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A rules hack for playing Destiny using Numenera
Destiny is Bungie 2014
Numenera is Monte Cook Games 2013
This is a free, fan work and makes to claims to the IP of either company.
Material taken from various Destiny Wiki's and the Limited Edition Destiny Strategy Guide by Bradygames.
Art sourced from promotional material and concept art.
Destiny: Lumenera written by James 'Grim' Desborough
http://postmortemstudios.wordpress.com
www.patreon.com/grimachu
(This is a basic draft, there may be a shinier and updated version later once I've gotten more familiar with Numenera
and have the time to create a shiny layout)
Character Creation
Refer to Numenera for the particulars. This will concentrate on the differences and novelties of character creation
relating to Destiny.
Tiers correspond roughly to 4 levels in Destiny, so if you wanted to convert a character convert their levels into
character benefits (4 Pool, 1 Edge, 1 Effort, 1 Skill or combat training, Reduce Armour Cost by 1, 2 Recovery, Tier
level power).
Skills
New skills are marked with a *.
Astronomy
Balancing
Biology
Botany
Carrying
Climbing
*Cryptarchaeology
Deceiving
Demolitions
Driving
Escaping
Geography
Geology
Healing
Hacking*
History
Identifying
Initiative
Intimidation
Jumping
Leatherworking
Lockpicking
Mason*
Metalworking
Perception
Persuasion
Philosophy
Pickpocketing
Pilot*
Repairing
Riding
Smashing
Sneaking
Survival*
Swimming
Carpentry
Races
Human
Humans are descended from the survivors of the dark age of mankind. They are tough, resilient, tested survivors with
the heritage to have lived through a thousand battles and the fall from the golden age. Human statistics are unmodified.
Exo
The Exo are the remnants of war machines, built in another age to fight for humanity and since become self-
constructing when there is the material to do so. Each is an independent intelligence, as different as any human from
another. Exo have +2 Might, -1 Speed, -1 Intellect.
Awoken
The awoken survived beyond the Earth in the shattered remnants of orbiting colonies, secreted away in the asteroid belt
and hiding in the void between the stars. Something out there change them. Awoken have -1 Might, -1 Speed, +2
Intellect.
Ghosts
Ghosts are fragments of The Traveler, infused with its light, high powered artificial intelligences with personalities and
minds. Ghosts accompany Guardians, phasing in and out of physical existence when needed. Ghosts can operate
machinery, power up old devices, hack doorways and computers and can provide perspective and history.
A guardian without a ghost cannot respawn. A ghost without a guardian will seek a new person to resurrect and work
with.
Ghosts generate grenades and blades for their Guardian. Manifest vehicles. Operate ships and teleports and develop
other abilities over time.
Respawning
Ghosts can resurrect you when you die. They have already done this once and so you start with a Resurrection Pool of
19. Each time you respawn you roll and if you get under your Resurrection Pool you are regenerated, but drop the pool
by 1. Every 4xp you earn increases your Resurrection Pool by +1, up to a maximum of 20.
At Tier 4 Titans can choose the Defender sub-class and access to its abilities.
Flashbang Grenade: Flashbang grenades are constructed by your Ghost and can be used once per hour. The flashbang
explodes in a seven metre radius for 2 damage. This is also a level 5 (target 15) blinding and deafening attack.
Lift: When leaping you shift down the Jump table by one row, increasing your distance. You can also 'hang' in midair
to give you an elevated firing position. This also increases the range of Fist of Havoc in the same way.
Fist of Havoc: You leap four feet forward and slam into the ground, releasing a blast of light energy over a seven metre
radius for 4 damage. This ability takes time to recharge and can only be used once per hour. Kills with Fist of Havoc
spawn orbs of light.
Storm Fist: A light-charged fist attack does 4 damage in close combat.
Titan Codex I: Your Might pool is raised by +1 and your recovery is raised by +1.
Headstrong: When combined with Fist of Havoc you can shift down another row on the leap table, increasing the
range of the leap. Your Speed Pool is increased by +1.
Hunter
Stalkers, hunters, scouts, the unseen blade and the perfect shot. Hunters are the fastest and most precise of the three
classes. They use speed, agility and stealth to overcome their foes. Hunters wield the light purely offensively, destroying
their foes with blazing solar energy or vicious arc lightning.
At Tier 4 Hunters can choose the Bladedancer sub-class and access to its abilities.
Incendiary Grenade: You can use a grenade once per hour. The incendiary grenade explodes over a 7m radius for 4
damage and does another 2 damage ignoring armour on the following turn.
Double Jump: When jumping you can shift down a row on the table to determine distance/height.
Golden Gun: You can summon a golden pistol that hits for 8 points of damage. It lasts for three turns, or three shots.
You can use this ability once per hour.
Throwing Knife: You can summon a blade, once per hour, which when tossed does 4 damage but counts as a melee
attack.
Scavenger: Ammo purchased or looted is increased by 10%. EG: If you find 30 rounds for your auto-rifle, you actually
find 33.
