. If the total Strike Force is
under 100 points then it is immediately expanded to this
level with fresh recruits as per campaign step 9.
Victory Conditions
When there are no more defending models left alive on
the board then the game ends.
Unless the attacker aborts the mission or is wiped out
then they win this scenario.
Use the deployment zones shown on the map. Attacker
is shown in blue, defender in red.
The attacker cannot place a second model in a given
cube until all cubes within his deployment zones have a
model in. This forces his Strike Team to spread out.
Aftermath
Each of the surviving defending models get one
additional experience.
The winner gains 12 Reputation, the loser gains 6.
30 - NEXUS PSI
THE FACTIONS
Matthew McDonald (order #5652513)
NEXUS PSI - 31
32 - NEXUS PSI
Cutting-Edge Technology
Enforcers are equipped with the best equipment
that money can buy. Indeed, most of their kit is so
specialised that nothing like it is available on the
common market, even through illicit sources. Their
armour is proof against most small arms fire and is
power-assisted, granting Enforcers enhanced strength
and speed. The ubiquitous helmet is designed to inspire
Tools of Destruction
The standard weapon carried by Enforcer teams is the
Genling 45 HLR-X, which is a modified version of the
Heavy Laser Rifle used by some corporate military
units. The 32 HLP-X acts as their standard sidearm, or in
the case of Assault units, their primary ranged weapon.
These troopers are also equipped with the Magnurba
Wristblade, a nanomolecular edged weapon that
extends from a housing on the Enforcers right forearm.
Wristblades are closer in aspect to a sword than a knife,
and are sharp enough to penetrate anything from carbon
lattice to the thick hides of silicon-based life forms.
Children of Science
Only a very limited amount is known about the journey
taken by an Enforcer recruit. One thing that is for certain
is that the results are remarkable considering that the
average timeframe seems to be less than a standard
year. Consequently, it is almost certainly the case that
Enforcers are physically altered through unnatural
NEXUS PSI - 33
In The Deadzone
The Enforcers were sent to Nexus Psi to protect the
interests of the Council of Seven, but their actions have
much wider-ranging implications than the whims of
the Spheres ruling caste. The Plague is a deadly threat
to the future of the GCPS, and while it is technically
confined to the surface, Containment Protocol is never
as secure or final as intended. Quarantined worlds
Deadzones, as they are generally known are popular
targets for rebels and raiders alike, not to mention
some of the more underhanded corporations who dont
wish to lose whatever assets were held on-planet.
NavCorp is only one of many systems that can be used
to navigate space, and no matter how tightly organised
a blockade is, there are always gaps for shrewd ship
captains to sneak through. If even a single landing
craft were to be commandeered, and a lone First-Stage
Infected left the planet, there is no telling how far the
contagion could spread.
34 - NEXUS PSI
Carver, Inc.
Standing Strong
Carver is a construction company that specialises in building in harsh climates and wild
areas. It has become increasingly known for its work on frontier planets, where it provides
permanent buildings to replace the temporary constructs built by early settlers. Its only
project on Nexus Psi when the Plague broke out was Reiker City, a habitation complex built
around the planets primary star port.
Accutek
Mazon Labs
Almar Incorporated
Weve got your back
If Almars corporate literature is to be believed, it can trace its roots back to Old Earth itself.
Regardless of its history, it is the only name that most Corporations trust in the field of
logistics and distribution. Almar bought into Reikers promise of Nexus Psi becoming a new
hub of expansion, and hundreds of abandoned warehouses now litter the planets surface.
NEXUS PSI - 35
Enforcer Ships
Much like their weapons and armour, the ships of the
Enforcer Corps represent a level of efficiency and
lethality an order of magnitude larger than those used
by corporate fleets. Equipped with advanced scanning
arrays, passive and active ship to ship countermeasures
and a full array of tactical ordnance, each class utilised
by the Enforcers is more than capable of taking on
bigger and heavier ships and winning.
NEXUS PSI - 37
STAGE 2As
STAGE 1A
38 - NEXUS
PSI (order #5652513)
Matthew
McDonald
Adriana Falls
Years passed, and the threat of the dead worlds was
forgotten. When sudden outbreaks of rioting and
looting were reported on Adriana, one of the more
well-developed planets in the Frontier, no one in the
Core took notice; after all, it was something for the
local security patrols to deal with. Then video streams
started arriving, showing terrified colonists being
hunted down and killed by brutish thugs clad in torn
rags and the skins of their fellow men. These butchers
were accompanied by strange, giant mutant creatures
that bounded through the burning streets, hunting
for prey like pack animals. From the comfort of their
booths in the watch stations of Corporation Central,
intelligence operatives watched as the beasts fell upon
helpless citizens half a galaxy away.
