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Destiny: Lumenera

Alpha Draft
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.

Characters are described as an [ADJECTIVE] [NOUN] who [VERBS].

For example, you might be...

A Charming Hunter who Is Touched by the Darkness.


A Scholarly Warlock who Lives in the Past.
A Brutal Titan who Is Bathed in Light.

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.

Ghosts have their own personalities and power.

Ghosts start with:


Might: 4
Speed: 10
Intellect: 16
Effort: 1
Intellect Edge: 2
Recovery: +1
Manifest: Purchased patterns for vehicles can be manifested or deconstructed by a ghost. They can also host one
grenade or throwing knife use per hour.
Light: Ghosts can create light akin to a powerful flashlight.
Power Up: Ghosts can power up small devices for one Intellect Pool, vehicle scale devices for two Intellect Pool and
large scale devices for 3 Intellect Pool.
Ghosts are trained in: Astronomy, Biology, Botany, *Cryptarchaeology, Geography, Geology, History, Identifying,
Pilot*, Repairing.
Ghosts are Specialised in: Hacking*, Perception.
Ghosts can knock into someone for 1 damage.
Each tier that their Guardian goes up, their Ghost can do one of the following:
Add +4 to a stat Pool.
Add +1 to an Edge.
Add +1 to Effort.
Train or specialise a skill.
Add +2 to Recovery.

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.

Ghost Personality Table


Roll 5d4
5 INFJ Forceful, original, sensitive, dogged, stubborn, moral, individualistic.
6 INTJ Independent, original, analytical, determined, competent and long-term thinkers.
7 ENTP Creative, resourceful, quick-witted, superior, outspoken and assertive.
8 ESTP Friendly, adaptable, action-oriented, lives in the here and now, risk-takers, disrespectful.
9 ISTP Quiet, reserved, curious, risk-taking, uncomplicated and breaks the rules.
10 ESFP Fun-loving, lives for the moment, enjoys novelty and likes to be in the spotlight.
11 ISFP Quiet, serious, sensitive, kind, conflict avoidant, loyal, faithful and creative.
12 ESFJ Warm hearted, popular, conscientious, selfless, responsible, lacking confidence.
13 ISFJ Quiet, kind, conscientious, selfless, stable and practical.
14 ISTJ Dutiful, serious, quiet, peaceful, thorough, responsible and dependable.
15 ESTJ Practical, traditional, organised, clear-thinking, loyal, hard-working and domineering.
16 ENFP - Enthusiastic, idealistic, creative, scatterbrained and open minded.
17 INFP Quiet, reflective, idealistic, moral, loyal, laid back.
18 INTP Logical, creative, original, excitable, competent, logical and individualistic.
19 ENFJ Popular, sensitive, concerned with others, gregarious and servile.
20 ENTJ Assertive, outspoken, commanding, bossy, informed and intelligent.

A Note on Orbs of Light


Orbs of light are spawned by special abilities, a blessing of the light from The Traveler manifested by your ghost,
usually when your powers score a kill. Each orb of light restores a single point to any pool and decreases a recharge
time for a power by ten minutes.
Character Types
Titan
Brute force, masters of war, a powerful combination of strength and skill. Titans are the most heavily armoured and the
most direct of the three classes. They assault fortified enemy positions head-on, utilising their mastery of the light to
shield and protect themselves and their allies... or to destroy their adversaries.

At Tier 4 Titans can choose the Defender sub-class and access to its abilities.

Titans start with:


Might 14
Speed 8
Intellect 8
With four additional points to spend where they wish.

First Tier Titans


Effort: 1
Might Edge: 1
Speed Edge: 1
Intellect Edge: 0
You may carry three weapons and 2 artefacts (cyphers).
You are practiced with all weapons.
Heavy: You can wear any kind of armour and reduce the Might cost per hour and the Speed Pool reduction for wearing
armour by 2.
Skill: Choose one of the following: Balancing, Climbing, Jumping, Swimming.
Starting Equipment: Clothing, two basic weapons, light or medium armour, an explorer's pack, two artefacts and 5
glimmer. You start with three magazines for each ranged weapon.
Moves: You can access two fighting moves from the Numenera main book, or from the first tier abilities below.