Path Forgotten: +2 Might Pool, +2 Agility Pool.
Stab: In your hands light blades do 3 damage.
Warlock
Savants, scholars, masters of their own minds, wielding forces so powerful they can sunder reality on the battlefield.
Warlocks have a deep understanding of their light and their manipulation of it borders on the mystical. They wield void
and solar forces, bombarding their foes with crushing void energy or infusing their bodies with solar power.
At Tier 4 Warlocks can choose the Sunsinger sub-class and access to its abilities.
Vortex Grenade: You can summon a grenade once per hour. Vortex grenades explode in a four metre radius doing 4
damage as it explodes and another four damage in the same area on the following turn.
Glide: You can shift down a row on the leaping table, but only to increase distance, not height.
Nova Bomb: Once per hour you can summon a huge blast of void energy for six damage to everything in a 9m radius.
Energy Drain: Your hand to hand attacks do 4 damage. When you kill an enemy you can replenish a single point to
any of your pools.
Annihilate: +1 Speed Pool. Increase the size of all your explosive abilities by 10%, rounding up to +1m.
Arcane Wisdom: +1 Intellect Pool, +1 Speed Pool, +2 Recovery.
Verbs
Suitable 'Verbs' from the Numera Main book include:
Carries a Quiver
Commands Mental Powers
Controls Beasts
Crafts Unique Objects
Entertains
Explores Dark Places
Fights With Panache
Hunts With Great Skill
Leads
Lives in the Wilderness
Masters Defence
Masters Weaponry
Murders
Rages
Talks to Machines
Wields Two Weapons at Once
Works in the Back Alleys
Currency
Glimmer is the main currency used amongst all groups. It is a programmable form of matter from the golden age which
can be figured in any number of ways, making it valuable to anyone and any thing.
Marks are faction currency, awarded for performing tasks on behalf of the various factions. They can be traded with
those factions. Marks cannot be exchanged for other currency, at least not legally.
Motes of Light are earned by legendary Guardians for every four XP they spend after reaching Tier 6 and can be traded
with The Speaker and the Temple of the Traveler.
Materials
Spinmetal, Helium Filaments, Spirit Bloom and Relic Iron are special materials which can be gathered to trade for
Marks and/or glimmer. A single 'lot' of any of these materials is worth 4 glimmer in The City and ten can be traded for a
Mark. High level gear also requires these special materials to be upgraded.
Ascendant Energy and Ascendant Shards are garnered by destroying very powerful enemies or are found in the grandest
of treasure stores.
Weapon parts are garnered by breaking down weapons or recycling broken weapon materials.
Plasteel Plating is gained by breaking down heavy armour and other dense materials.
Sapphire Wire is gained by breaking down medium armour and other light materials.
Hadronic Essence is gained by breaking down light armour and high tech materials.
Breaking down a weapon/armour piece also garners 2d10 glimmer, +5 green, +10 blue, +20 purple.
Consumables
Consumable artefacts include:
Ammo Synthesis: Restores a full magazine of ammunition to any primary weapon.
Special Ammo Synthesis: Restores a full magazine of ammunition to any special weapon.
Heavy Ammo Synthesis: Restores a full magazine of ammunition to any heavy weapon.
Weapon Telemetry Recorder: Earn an additional 1xp at the end of the session.
Ether Seeds: Ether Seeds convert the life-force of The Fallen into glimmer equal to twice their Level, this lasts
for one battle/encounter.
Black Wax Idol: The dark force released by dying Hive converts this wax into glimmer equal to twice their
level, this lasts for one battle/encounter.
Resupply Codes: These overrides convert the life force of dying Cabal into glimmer equal to twice their level,
this lasts for one battle/encounter.
Blue Polyphage: This viral signal converts Vex energy into glimmer equal to twice their level, this lasts for one
battle/encounter.
Loot
Besides the basic equipment and armour that enemies carry and wear they also have a chance of dropping further gear
and rewards.
The level of the enemies multiplied by ten is totalled providing the chance of a useful, random loot drop. If it is over
100% then the excess is rolled a second time.
Loot Table Roll d100 and add the highest level enemy to the roll.
1-29 Small Glimmer Award 1d10 glimmer
30 1d4 resources
31-39 Medium Glimmer Award 1d4x5 glimmer
40 1d6 resources
41-49 Large Glimmer Award 1d10x10 glimmer
50 1d8 resources
51-55 Grey Engram Difficulty 4 cryptarchaeology to decode
56-60 Grey Weapon
61-65 Grey Armour
66-69 Green Engram
70-73 Green Weapon
74-77 Green Armour Difficulty 6 cryptarchaeology to decode
78-80 Glimmer Boost Item
81-83 Ammo Synthesis
84-86 Special Ammo Synthesis
87-89 Heavy Ammo Synthesis
90-91 Blue Engram Difficulty 8 cryptarchaeology to decode
92-93 Blue Weapon
94-95 Blue Armour
96 Purple Engram Difficulty 10 cryptarchaeology to decode
97 Purple Weapon
98 Purple Armour
99 Weapon Telemetry
100 Strange Coin
101+ Mote of Light
110+ Red Weapon/Armour (50/50)
Shops
Cryptarch Services
Grey Engram: 1d20x25 glimmer
Green Engram: 1d20x50 glimmer
Blue Engram: 1d20x100 glimmer
Purple Engram: 1d20 x200 glimmer.