Enforcer patrols were rerouted to investigate the
planet from orbit, expecting to find some kind of alien
attack force, but there was nothing in orbit other than
Adrianas moons. Scans of the surface seemed to point
to the violence having spilled out from a central location
in the northern hemisphere, and it was postulated that
the creatures had emerged from below ground. One
man stood up against this and put forth a new theory:
contagion.
Exodus Massacre
Across the planet, more craft were beginning to dust
off. It was a mass exodus. There was no way of knowing
which of them held innocent civilians trying to escape
the horrors, but it didnt matter. The orders were clear.
Enforcer ships spread out to form a cordon around
the planet, and nothing was allowed to leave. It is
estimated that almost a fifth of the worlds population
STAGE 3As
Matthew McDonald (order #5652513)
NEXUS PSI - 39
40 - NEXUS
PSI (order #5652513)
Matthew
McDonald
Frm//Corp/Lu-Fan/xxx/hleish
To//Corp/Lu-Fan/ctrl/zmeng
Subj: Findings re intra-infected violence
Please find below the summary of the recently
completed research project into intra-infected
behaviour, focussing mainly on aggression.
In short, despite the violent tendencies of the
infected, out-and-out aggression between
vectors is rare. This is concurrent with initial
theories laid down following the study of
visual records from quarantined worlds.
Study of captive vectors lends weight to
this theory. Whatever stage the disease has
reached, the infected emit complex, artificial
hydrocarbons through their membranous
tissues. These function in a similar manner
to pheromones in more standard mammals.
Changes to the olfactory epithelia and
olfactory bulb make this scent highly
distinctive to the infected, and it has been
proposed although not yet conclusively
proven by researcher Guillermo Cortez
that this results in inhibited aggression
between those who carry the Plague. This
is the sole adaptation common throughout
all Plague hosts, regardless of species (and,
interestingly, whether or not they regularly
possess an olfactory sense), and suggests it is
reflective of some fundamental aspect of the
presumed alien species that seeded worlds
with their Artefacts.
We will continue to aggressively pursue
this avenue of research, as if the theory of
intelligent design is correct, then every crumb
of information, no matter how small, is a
potential feast. In any case, we are currently
working on a way of mimicking the scent to
allow our operatives to move undetected
among the ranks of the infected. This would
mostly benefit scientific retrieval teams, and
would be of little to no use to the military; in
our studies, the inhibition of aggression is
annulled once hostilities are initiated.
Our work continues, to the ongoing glory of
Lu-Fan.
Ranged Weaponry
Melee Weaponry
NEXUS PSI - 41
SPHYR
42 - NEXUS
PSI (order #5652513)
Matthew
McDonald
HUMAN
ZEES
YNDIJ
TERATON
Matthew McDonald (order #5652513)
KRAAW
NEXUS PSI - 43
JUDWAN
44 - NEXUS
PSI (order #5652513)
Matthew
McDonald
HUMAN
New Beginnings
Although the Rebellion has maintained its informal
nature, the sheer size of the movement meant that
some structure became a necessity. A loose chain of
command was built up over time, although the use of
ranks and titles is reserved for the military wing, which
only forms a small percentage of the Rebs overall
numbers. Everyone else is expected to be able to take
up arms and fight, of course, should the need arise.
The majority of the Rebellion is made up of planted
operatives working within the GCPS to bring it down,
and support workers furthering the work of their cause
through the subnet and other communication channels.
The Reb military wing is roughly divided into groups
known as Crews. The name is a result of the fact
that they are generally made up of as many fighters
as can comfortably fit into whichever craft they are
assigned. They act autonomously, each with its own
Field Commander a relevant name, as while they are
in the field, they assume total control of their mission,
although they may defer to more experienced officers in
HUMAN
SORAK
SURVEY DRONE
GROGAN
Matthew McDonald (order #5652513)
NEXUS PSI - 45
First Contact
The Orx first came to the attention of the GCPS after
they annihilated the Klandax Corporation expedition
which landed on their homeworld, Gora. Such
expeditions had been plying the stars for decades,
encountering and subduing many dozens of alien
species, as humanity expanded rapidly outwards.
Their first reports from the planets surface spoke
of a hostile, primitive indigenous race, but then the
reports stopped abruptly. No further telemetry was
received from the fleet. The loss of an expedition was
not particularly unusual in and of itself, but the speed
with which it had occurred was. Automated distress
transmissions received from the fleet indicated that
they had been wiped out within seventy two hours
of initial contact. Klandax responded immediately,
dispatching a full military strike force to recover the
expedition fleets expensive equipment and establish
a firm claim on Gora before other corporations took
advantage of their perceived weakness and moved in.