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.

Second Tier Titans


When you get to the second tier, choose one type of attack you are not already trained in and are now trained in that
form of attack. You can also choose a free ability from this tier.
Compatible from Numenera: All Tier 2 Glaive abilities.
Pulse Grenade: Pulse grenades are constructed by your Ghost and can be used once per hour. The pulse grenade
explodes in a five metre radius for 4 damage, exploding again next turn in the same area.
Increased Height: When leaping you shift down the Jump table by one row. This combines with other leaping powers
to increase your distance and height. This also increases the range of Fist of Havoc as with other leaping capabilities.
Aftermath: You must already have Fist of Havoc. When you use it, it leaves a field that pulses doing 4 damage on the
following two turns in the same area.
Overload: You must already have Storm Fist. Your light-charged attacks with storm fist can be performed twice in a
turn for a cost of 3 from your Might pool.
Aftershocks: Pulse grenades, lightning grenades and aftermath last an extra turn, dealing more damage.
Titan Codex II: Your Might Pool is raised by +2 and your Speed Pool is raised by +2.

Third Tier Titans


When you get to the third tier you can carry three artefacts safely, choose another form of attack to be trained in and
choose a free ability from this tier.
Compatible from Numenera: All Tier 3 Glaive abilities.
Lightning Grenade: Sticks to a surface or target and explodes with a twelve metre radius for 4 damage per turn over
two turns, three with the aftermath effect.
Increased Control: You can leap your full distance without it having to be in a straight line. You can move and shift
while jumping to avoid hazards and direct your 'flight'. +1 Speed pool.
Death From Above: You may make a normal leap and then activate Fist of Havoc, adding to your leaping distance and
giving your attack a free degree of effort.
Discharge: You can expend a degree of Might effort to create an explosion when you punch an enemy, doing your
hand-to-hand damage to all enemies in a five metre radius.
Transfusion: Killing an enemy with a melee attack restores a point to your Might or Speed pool.
Titan Codex III: Increase your Speed pool by +2 and your Recovery by +1.

Fourth Tier Titans: Striker


When you get to the fourth tier, choose another form of attack to be trained in and choose a free ability from this tier.
Compatible from Numenera: All Tier Four Glaive abilities.
Catapult: When leaping shift down one row on the table when jumping. This also boosts your Fist of Havoc range.
Shockwave: Fist of Havoc now does six damage.
Amplify: A death blow with your storm fist replenishes your Fist of Havoc.
Unstoppable: Your armour is increased by +1 until your following turn when you use Fist of Havoc.
Titan Codex IV: +2 to your Might pool, Speed Pool and Recovery.

Fifth Tier Titans: Striker


When you get to the fifth tier you can carry four artefacts at a time, choose another form of attack to be trained in and
choose a free ability from this tier.
Compatible from Numenera: All Tier Five Glaive abilities.
Shoulder Charge: Charging and making a melee attack at the end of that charge does +1 damage.
Titan Codex V: +4 recovery.

Sixth Tier Titans: Striker


When you get to the sixth tier, choose another form of attack to be trained in and choose a free ability from this tier.
Compatible from Numenera: All Tier Six Glaive abilities.
Juggernaut: Sprinting creates a shield in your front arc for +1 armour until your following turn.
Titan Codex VI: +2 to your Might pool, +4 to your Speed pool.