Guns
Grey Basic 500
Grey Special 600
Grey Heavy 700
Green Basic 700
Green Special 900
Green Heavy 1100
Blue Basic 1100
Blue Special 1400
Blue Heavy 1700
Basic Magazine 100
Special Magazine 250
Heavy Magazine 1000
Armour
Grey Gloves/Boots 1,000
Grey Helmet 2,000
Grey Chest 4,000
Green Gloves/Boots 4,000
Green Helmet 6,000
Green Chest 9,000
Blue Gloves/Boots 9,000
Blue Helmet 12,000
Blue Chest 16,000
Grey Cloak/Badge/Bond 500
Green Cloak/Badge/Bond 1000
Blue Cloak/Badge/Bond 2,000
One Use Grenades
Flashbang 100
Magnetic 100
Incendiary 100
Flux 100
Vortex 100
Solar 100
Pulse 250
Spike 250
Swarm 250
Skip 250
Scatter 250
Firebolt 250
Lightning 1000
Suppressor 1000
Tripmine 1000
Arcbolt 1000
Axion 1000
Fusion 1000
The Armoury
Virtually every weapon is unique, the legacy of customisations, heritage and millennia of strange scientific advances.
Basic starting weapons are just that basic with no real special qualities to speak of, but more advanced weapons
have greater capabilities and can be upgraded to exploit them.
Basic Weapons
Autorifle: Range: Medium, Damage 4, Clip 20, Burst Fire, Rapid Fire 2. Reload 1.
Fusion Rifle: Range: Short, Damage D6, Clip 4, Spread Shot, Damage type 1-2 Solar, 3-4 Spark, 5-6 Void. Reload 2.
Hand Cannon Range: Short, Damage 4, Clip 6. Reload 2.
Machinegun Range: Medium, Damage: 5, Clip 50, Rapid Fire 2 Reload 3.
Pulse Rifle Range: Short, Damage 2, Clip 15, Burst Fire. Reload 1.
Rocket Launcher Range: Medium, Damage 6, Clip 1, Radius 2m Reload 3.
Scout Rifle Range: Medium, Damage 5, Clip 15. Reload 1.
Shotgun Range: Short, Damage: 5, Clip 5, Spread Shot. Reload 3.
Sniper Rifle Range: Long, Damage: 5, Clip 4, Accurate. Reload 2.
Autorifle D6
1-2 Balanced No change.
3 Lightweight Reduce magazine by 5, can reload without taking a turn.
4 Stable Reduce range by 1 band, increase magazine capacity by 5.
5 Precise - Reduce Rapid Fire by 1, increase range by 1 band, +1 to attack rolls.
6 Rapid Increase Rapid Fire by 1, Reduce range by 1 band, -1 to attack rolls.
Pulse Rifle D6
1- Balanced No change.
2 Lightweight Reduce range by 1 band, reduce magazine capacity by 3, can reload without taking a turn.
3 Stable - +1 to attack rolls, increase magazine capacity by 3, reduce range by 1 band.
4 Precise - +1 to attack rolls, increase range by 1 band.
5 Rapid Reduce range by 1 band, increase magazine capacity by 3, grant rapid fire 1.
6 Marksman - +1 to attack rolls, increase range by 1 band.
Scout Rifle D6
1-2 Balanced No change.
3 Lightweight Reduce range by 1 band, reduce magazine capacity by 3, can reload without taking a turn.
4 Precise - +1 to attack rolls, increase range by 1 band.
5 Rapid Can let off an additional round per turn, reduce range by 1 band.
6 Marksman Increase range by 1 band, -1 penalty to attack rolls.
Hand Cannon D6
1-3 Balanced No change.
4 Lightweight Reduce range by 1 band, can reload without taking a turn.
5 Precise - +1 to attack rolls, increase range by 1 band.
6 Powerul Reduce magazine by 1, increase range by 1 band, +1 damage.
Fusion Rifle D6
1-2 Balanced No change.
3 Lightweight Reduce range by 1 band, can reload without taking a turn.
4 Precise - +1 to attack rolls.
5 Rapid Increase Clip by +1, reduce range by 1 band.
6 Powerful Increase range by 1 band and +1 to damage (EG: D6+1)
Shotgun D6
1-3 Balanced No change.
4 Lightweight Reduce range by 1 band, reload without taking a turn.
5 Precise Increase range by 1 band, +1 to attack rolls.
6 Powerful Increase range by 1 band, -1 to attack rolls, +1 damage.
Sniper Rifle D6
1-3 Balanced No change.