HULK
GOBLIN GUNTRACK
46 - NEXUS
PSI (order #5652513)
Matthew
McDonald
GOBLIN SNIPER
Professional Soldiery
These then were the first mercenaries of the Orx race.
Pressed into immediate service and trained under
the watchful eye of Klimt himself, they were inducted,
equipped and led on various expeditions the galaxy
over. They adapted to this life with astonishing speed
and capability, and gradually came to replace the
CCM wholesale. Eventually, as more and more were
recruited from Gora, they even came to lead themselves
exceptional specimens being promoted to officer
status and leading battalions of their fellows to war.
What happened to precipitate the dark period of time
known as the Mandrake Uprising is something that
nobody but the Council themselves will ever know
the truth of. Certainly, it had been noted that Orx
were ruthless creatures, utterly without anything so
complex as a moral code, and happy to fight and kill
whatever was put in front of them (other Orx included)
for the right price. Rumours persist that certain
humans, disillusioned with the dictatorial authority of
the Council, began to whisper in the ears of the lead
NEXUS PSI - 47
RIPPER SUIT
48 - NEXUS
PSI (order #5652513)
Matthew
McDonald
COMMANDO
WARLORD
NEXUS PSI - 49
Hostile Acquisitions
Above all, remember this one rule: everything has a price
Karstark & Klein executive induction pack.
NEXUS PSI - 51
DOCTOR SIMMONDS
//transcript:nexuspsi/
w4/25449721[FINAL]
**Theyre back. The
perimeter is down.
**If anyone picks this up,
you need to tell everyone
what happened here.
**The Council cant get
away with this.
**Tell them w
NEXUS PSI - 53
54 - NEXUS PSI
PROJECT OBERON
The Nameless are an unincorporated alien society from
the fringe of known space, a collection of like-minded
species who are reluctant to outright ally with the
GCPS. This reluctance will no doubt cost them in the
long term, but for now they are distant enough from the
Core to be able to exist as separatists without invoking
the wrath of the Council of Seven. They are mostly
unknown to the citizens of the Sphere, appearing only as
a novel race for DreadBall fans to cheer about, but there
are some who come to the central worlds to ply their
trade or offer their unique skills. Project Oberon is one
of the latter.
His true name remains shrouded in mystery, consisting
as it does of a string of sounds and phrases that are
unintelligible (and unpronounceable) by most humanoid
races, but Oberon serves well enough. Its not like he
finds much use for face-to-face communication in his
current employment.
NEXUS PSI - 55
NASTANZA
Despite her appearance, the being known as Nastanza is
neither human nor Asterian; she is an agent of something
altogether more sinister.
Accounts of her presence are few and far between,
but those that exist each share one eerily similar
observation: anyone who catches so much as a glimpse
of Nastanza seems to be hollowed out, as though the
emotion is stripped from their very soul.
She is a solitary figure, a silent reaper, stalking across
the galaxy shrouded in an impossibly advanced camoshield, taking pleasure in the pain she inflicts. She
is a fable, a legend, whose tale is told by seasoned
campaigners as they gather around watchposts. She is
the invisible executioner, a precision shot and an expert
head-hunter responsible for the murder of countless
victims.
She is the Twilight Huntress.
Despite the mystery that surrounds her, Nastanza plies
her trade among the stars like any other mercenary, and
Nexus Psi is just one more lucrative contract on her list.
Her enigmatic ways extend to the manner in which she
deals with her clients, often appearing before them even
before theyve tried to contact her. She seems to know
everything: the clients problem, the targets movements,
and the appropriate price for the job. Those few who have
declined her services soon discover that she has already
entered into negotiations with the would-be target, and
find themselves in a very precarious situation indeed.
Travelling in a lightly armed fighter craft that hints
at a larger vessel or substation she might call home,
Nastanza will stalk her prey meticulously until the right
moment, which often seems less to do with tactical
advantage and more to do with some unknown system
or pattern. Once she has executed her mark, she simply
moves onto her next client. She is inevitable, a force of
nature, and once she is on your trail the only option is to
make your peace and accept your fate.
NEXUS PSI - 57
58 - NEXUS PSI
CHOVAR PSYCHIC
Altimoses
Not all Chovar Psychics use their abilities for
the benefit of civilisation.