Fourth Tier Titans: Defender


When you get to the fourth tier, choose another form of attack to be trained in and choose a free ability from this tier.
Compatible from Numenera: All Tier Four Glaive abilities.
Magnetic Grenade: Magnetic grenades stick to targets and then explode, twice, with a radius of five metres. The
explosions do 4 damage each explosion, 5 to the target they are stuck to. You can use one grenade per hour.
Increased Height: When leaping you can shift one row down on the jumping table. This also extends the range of Fist
of Havoc.
Ward of Dawn: Replacing Fist of Havoc, the Ward of Dawn creates an invulnerable bubble of energy with a four
metre radius, into and out of which no damage can be done. It lasts for 3 turns. You may only use Ward of Dawn once
per hour. Every 6 damage the ward takes spawns an orb of light.
Armour of Light: While inside your Ward of Dawn you gain +1 Armour against enemies who also enter in pursuit of
you.
Disintegrate: Replacing Storm Fist, killing an enemy in melee combat grants you +1 Armour for two turns.
War Machine: While Disintegrate is active your reload time is reduced by 1.
Bastion: Increase the duration of Ward of Dawn to 4 turns. Add +1 to your Might pool.
Untouchable: +2 to your Might pool, you can use Ward of Dawn every half an hour.
Titan Codex I: +2 Might pool, +2 Recovery.
Titan Codex II: +2 Might pool, +2 Speed pool.

Fifth Tier Titans: Defender


When you get to the fifth tier you can carry four artefacts at a time, choose another form of attack to be trained in and
choose a free ability from this tier.
Compatible from Numenera: All Tier Five Glaive abilities.
Spike Grenade: This grenade attaches to the surface or target it is thrown at and pulses rapidly, blasting damage over a
twelve metre radius. It makes four explosions, each one doing 4 damage.
Increased Control: You can leap your full distance without it having to be in a straight line. You can move and shift
while jumping to avoid hazards and direct your 'flight'. +1 Speed pool.
Blessing of Light: Passing through the Ward of Dawn gives you +1 Armour until your next turn.
Unbreakable: Your Might pool regenerates at one point each turn.
Relentless: The barrier from Disintegrate now grants +2 Armour.
Iron Harvest: Heavy weapon kills produce orbs of light.
Titan Codex III: +2 Speed pool, +2 Recovery.
Titan Codex IV: +2 Might pool, +2 Speed pool, +2 Recovery.

Sixth Tier Titans: Defender


When you get to the sixth tier, choose another form of attack to be trained in and choose a free ability from this tier.
Compatible from Numenera: All Tier Six Glaive abilities.
Suppressor Grenade: When detonated, within a seven metre radius, all special abilities other than the most basic
attacks are suppressed until the end of your next turn.
Catapult: When leaping shift down one row on the table when jumping. This also boosts your Fist of Havoc range.
Weapons of Light: Passing through the Ward of Dawn enhances attacks to do +1 damage until the end of the next turn.
Gift of Light: While your Disintegrate shield is active, all of your melee kills produce orbs of light.
Gift of the Void: Your Ward of Dawn spawns an orb of light for every five damage it takes.
Illuminated: Blessing of Light now grants +2 Armour, Weapons of Light now grant +2 damage.
Titan Codex V: +4 Recovery.
Titan Codex VI: +2 Might pool, +4 Speed pool.

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.

Hunters start with:


Might 8
Speed 12
Intellect 10
With four additional points to spend where they wish.

First Tier Hunters


Effort: 1
Speed Edge: 1
Intellect Edge: 1
Might Edge: 1
You may carry three weapons and two artefacts (cyphers).
You are practiced with light and medium weapons.
Skills: You are trained in two tasks of your choosing, other than attack skills.
Starting Equipment: You start with clothing, two basic weapons, light armour, two artefacts, three magazines for each
gun and 8 glimmer.
Moves: You can choose two moves from the list under First Tier Jacks in the Numenera book, or from the list below.
You may not choose 'hedge magic'.

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.

Second Tier Hunters


When you get to Tier Two choose a new task that you are trained in save combat. You gain one free ability from this
tier.
Compatible from Numenera: All Tier Two abilities, save Ward.
Swarm Grenade: You can use a grenade once per hour. The swarm grenade releases five explosive drones that home
in on surrounding targets and explode for 2 damage each. They have a radius of 10m and seek any target in that area.
They hover and wait for a target for up to three turns.
Better Control: You can leap your full distance without it having to be in a straight line. You can move and shift while
jumping to avoid hazards and direct your 'flight'. +1 Speed pool.
Deadeye: You gain a +2 bonus to hit when using your golden gun.
Circle of Life: Killing an enemy with a melee or thrown attack allows your golden gun to last an extra turn.
Keyhole: Golden gun now over-penetrates and will blast clean through one enemy (if it kills them) to hit a second in
line with them.
Path Forbidden: +2 Recovery, +2 Speed Pool.