4 Lightweight You can fire two shots per turn, you can reload without taking a turn.
5 Precise - +1 range band, +1 to attack rolls.
6 Marksman - +1 range band, -1 to attack rolls, +1 damage.
Machinegun D6
1-2 Balanced No change.
3 Stable - +1 to attack rolls, -1 range band, you can reload without taking a turn.
4 Precise - +1 range band, +1 to attack rolls.
5 Rapid Increase rapid fire by +1, reduce range band by -1
6 Powerful Increase range band by +1, increase damage by +1.
Rocket Launcher D6
1-2 Balanced No change.
3 Precise Reduce blast radius by 1m, +1 to attack rolls.
4 Rapid Increase magazine by +1.
5 Powerful - +1 damage, -1 to attack rolls.
6 Heavy - +1 damage, -1 to attack rolls, increase radius by +1m.
Modifying Weapons
Weapons above Grey (Common) drop status can be modified albeit at cost. They also get small boosts, simply
inherent in being better gear.
Green (Uncommon) One boost, one mod.
Blue (Rare) Two boosts, three mods.
Purple (Legendary) Three boosts, five mods.
Red (Exotic) Four boosts, five mods Plus an exceptional ability of the Games Master's creation.
Boosts
Boosts can only affect capabilities a weapon already has, if it doesn't have that capability, reroll. Roll 1d10
1. Range Band +1
2-3. Magazine (+1/3/5 depending on weapon).
4-5. Damage +1
6-7. Accuracy +1 on attack rolls.
8. Rapid Fire +1
9. Reload -1
10. Blast Radius +1m
Modifications Roll, if the roll doesn't fit the weapon, reroll. Modifications must be unlocked to be enacted.
Roll Mod Restricted? Effect
1 Accelerated Coils Fusion Rifles Faster charge time provides +1 to attack rolls.
2-3 Armour Piercing - Enemy armour reduced by -1 against this weapon.
4-5 Cascade - After a melee kill, one reload action counts as 2.
6-7 Clown Cartridge - Your magazines have an extra D4-1 rounds in them.
8 Cluster Bombs Rocket Launcher A secondary explosion in the same area for 2 damage.
9 Shot Package Shotgun +1 damage, but lose Spread Shot
10-11 Counterbalance - +1 to attack rolls.
12-13 Crowd Control - +1 damage with this weapon, the turn after you killed with it.
14-15 Custom Optics - +1 to attack rolls.
16-17 Damage Type - 1-3 Kinetic, 4 Solar, 5 Arc, 6 Void
18-19 Shoot to Loot - You can pick items up by shooting them.
20-21 Double Down - You regain a magazine for each weapon when you respawn.
22-23 Enhanced Battery - +2/6/10 magazine capacity.
24-25 Explosive - Increase blast radius by +1m, even if you don't have a blast radius.
Rounds
26-27 Extended Mag - +1/3/5 magazine capacity.
28 Field Scout Legendary +2/6/10 magazine capacity, you can carry an additional magazine.
29-30 Firefly - A kill shot causes the enemy to explode in a 5m radius for 2 solar.
31-32 Fitted Stock - +1 to attack rolls.
33-34 Flared Magwell - Reduce reload time of the weapon to Instant.
35-36 Hip Fire - Offset any penalties to shoot by 1.
37-38 Full Auto - Increase rapid fire by +1, even if you did not already have it.
39-40 Glass Half Full - The second half of your magazine does +1 damage.
41 Grenades and Rocket Launcher Reduce difficulty to hit targets by 1 level.
Horseshoes
42-43 Grenadier - Kills with this weapon reduce your grenade time byr 5 minutes.
44-45 Outlaw - After a kill, reduce reload time by -2
46-47 Hair Trigger - +1 to initiative rolls while this weapon is equipped.
48-49 Hammer Forged - +2 range bands, increase reload time by +1.
50 Hand Loaded Rare+ +1 range band.
51 Headseeker Pulse Rifle When you apply effort for damage, or roll a boost to damage, do +1 damage.
52 Heavy Payload Rocket Launcher +2m blast radius, -1 to attack rolls.
53-54 High Caliber - Anyone you have hit is penalised by -1 on attacks.
55-56 Final Round - The last bullet in a magazine does +2 damage.
57 Javelin Rocket Launcher +2 to attack rolls.
58-59 Unflinching - After you take damage, reduce it by 1, to a minimum of 1.
60 Feeding Frenzy Legendary auto/MG Reduce reload by -1.
61-62 Life Support - When your Might drops below 20% of its maximum, you get a new
magazine for this gun on a kill.
63-64 Lightweight - +2 Speed Pool
65-66 Luck in the - Each attack roll 1d6, on a 1 this attack does +2 damage.
Chamber
67 Metal Detector Uncommon Fusion Rifle You can carry an extra magazine for this weapon.
68-69 Mulligan - For each shot fired you have a 1/20 chance of regaining a bullet. The amount
you roll below the number is the amount of bullets restored.