One such being known simply as Altimoses was
involved in numerous illicit activities, including
drug smuggling, gun running, and the staging
of illegal sports matches, including DreadBall
games. His success in the criminal underworld
was mainly down to his ability to pinpoint the
patrol routes of the authorities and decipher
the best routes for his shipments to take in
order to avoid any unwanted attention.
Altimoses evaded capture for many cycles,
but it seemed the game was up when he was
captured in a last-minute unplanned raid by a
combined task force of Enforcers and several
other Chovar Psychics. He was due to serve a
life sentence in Perestia Prime Correctional
Facility, but his prison ship was intercepted enroute by the Arma Blanca Cartel, a particularly
effective group of Marauders. Who had paid
them to break him free remains unclear, but the
attempt was botched and ship spiralled out of
control, eventually crash-landing on Nexus Psi.
Now the fugitive Chovar has a private army, but
that wont mean much without an exit strategy.
The Plague are closing in, and it wont be long
until they try and add this powerful psychic to
their ranks
NEXUS PSI - 59
THE HELFATHER
The business enterprises of the Forge Fathers require
vast armies to operate across the Star Realms
frontiers. The resources and manpower at the disposal
of their rulers allow vast private armies in addition
and so when the members of the upper echelons of
Forge Father society commit to the battlefield they
are protected by an elite soldiery. Despite the buying
power afforded by Shadrek Mal-Razs majority stake
in the Furnace Valley, he is currently operating alone.
His wealth is obvious from his uniquely-customised
Aesir armour and his signature Xerxes Cannon but he
operates on Nexus Psi without an entourage.
The Mal-Drez dynasty had established itself through
several centuries of stripping back the orebodies of the
gombiky extra-solar planets passing near their space.
These rogue planets come from an earlier galactic age,
and so are fantastically rich in the heavier elements and
are almost-always lifeless. Regarded as giant, spherical
treasures the word gombiky has also passed into Forge
Father language as the name of the priceless spherical
beads worn as jewellery. Some of the wealthiest Forge
Father dynasties have become so by searching deep in
the galaxy for these planets. Outside of solar systems
their accurate detection is still beyond the bounds of the
Corporation scientists.
NEXUS PSI - 61
THE SURVIVOR
In his former life, The Survivor was Slobodan Chovyek, a
genetic technician working for the Spiczak Corporation
who was drafted to join an expedition to Usiah, where an
Artefact had been discovered by a group of miners.
Not every victim of the Plague reacts to the virus in the
same manner. As Chovyeks colleagues succumbed to
the ravages of infection, dying in seconds or mutating
into horrifying beasts, he alone was untouched. He
expected them to turn on him, tear him limb-from-limb,
but the nightmarish creatures simply ignored him.
What came next were the worst days of his life. He
followed in the wake of the Plague, hoping to find
anyone left alive in the charnel house that had once
been Ginzu City. He was about to give up hope when he
spotted a fellow survivor and followed him to a hidden
safe-house in the basement of an Almar Interplanetary
holding station. They were wary at first, refusing to let
him in as they couldnt be sure that he wasnt infected.
He gradually convinced them that he was clear, and that
a scientist with his expertise would be a very useful
person to add to their number, and they finally threw
open the door.
After a shaky start, he was welcomed with open arms.
Almost half of the survivors were gravely wounded,
lying in a makeshift triage station manned by a small
team of medical workers. It turned out that the survivor
Chovyek had initially seen had been trying to make a run
to a nearby Mazon Labs med-station, hoping to pick up
bloodpacks, but had been unsuccessful. Every healthy
candidate from among the group had already donated
as much as they could, but it was not enough. Chovyek
didnt wait for them to ask; he rolled back his sleeve and
asked them where he needed to be.
62 - NEXUS PSI
BOOMER
Boomers odious habits and utter lack of personal
hygiene are gaggingly obvious from several metres away.
Few would socialise with him voluntarily without some
pressing incentive; thankfully, he is spared a lonely life by
his undoubted skills with explosives and encyclopaedic
knowledge of grenades. Whats also obvious from the
briefest of encounters with him is that he is completely
insane, and whilst somewhat worrying in an explosives
specialist most commanders assume that one follows from
the other fairly naturally and so accept his foibles to use of
his skills.
In terms of who he is and where he came from, nobodys
asked. Boomer probably had a real name at one point;
probably had a family, clan or other group to which he felt
allegiance. Maybe people even liked him. Who can tell?
These days he is nothing more nor less than an expendable
asset who hires his not inconsiderable skills out to anyone
who can pay the exorbitant fees (and stand his presence
for more than five minutes). Its working out well for him
certainly, hes never short on clients.