Third Tier Hunters


You can now carry three artefacts at once. You can choose a new task that you are trained in save combat. You gain
one free ability from this tier.
Compatible from Numenera: Tier Three abilities: Skill with attacks only.
Tripmine Grenade: You can use a grenade once per hour. The tripmine grenade has a radius of 12m and explodes for
4 damage, 6 if it is stuck to its target. It lingers for three turns and if anything comes within 12m within that time it
detonates.
Higher Jump: You can shift down another row on the table when leaping.
Combustion: Enemies killed with your golden gun explode like grenades doing 4 damage in a five metre radius.
Incendiary Blade: Your throwing knives do +1 damage and cause an additional 2 damage the following turn (ignoring
armour).
Gunslinger's Trance: When you expend effort on an attack that kills an enemy, you get +1 to your next attack.
Path Unknown: +2 Might Pool, +2 Recovery.

Fourth Tier Hunters


You can choose a new task that you are trained in save combat. You gain one free ability from this tier.
Compatible from Numenera: Tier Four abilities: Analytical Combat, Lunge, Slice, Spray.
Triple Jump: You can shift down another row when jumping.
Gunfighter: You can use your golden gun every half an hour.
Knife Juggler: If you kill a target with your throwing knife, it instantly regenerates to be used again.
Chain of Woe: If you killed a target this turn, one action counts as two for reloading next turn.
Way of the Drifter: +2 Might Pool, +1 Recovery, +2 Speed Pool.

Fifth Tier Hunters


You can now carry four artefacts at once. You can choose a new task that you are trained in save combat. You gain
one free ability from this tier.
Compatible from Numenera: All Tier Five Hunter abilities.
Over the Horizon: +1 Speed Pool, your golden gun can fire and longer range like a rifle.
Way of the Fearless: +5 Might Pool.

Sixth Tier Hunters


You can choose a new task that you are trained in save combat. You gain one free ability from this tier.
Compatible from Numenera: Tier Six abilities: Parry, Spin Attack.
Gambler's Dagger: You can summon two throwing knives within your regeneration period.
Way of the Nomad: +4 Recovery, +1 Speed Pool.

Fourth Tier Hunters: Bladedancer


You can choose a new task that you are trained in save combat. You gain one free ability from this tier.
Compatible from Numenera: Tier Four abilities: Analytical Combat, Lunge, Slice, Spray.
Cloaking: Cloaking replaces golden gun, allowing you to turn invisible for three turns.
Flux Grenade: A sticky grenade, the flux grenade does 4 damage in a 5m radius, 6 if stick to the target.
Double Jump: You can shift down one row when jumping.
Arc Blade: You charge your melee weapon with arc energy for +1 damage and you can keep attacking so long as each
strike kills an enemy. This effect lasts three turns and can be performed once per hour.
Vanish: You can attack in melee and cloak in a single move if you kill your target.
Fleet Footed: When moving an 'immediate' distance for you is considered four metres and a short distance is
considered 17m.
Quick Draw: You can instantly change weapons without needing an action.
Path Forgotten: +2 Might Pool, +2 Speed Pool.
Path Forbidden: +2 Recovery, +2 Speed Pool.
Fifth Tier Hunters: Bladedancer
You can now carry four artefacts at once. You can choose a new task that you are trained in save combat. You gain
one free ability from this tier.
Compatible from Numenera: All Tier Five Hunter abilities.
Skip Grenade: A bouncing grenade that can be ricocheted off surfaces. You can use a grenade once per hour. The skip
grenade releases four explosive drones that home in on surrounding targets and explode for 3 damage each. They have a
radius of 10m and seek any target in that area. They hover and wait for a target for up to three turns.
Higher Jump: You can shift down a ro on the jumping table.
Better Control: You can leap your full distance without it having to be in a straight line. You can move and shift while
jumping to avoid hazards and direct your 'flight'. +1 Recovery.
Show Stopper: With your arc blade summoned you can create a 7m explosion doing the same damage as your melee
attack.
Blink Strike: You can teleport up to five metres on top of any other move and make a melee attack.
Backstab: Attacks to the rear do +2 damage.
Fast Twitch: You can make two melee attacks with your arc blade.
Shadowjack: All your invisibility effects last for an extra turn.
Encore: Killing an enemy with your arc blade extends the duration of arc blade by one turn.
Path Unknown: +2 Might Pool, +2 Recovery.
Way of the Drifter: +2 Might Pool, +1 Recovery, +2 Speed Pool.