70-71 Perfect Balance - +2 to attack rolls, reduce range by 1 band.
72 Private Eye Uncommon+ +1 to attack rolls at medium+ range.
73-74 Performance - chance on a kill of regaining 1/3/5 ammo for this weapon.
Bonus
75-76 Quick Draw - +2 Initiative with this weapon.
77-78 Rangefinder - +1 range band, +1 damage.
79 Vacuum Legendary Fusion You can scoop up ammo without taking an action.
80-81 Reactive Reload - If you make a kill and then do nothing but reload, the first attack after
reloading does +2 damage.
82-83 Return to Sender - change to add a round to your magazine each kill.
84 Secret Round Pulse Rifle If you miss with a burst shot, you can make a second attempt at +1 level of
difficulty.
85 Send It Scout/Hand/Sniper +2 range bands, reduce magazine by 1/3
86-87 Single Point Sling - +1m to your movement each turn, Reduce reload by -1.
88-89 Skip Rounds - Bullets can be ricocheted off surfaces +2 difficulty levels to hit.
90 Snapshot - +1 Initiative.
91 Speed Reload Rare+ Reduce reload by -1.
92 Spray and Pray - Reload reduced by -2 when weapon is empty.
93 Surplus - You can carry an additional magazine.
94 Persistence - Each consecutive turn that you shoot a target you get +1 to your attack roll.
95 Take a Knee - +1 to attack rolls from cover/prone/crouch.
96 Third Eye Legendary Know where surprise/invisible attacks/sniper attacks came from.
97 Tripod Rocket Launcher Your rocket explodes three times in the same area.
98 Tracking - +1 to attack rolls against a target you have already hit.
99 Who's Next - Reload actions count double after a kill.
100 Zen Moment - +1 to attack rolls each hit, until you miss.
Armour
Wearing armour reduces your Speed Pool and costs you a number of Might points per hour. These values are for full
suits of armour, but armour is made up of Helmet, Gauntlets, Boots and Chest, each piece making up (25% of the
whole). Partial armour values are rounded down.
Boosts d8
1-2 Speed Pool: +2
3-4 Might Pool: +2
5-6 Intellect Pool: +2
7 Armour Boost: +0.25/0.5/0.75 (Maximum x1 Green/Blue, x3 Purple, x4 Red)
8 Reduced Weight: -1 Might per hour.
Mods D12
1. Defence Boost +1 Armour (Maximum of +1)
2. Grenade Throw: You can now throw grenades an additional +5m.
3. Bonus Melee Energy: After killing an enemy with a grenade, you can make an extra melee attack on the following
turn.
4. Bonus Melee Attack: You can make two melee attacks in a turn.
5. Grenade Energy: Killing an enemy in melee reduces your grenade timer by 10 minutes.
6. Orb Regeneration: Picking up an Orb of Light heals 2 Might Pool.
7. Orb Grenade: Picking up an Orb of Light reduces your grenade timer by 10 minutes.
8. Orb Melee: Picking up an Orb of Light makes your next melee attack +1 to hit and +1 damage.
9. Super Energy: Killing an enemy reduces the time until your next super use by 10 minutes.
10. Super Grenade: Killing enemies with grenades reduces the time until your next super use by 10 minutes.
11. Faster Reload: Reduce reload time with all weapons by -1.
12. Bonus Ammo: You can carry an additional magazine for d10, 1. Autorifle 2. Fusion Rifle 3. Hand Cannon 4.
Machinegun 5. Pulse Rifle 6. Rocket Launcher 7. Scout Rifle 8. Shotgun 9. Sniper Rifle 10. Roll Again
Mod Requirements
Glimmer is used to boost all manner of weapons and armour.
Plasteel Plating is used to boost heavy armour.
Sapphire Wire is used to boost medium armour.
Hadronic Essence is used to boost light armour.
Weapon Parts are used to boost weapons.
Relic Iron is used to boost high level weapons and armour.
Spinmetal is used to boost high level weapons and armour.
Heliu Coils are used to boost high level weapons and armour.
Spirit Blooms are used to boost high level weapons and armour.
Ascendant Shards are used to boost very high level armour.
Ascendant Energy is used to boost very high level weapons.
Vehicles
Vehicles are treated as creatures, but allow those using them to move at high speed and to claim access to the
capabilities and bonuses that the vehicle provides, using its attacks and other capabilities as their own.
Sparrow
Sparrows are high speed hover bikes which can be summoned from your ship via your ghost and deconstructed in the
same way. Summoning and de-summoning a Sparrow takes two turns.
A basic sparrow is:
Level: 2 (6)
Health: 20
Damage: 2 (ram), 4 (turbo-ram)
Armour: 1 (hitting the rider instead of the bike is +1 difficulty level).
Movement: Medium (Long with turbo switched on).