Hobgoblins
Unlike their close cousins the Orx and Goblins,
Hobgoblins were not drafted into the Councils
service by General Klimt, though there were many
who still got caught in the crossfire following the
Mandrake Uprising. Forced to pick a side, they
almost unanimouslyMarauders.
Hobgoblins are bad-tempered, foul little creatures,
which is a constant thorn in the side of Goblins
across the galaxy as most outsiders struggle to
tell the difference between the two. Most tales of
Goblins being abhorrently sneaky, desperately
petty and more than a little light fingered are
usually aimed at Hobgoblins. They do have their
uses, however. With a natural ability for the
mechanical, they often work as highly capable
engineers on Marauder assault vehicles, space
craft and larger artillery weapons. Of course,
rivalry between crews (and even within them) is
rife, and it doesnt take much goading for them to
become embroiled in a fight.
Those that didnt rebel along with the Orx can
often be found in spaceports selling black-market
goods, or acting as backstreet book-keepers, loan
sharks and swindlers. By the time the authorities
turn up they are cunning enough to be long gone,
stowing away in the cargo hold of an outgoing
hauler or transport and heading to some distant
planet elsewhere in the galaxy. Such is the life of a
Hobgoblin on the road.
NEXUS PSI - 63
BLAINE
Its been said that Blaine has a face that only a mother
could love, though in his case even that seems doubtful.
According to the legends surrounding him, his first
crime was to murder his family and burn down the
family home. Certainly nobody claims him as kin. Thats
just asking for trouble.
64 - NEXUS PSI
FREYA OERLIKON
Freya Oerlikon served in the Forge Father military as a
logistic support pilot on tours of the Nethyr Edge. Trained and
experienced across the whole arsenal of vehicles, aircraft and
spaceships, she was one of the many cogs that kept the engine
of war running smoothly in the theatre of battle. Although ztoo
nervy to serve as a front-line Firewyrm or Roskilde pilot, she
was happy to undertake the occasional duty on the front line.
Reaching the post of supervising chargehand at the time of
the Kellng Walk occupation, Freya resigned her commission
after it was announced that the battalion was to be garrisoned
there permanently. Piloting skills are always in high demand
in trading cultures, and Freya set herself up as a contract pilot
through her network of military contacts.
Though only able to perform basic repairs to hardware by
Forge Father standards, Freya was regarded as a technical
marvel in GCPS territory. Able to bypass some of the limiters
that Forge Father designers build in to tech destined for other
cultures, Freya found herself in demand for her mechanic
abilities as much as her piloting. Any ship she worked on
gained a subtle edge over its untampered counterparts and
her reputation quickly grew.
Freya accepted a charter to extract research materials from
Nexus Psi on behalf of the ExoChild Corporation, lured by
an upfront fee so generous she could purchase a restored
Firesteel-class light freighter. The ship was a classic Forge
Father design capable of crossing the gulfs of space with only
a minimal crew to make quick planetary landings. Originally
designed to deliver military supplies during the second wave
of an invasion, decommissioned Firesteels have proved
popular with smugglers who cannot, for obvious reasons, use
space ports to drop off goods.
Slipping past Nexus Psis blockade was a challenge for Freya,
but after a few days studying the Enforcer ship patterns she
had identified several holes created after the besieging craft
inexplicably shifted togeostationary orbits. The ExoChild
package was found in the Reiker City cargo facility, along with
the remains of two ExoChild contracters who she deduced had
been previously sent to recover the cargo.
In the shadows, a third Plague-infected smuggler had been
banking on a further retrieval attempt an opportunity
to spread the contagion off-planet. Waiting until she was
loading her ship hold to strike, the 3S slashed at Freya with
its distended talons. Only Freya was prepared, and unloaded
a clip of Hailstorm ammuniiton from her compact pistol.
Quickly sealing the hold she took off, panicked and keen to
break orbit as quickly as possible.
The upper-stage engines of the retreating Firesteel exploded
in a hail of laser fire. Far more vigilant on traffic leaving the
surface than arriving, Enforcer interceptors had crippled
her ship with brutal efficiency. Freya screamed in rage as
she tumbled planetward, hoping her ship could clear the city
limits before crashlanding.
NEXUS PSI - 65
66 - NEXUS PSI
Most of the Enforcers of Nexus Psi were diverted from standard patrol forces, but other groups were brought in
as the conflict continued. Elements from Red Division, a specialist Enforcer unit with considerable experience in
the Arklyte Cluster, were brought in to deal with concentrated numbers of Plague victims for whom the infection
had not fully taken root. These zombies had overtaken several Outposts, and were proving to be a serious
impediment to regular strike teams.
www.manticgames.com
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