Sixth Tier Hunters: Bladedancer


You can choose a new task that you are trained in save combat. You gain one free ability from this tier.
Compatible from Numenera: Tier Six abilities: Parry, Spin Attack.
Arcbolt Grenade: You can use a grenade once per hour. Arcbolt grenades explode and cast out lightning bolts at up to
three targets within eight metres. The bolts do 3 damage and can arc to a second and third target if there is someone
within eight metres of the first target struck.
Blink: Your jump is no longer a jump, but a teleport without passing through the intervening space, though the trade off
is that it replaces double jump, costing you some distance.
Razor's Edge: While arc blade is summoned you can smash your blade into the ground creating a wave of energy
towards a single enemy, fifteen metres long. You do your arc-blade damage to anything struck in that area.
Escape Artist: Hitting and slaying an enemy with a blink strike instantly turns you invisible for one turn.
Stalker: By spending a turn hiding and crouching, you can activate your cloak for free.
Hungering Blade: Kills you make with blink strike or arc blade restore 1 point of Might Pool.
Way of the Fearless: +5 Might Pool.
Way of the Nomad: +4 Recovery, +1 Speed Pool.

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.

Warlocks start with:


Might 8
Speed 10
Intellect 12
With four additional points to spend where they wish.

First Tier Warlocks


Effort: 1
Speed Edge: 0
Intellect Edge: 2
Might Edge: 0
You may carry three weapons and three artefacts (cyphers).
You are practiced with light weapons.
Light & Dark: You are considered to be trained when trying to understand artefacts and beings of the light and dark.
Skills: You are trained in one tasks of your choosing, other than attack skills.
Equipment: You start play with clothing, two weapons, three artefacts, and 4 glimmer.
Moves: You can choose two moves from the list under First Tier Nanos in the Numenera book, or from the list below.
You may not choose Onslaught, Push or Ward.

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.

Second Tier Warlocks


When you reach the second tier you may choose one ability from this tier for free.
Compatible from Numenera: Tier Two abilities: Flash, Mind Reading.
Scatter Grenade: You may use a grenade once per hour. Scatter grenades explode in a 9m radius, doing 1d6 2 damage
hits to every enemy in that area.
Focused Control: You can shift in any direction while jumping and gliding. You are considered to have an Edge of one
for any leaping and jumping manouevres.
Vortex: You Nova Bomb explodes a second time on the following turn in the same area for the same damage.
Surge: After a kill with your Energy Drain attack you move +1/+2 metres when moving immediate/short distances and
are considered to have a Speed Edge of +1 on the following turn.
Angry Magic: +1 Might Pool. Your Nova Bomb attack can automatically hit any enemy you choose within line of
sight and range.
Arcane Spirit: +1 Might Pool, +1 Intellect Pool, +2 Recovery.

Third Tier Warlocks


When you reach the third tier you may choose one ability from this tier for free and can now carry four artefacts at
once.
Compatible from Numenera: Tier Three abilities: Countermeasures, Sensor, Targetting Eye.
Axion Bolt: You may use a grenade once per hour. The Axion bolt has a radius of 10m and sends two bolts against two
targets in that radius, each bolt doing 4 damage.
Focussed Burst: When you jump you can shift down a row on the leaping table.
Shatter: Instead of one big explosion, your Nova Bomb now sends out three projectiles, each doing 7 damage.
Life Steal: Killing an enemy with your energy drain attack restores 2 points to your Might Pool as well as the normal
draining effect.
The Hunger: Killing enemies with Energy Drain allows you to regenerate an extra point to any pool.
Arcane Force: +1 Might Pool, +1 Intellect Pool, +2 Speed Pool.