Modifications: Activating the turbo requires a difficulty level 2 speed check. You do not lose Might pool for wearing
armour while riding your sparrow.
Uncommon Sparrows get one boost, rare Sparrows get two boosts, Legendary Sparrows get three boosts, Exotic
Sparrows get four boosts and a special ability that others lack.
Pike
Pike's are scrap-built 'rat bike', scout speeders in use by The Fallen, though many have also fallen into Guardian hands.
Level: 3 (9)
Health: 30
Damage: 3 (ram), 5 (turbo-ram), Twin Shock Rifles (Damage 5, Rapid Fire 3)
Armour: 2 (hitting the rider instead of the bike is +2 difficulty levels).
Movement: Medium (Long with turbo switched on).
Modifications: Activating the turbo requires a difficulty level 3 speed check. You do not lose Might pool for wearing
armour while riding a Pike. Firing on consecutive turns drops the Shock Rifle Rapid Fire to 2, then 1.
Interceptor
Interceptors are heavy speeders, armed with cannons. They're sluggish to drive but pack a big punch with alternating
fire from their twin rocket launchers.
Level 4 (12)
Health 40
Damage: 4 (ram), 6 (turbo-ram), Twin Rocket Launchers (Damage 7, 5m radius).
Armour: 3 (hitting the rider instead of the interceptor is +2 difficulty levels).
Movement: Medium (Long with turbo switched on).
Modifications: Hitting the interceptor is one difficulty level easier due to its size and sluggish controls. Activating the
turbo requires a difficulty level 4 speed check. You do not lose Might Pool for wearing armour while riding an
interceptor.
Turrets
Turrets are static, defensive weapons, used for area denial.
Level 4 (12)
Health 40
Damage: Twin Machinegun (Damage 7, Rapid Fire 3).
Armour: 3 (hitting the rider instead of the turret is +2 difficulty levels).
Movement: None
Modifications: Hitting the turret is two difficulty levels easier due to its size and immobility.
Devil Walker
A scrap-built, legged tank used by The Fallen, the Devil Walker is a dangerous adversary on the battlefield.
Level 7 (21)
Health 70
Damage: Main Cannon: 8 (5m radius), Laser array 6 (2m radius), Shock grenades 4 (5m radius of the tank), Chaingun 6
(rapid fire 3), Stomp 4 (push back 5m), Grabbers 4.
Armour: 4
Movement: Close
Modifications: Attacking the Devil Walker is only difficulty level 5 (15) due to its size and slow movement. Taking out
a leg by doing 10 damage to it at +1 difficulty level to hit, exposes its engine core without armour but at +1 difficulty
level to hit. The Main Cannon can only fire every three turns, the Laser Array every two turns, the Shock grenades
every three turns, the Chaingun every turn.
Goliath Tank
Fast moving strike tanks, used by the Cabal, Goliath tanks blitzkreig the battlefield rapidly moving and laying down
suppressive fire.
Level 8 (24)
Health: 80
Damage: Main Cannon: 7 (5m radius), MG Turret 6 (rapid fire 2), Side Missiles (three shots 6 damage, 3m radius), Flak
Turrets x2 (4 damage), Mine Missile (sows three mines, explode for 4 damage in a 2m radius), Front Turret (5 damage,
2m radius), Flame Out 4 damage, 5m in all directions around the tank.
Armour: 4
Movement: Medium.
Modifications: Goliath Tanks are large and easy to strike targets. Attacking them is reduced by one difficulty level.
Guardian Ships
Guardian ships are scout-class jumpships, kept together mostly on a wing and a prayer. They can carry up to three crew
and three small scout craft in their holds, but typically due to strain on ancient systems only carry a single guardian
and his vehicle.
Level 5 (15)
Health: 50
Damage: Most Guardian ships are unarmed and are not risked in combat in any case. Cannons, missile pods and laser
arrays are, however, known on some ships.
Movement: Long
Armour: 3
Weapon Hardpoints: 3 (wings and body)
Modifications: None.
Gear
Characters can carry three guns, one melee weapon, three one-use grenades, three clips for each weapon type (basic,
special, heavy). Too many weapons and configurable matter causes issues stored on one person.
Loot
In addition to normal loot, enemies can drop specific loot with a 1/6 chance (2/6, 3/6 at higher power levels).
Anti-Grav Nodes Harpies & Hydras
Arc Inducers Hive
Docking caps - Dregs
Enamel Caps Legionaries
Ether sups Dregs/Vandals
Focussing Lenses Vex
Force Harnesses Phalanxes
Fusor Proxy Drives - Shanks
Grafted Bones Acolytes
Hard Point Glass -Phalanxes and Legionaries
Hard-Point Plating Hydras & Minotaurs
Heavy Roto Joints Minotaur
Husk flakes Hive
Impact Shards Moon only 1-2-3
Induction rods Vandals
Marrow dust Hive
Olympus Tears Mars only 1-2-3
Pumice Threads Venus only 1-2-3
Roto Joints Vex
Scalpel Leeches - Knights
Scrap Castings Vex
Sensor Mites Cosmodrome only 1-2-3
Sensor Whips Harpies and Hobgoblins
Shock cores - Fallen
Slap Channels Vex
Slug Screws Cabal
Stasis Disruptors Harpies
Stream Syphons Hobgoblins
Swivel turrets - Shanks
Symbiotes Psions
Temper cloth - Fallen
Thread-Metal Strands Cabal
Torchlight Bindings Minotaur
Wire wraps - Fallen
Enemy Codex
The Fallen
Ruthless scavengers, the fallen travel the galaxy on their fleet of Ketches massive ship-homes to their various clans,
networked in complex alliances and rivalries. The Fallen appear to have once been a noble race, with evidence of a
hierarchy and royal order to their houses, the leaders of which are known as Kells. Some Fallen have allied themselves
with The Awoken and live with them, out in the Reef.
The Fallen as Characters
Fallen have -1 Might, +2 Speed, -1 Intellect.
Fallen Factions
The Fallen come from a number of noble houses. The known noble houses include: The House of Wolves, The House
of Winter, The House of Devils, The House of Kings, The Shattered House, The House of Exile.
Dregs
Level 2 (6) (Majors are level 3/9, Ultras are Level 4/12).
Motive: Prove their mettle and worth.
Environment: Earth/Moon/Space
Health: 5 (Majors 8, Ultras 11)
Damage Inflicted: 3 shock pistol/3 shock dagger. Some are armed with Shock Grenades (4m radius, 4 damage for two
turns)
Alternative armament 1: Shrapnel Launcher 5 (solar)/3 shock dagger.
Alternative armament: Dual shock dagger: 4 damage.
Armour: 1
Movement: Short
Modifications: Defending against shrapnel launchers is +1 difficulty.
Combat: Dregs seek cover and use their grenades to flush enemies out of cover. If forced into close combat they will
attempt to swarm the enemy and overcome them with numbers.
Vandal
Level 3 (9) (Majors are level 4/12, Ultras are Level 5/15)
Motive: Lead from the front.
Environment: Earth/Moon/Space
Health: 9 (Majors 12, Ultras 15)
Damage Inflicted: 5 Shock Rifle, 6 dual shock daggers.
Alternative Armament 1: Wire Rifle 5 shock damage, 6 dual shock blades.
Alternative Armament 2: Shrapnel Launcher 5 (solar), 6 dual shock blades
Armour: 2
Movement: Short
Modification: Defending against Wire Rifles or shrapnel launchers is +1 difficulty. Vandals climbs as though one level
higher.
Combat: Vandals try to keep their distance, direct dregs and lay down covering fire.
Stealth Vandal
Level 3 (9) (Majors are level 4/12, Ultras are Level 5/15)
Motive: Take the heads of the enemy.
Environment: Earth/Moon/Space
Health: 9 (Majors 12, Ultras 15)
Damage Inflicted: 5 shock rifle, 6 dual shock daggers.
Alternative Armament 1: Wire Rifle 5 shock damage, 6 dual shock blades.
Alternative Armament 2: Shrapnel Launcher 5 (solar), 6 dual shock blades.
Armour: 2
Movement: Short
Modification: Defending against Wire Rifles or shrapnel launchers is +1 difficulty. Vandals climbs as though one level
higher. Stealth Vandals can turn invisible, the first time they are hit they are rendered visible.
Combat: Stealth vandals circle around to flanking positions, or to the rear of their enemies before attacking.
Fallen Captain
Level 4 (12), (Majors are level 5/15, Ultras are Level 6/18)
Motive: Uphold honour, destroy the enemy.
Environment: Earth/Moon/Space
Health: 12 (Majors 15, Ultras 18)
Damage Inflicted: Shrapnel Launcher 5 (solar).
Alternative Armament 1: Shock Rifle 5
Alternative Armament 2: Shock blades 6
Armour: 3 Energy shield 15 damage, regenerate 1 per turn.
Movement: Short. Every three turns a Fallen Captain can teleport an 'immediate' distance in addition to their normal
move.
Modification: Defending against shrapnel launchers is +1 difficulty. Vandals climb as though one level higher.
Combat: Fallen Captains use their shield to protect themselves so they can launch attacks in the open. With the shield
down they will seek cover.
Shank
Level 2 (6), (Majors are level 3/9, Ultras are Level 4/12)
Motive: Provide disposable fire support.
Environment: Earth/Moon/Space
Health: 6 (Majors 9, Ultras 12)
Damage Inflicted: Shock Pistol 3
Alternative Armament: Shock Rifle 5
Armour: 0
Movement: Short (flying)
Modification: Ultra level Shanks can have shields with 12 damage and regeneration 1.
Servitor
Level 5 (15) (Majors level 6/18, Ultras level 7/21)
Motive: Support and heal friendly units, provide fire support.