Fourth Tier Warlocks


When you reach the fourth tier you may choose one ability from this tier for free.
Compatible from Numenera: Tier Four abilities: Regeneration.
Blink: Instead of jumping, you instantly teleport from one position to another without passing through the intervening
space.
Lance: Your Nova Bomb can be hurled further than usual (up a range band). Its radius is reduced by one metre.
Soul Rip: Killing an enemy with Energy Drain reduces the time until you can use Nova Bomb again by ten minutes.
Vortex Mastery: Double the radius of Axion Bolt and Vortex Grenades and Vortex Nova Bombs last an extra turn.
Ancestral Order: +1 Might Pool, +1 Intellect Pool, +2 Speed Pool, +2 Recovery.

Fifth Tier Warlocks


When you reach the fifth tier you may choose one ability from this tier for free and may carry up to five artefacts at
once.
Compatible from Numenera: Tier Five abilities: Absorb Energy, Knowing the Unknown.
Bloom: Any enemy you kill with any of your special abilities explodes for 5 damage in a 5m radius. You are
unaffected.
Chaos Order: +1 Intellect Pool +4 Speed Pool.

Sixth Tier Warlocks


When you reach the sixth tier you may choose one ability from this tier for free.
Compatible from Numenera: Tier Six abilities: Traverse the Worlds, Usurp Cypher.
Embrace the Void: Enemies killed by Nova Bomb or grenade effects are treated as though you hit them with your
Energy Drain attack.
Divine Order: +2 Intellect Pool, +2 Might Pool, +2 Recovery.

Fourth Tier Sunsinger


When you reach the fourth tier you may choose one ability from this tier for free.
Compatible from Numenera: Tier Four abilities: Regeneration.
Solar Grenade: Solar Grenades burst over a four metre radius doing 5 damage per turn for two turns. You can use a
grenade once per hour.
Glide: You can shift down a row on the leaping table, but only for distance and not for height.
Radiance: Replacing Nova Bomb, Radiance fills you with light for two turns. While active you gain +1 Armour, +1
damage with melee and grenades. You can use this ability once per hour.
Scorch: Scorch replaces Energy Drain with a powerful melee attack. Your hand to hand attacks do 4 damage and an
additional 2 damage on the following turn that ignores armour.
Radiant Will: Radiance now lasts for an additional turn.
Sunburst: Killing an enemy with Scorch produces an orb of light.
Arcane Wisdom: +1 Intellect Pool, +1 Speed Pool, +2 Recovery.
Arcane Spirit: +1 Intellect Pool, +1 Might Pool, +2 Recovery.

Fifth Tier Sunsinger


When you reach the fifth tier you may choose one ability from this tier for free and may carry up to five artefacts at
once.
Compatible from Numenera: Tier Five abilities: Absorb Energy, Knowing the Unknown.
Firebolt Grenade: You can hurl one grenade per hour. Firebolt grenades shoot out four bolts at targets within their 8m
radius, each bolt doing 4 damage.
Focussed Control: When jumping you can shift and change direction at will while in the air.
Focussed Burst: Your leaps have more force and speed behind them. Shift down one row on the table when jumping.
Radiant Skin: You gain an additional +1 Armour while Radiance is active.
Song of Flame: When you use Radiance, all your allies recharge time for their powers is advanced ten minutes.
Flame Shield: Defeating an enemy with your Scorch attack increases your Armour by +1 until the end of your next
turn.
Solar Wind: An enemy struck with a Scorch attack is knocked back two metres.
Viking Funeral: All your burning effects last an extra turn and do +1 damage.
Touch of Flame: All your grenade effects and brimstone ignite those hit by them for 2 damage on the following
turn of the initial strike. This damage ignores armour.
Arcane Force: +1 Might Pool, +1 Intellect Pool, +2 Speed Pool.
Ancestral Order: +1 Might Pool, +1 Intellect Pool, +2 Speed Pool, +2 Recovery.

Sixth Tier Sunsinger


When you reach the sixth tier you may choose one ability from this tier for free.
Compatible from Numenera: Tier Six abilities: Traverse the Worlds, Usurp Cypher.
Fusion Grenade: You can use a grenade once per hour. Fusion grenades explode with a 5m radius doing 5 damage
within that radius. They can stick to targets and if a target is hit by the grenade, that target takes 7 damage.
Balanced Glide: You can shift down a row to work out the distance when leaping. +1 Speed Pool.
Fireborn: If you die while your Radiance is ready, you can respawn without your Ghost having to do it for you.
Brimstone: Adversaries you kill with Scorch now explode for 4 damage in a 5m radius. You are unaffected.
Gift of the Sun: You have two grenade throws, when your grenade timer is ready.
Angel of Light: You can leap, stop mid leap or teleport shoot, and then finish your move.
Chaos Order: +1 Intellect Pool, +4 Speed Pool.
Divine Order: +1 Intellect Pool, +3 Might Pool, +2 Recovery.
Adjectives & Verbs
Adjectives
All of the adjectives in Numenera are suitable. Possible new ones include:

Brutal: +1 Might Edge, You're trained in melee/unarmed combat,


Deep: +1 Intellect Edge, You're trained in all actions involving meditation, philosophy and pondering.
Determined: +2 to your Intellect and might pools, You're trained to keep going no matter what.
Glowing: +2 to your Intellect Pool, You're trained in all matters regarding The Light, You produce an extra
orb of light whenever you produce any, the difficulty of any task involving The Dark is raised by 1.
Individualistic: +2 to any two pools, you're trained in any broad matter of your choice, imitation, mimicry or
conforming to current norms is +1 difficulty level.
Powerful: +2 to Intellect Pool, you're trained in the exercising of power in business and politics, interaction
with the 'lower orders' is penalised by +1 difficulty level. You start with a thousand extra glimmer.
Precise: +2 to your Speed Pool, you're trained in all tasks involving fine and careful manipulation, you're
trained in all matters that require a light touch.
Raging: +2 to your Might Pool, you're trained in unarmed combat and intimidation, you need only spend 2
Might to exert effort when angry.
Roaming: +2 to each pool, you're trained to climb, swim, run and otherwise move through the landscape.
Replace one weapon with a random green of the same type. You're unable to settle in one place for long.
Shadowy: +2 to your Intellect Pool, you're trained in all matters regarding The Dark. You do +1 damage
against minions of the Light, such as guardians in the Crucible. The difficulty of any task involving The Light
is raised by 1.
Skilled: +2 to your Speed Pool, you're trained in three broad areas of expertise and start with 100 extra
Glimmer.
Unseen: +2 to your Speed Pool, you're trained in hiding, sneaking and avoiding detection. The difficulty of
any public, open interaction with people is raised by 1 level.

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

Equipment & Gear


Starting Gear
All characters start with:
Basic set of light/medium/heavy armour.
One basic weapon (hand cannon, pulse rifle, scout rifle, auto-rifle)
One special weapon (shotgun, sniper rifle, fusion gun)
1d6+Intellect Pool Glimmer
Three magazines for each weapon.
Characters can only carry three weapons, three magazines for each weapon, three grenades and no more than 25,000
Glimmer. Carrying more becomes unstable.

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.

Vanguard Marks are earned for official missions in defence of humanity.


Crucible Marks are earned for winning battles in The Crucible. (Crucible battles do not reduce your respawn
pool).
Dead Orbit Marks are earned for the Dead Orbit faction, a group building starships and planning an exodus.
Future War Cult Marks are earned for the FWC faction, a secretive group dedicated to warfare.
New Monarchy Marks are earned for the New Monarchy faction, a group dedicated to preserving The City and
restoring the Golden Age.
Iron Banner Marks are awarded during special Crucible tournments. The Iron Banner is a faction devoted to
taking the fight to The Darkness.