Environment: Earth/Moon/Space
Health 16 (Majors 20, Ultras 24)
Damage Inflicted: Eye Blast 7 (Void) (radius 2m)
Armour: 0
Movement: Short (Flying), every three turns it can teleport an immediate distance in addition to its normal movement.
Combat: Servitors hang at the back behind a screen of allies, healing those that are hurt and providing fire support.
Modification: Hacking and Repair is considered one level higher. Servitors can heal one friendly unit within 5m with
one health per turn.
Skiff
Level 10 (30) (Majors Level 11/33, Ultras Level 12/36)
Motive: Troop dropship and fire support.
Environment: Earth/Moon/Space
Health: 100
Damage Inflicted: 6 damage in a 2m radius. Four turrets.
Armour: 4
Movement: Long
Combat: Hovering overhead the Skiff will drop troops (up to ten of them) and provide bombardment from overhead.
They can also carry a tank or other Fallen vehicle, in place of troops.
Modification: Speed Defence as Level 8 due to its sheer size.
The Hive
An ancient evil, The Hive regard their war against the light as a religious conflict, thriving in darkness and seeking to
help the dark reclaim the universe.
The Hive are divided into sects, The Blood of Oryx, The Scarlet Borrd, The Spawn of Crota, The Hidden Swarm, The
Venom of Oryx.
Thrall
Thralls are degenerate members of The Hive, their intellect and much of their body lost to necrotic processes they
blindly rage, rend and tear.
Cursed Thrall
Cursed Thralls are even more crippled than their Thrall counterparts, but so full of necrotic energy that they can explode
when killed, or when in proximity to an enemy.
Acolyte
The main foot-troops of The Hive, the Acolytes engage from a safe distance, protected by their bony armour.
Knight
Knights are tough, powerful, front-line warriors of The Hive, protected by thick armour and dark magic.
Wizard
Wreathed in cloaks and powered by dark energy, Wizards fly above the battlefield hurling arcane forces at their foes.
Ogre
Degenerate, mutated, experiments, Ogres are living tanks.
Shrieker
Defensive sentinels, Shriekers guard important choke points in Hive 'dungeons'.
Tomb Ship
Tomb ships are transport vessels, able to port through a 'warp space' to deliver troops. They can carry up to ten Hive at a
time.
The Vex
An ancient, robotic species the Vex have created coputronium machine structures on Venus and Mercury and have
attempted to infest Mars. They appear to be a single artificial intelligence across a vast distance, able to teleport short
distances personally and to port in reinforcements from far vaster distances. They also appear to have the ability to
control time in a limited fashion and may come from the distant past, future or an alternative timeline.
Vex care little for self preservation, despite traces of organic material hinting at a living origin. Any and all are
expendable for their great project.
Vex sub-classifications include: Hezen Corrective, Hezen Prime, Vega Prohibition, Aphix Invasive, Sol Divisive, The
Descendents, Hezen Protective, Precursors, Sol Primeval, Sol Progeny, Virgo Prohibition.
Goblin
A seemingly endless supply of Goblins are churned out by the Vex, marching methodically towards their enemies to
overwhelm them.
Hobgoblin
Hobgoblins are tough, long-ranged Vex that provide cover for their compatriots.
Hydra
A floating fortress, the Hydra can dominate the battlefield, secure behind its logic-shield.
Minotaur
A brutal soldier, the Minotaur lurks behind a void shield and probes for weak points in the enemy lines that the goblins
cannot penetrate.
The Cabal
The Cabal are a brutal and warlike species that marches across the stars in eternal conquest. Tough, uncompromising
and violent they seek to refine their combat skills and capabilities to stand up to any and all other forces.
Cabal detachments include: Sand Eaters, Dust Giants, Siege Dancers, Bone Crushers, Sky Burners, Ice Reapers, Blind
Legion.
Legionary
Cabal legionaries roar into battle in unstoppable units, rocketing along with their jump packs to cover large distances.
Their heavy armour and powerful discipline makes them nigh unstoppable in a charge.
Phalanx
Heavily armoured, defensive troops, the Cabal Phalanx add to their protection with heavier armour and gigantic shields
that are virtually impervious to all damage.
Centurian
Field commanders of the Cabal forces, Centurians lead from the front to inspire their troops.
Colossus
Collossi are huge, even for the Cabal. Hard to kill and heavily armed they provide fire support and act almost like living
tanks.
Psion
Slender and weak, for Cabal, the Psion's make up for it with speed and limited psionic abilities. They are nimble
commandos, assassins and spies.
Level 3 (9) (Majors level 4/12, Ultras level 5/15)
Motive: Conquest!
Environment: Mars
Health 9 (Majors 12, Ultras 15)
Damage Inflicted: Slug Rifle (Solar 4), Fist 2
Armour: 2 (Sometimes equipped with a Void Shield 12 health, regeneration 1), Psi Blast (every three turns, 6 damage in
a front-aimed cone).
Movement: Short.
Combat: Psions use cover, building up to dart in and use their psi blasts.
Modification: None.