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)

Resources Roll 1d10 and add the highest enemy's Level


1-9 Weapon parts
10-11 Plasteel
12-13 Sapphire Wire
14-15 Hadronic Essence
16 Spinmetal
17 Helium Filiaments
18 Spirit Bloom
19 Relic Iron
20+ Ascendant Energy/Ascendant Shard (50/50 chance of each)

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.

Weapon types include:


Autorifle
Fusion Rifle
Hand Cannon
Machinegun
Pulse Rifle
Rocket Launcher
Scout Rifle
Shotgun
Sniper Rifle

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.

Burst Fire: Expending three rounds gives +1 to hit and +1 to damage.


Rapid Fire: Rapid Fire expends up to five rounds for each number in Rapid Fire. Each 5 rounds spent can 'walk' damage
to an adjacent target (1m), or concentrate fire on a single target for +1 to hit and +1 to damage.
Spread Shot: Weapons with Spread Shot get +1 to hit.
Solar/Spark/Void Damage: Hitting a shield with non-matching damage does half damage.
Radius: The weapon is explosive, doing damage in that radius.
Accurate: The weapon provides +1 to hit to a roll.
Reload: The number of actions it takes to reload your weapon. If you stay still and do nothing but reload, that counts as
two actions. Reducing the reload time to zero allows you to reload and fire in the same instant albeit at +1 difficulty
level. Reducing reload time past zero allows instant reload and firing with no penalty.

All weapons, basic or otherwise, come with an archetype:

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.

Light (Warlock) Armour: Might 1/hour, Speed -2, Armour 1


Medium (Hunter) Armour: Might 2/hour, Speed -3, Armour 2
Heavy (Titan) Armour: Might 3/hour, Speed -5, Armour 3

Light armour: 0.25 armour per section.


Medium armour: 0.5 armour per section.
Heavy armour: 0.75 armour per section.

Grey (Common) armour comes with no mods.


Green (Uncommon) comes with one boost and one mod.
Blue (Rare) comes with two boosts and two mods.
Purple (Legendary) comes with three boosts and three mods.
Red (Exotic) comes with four boosts and four mods.

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.

Green mods require one roll to enact their boost.


Blue mods require two.
Purple mods require three.
Red mods require four.

Green Blue Purple Red


1-4. Glimmer D6x100 1-3. Glimmer D8x200 Glimmer D10x300 Glimmer d12x500
5-8. Recycled Material xD8 4-6. Recycled Material xD10 Recycled Material xd12 Recycled Material xD20
9. Spinmetal x1d4 7. Spinmetal x1d6 Spinmetal x1d8 Spinmetal x1d12
10. Helium Coils x1d4 8. Helium Coils x1d6 Helium Coils x1d8 Helium Coils x1d12
9. Spirit Blooms x1d6 Spirit Blooms x1d8 Spirit Blooms x1d12
10. Relic Iron x1d6 Relic Iron x1d8 Relic Iron x1d12
Ascendant Shards x1d4 Ascendant Shards x1d8
Ascendant Energy x1d4 Ascendant Energy x1d8

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.

Sparrow Boosts: Roll d10


1-3 Level +1
4-5 Health +3
6. Damage +1
7. Armour +1
8. Movement: +1 band
9. Easy Turbo: -1 Difficulty Level
10. Speed Edge +1 while riding

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.

Guardian vessels normally come in one of three patterns.


Phaeton: No modifications.
Regulus: +1 Speed Edge when piloting, -10 Health.
Kestrel: +1 Might Edge, -10 Health.

Uncommon ships have one bonus


Rare ships have two bonuses.
Legendary ships have three bonuses.
Exotic ships have four bonuses and a special capability that others lack.

Ship Bonus Roll d10


1. Might Edge +1
2. Speed Edge +1
3-5 Health +10
6. Speed +1 Band
7. Level +1
8-9. Armour +1
10. Hardpoints +1

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.

Level 1 (3) (Majors level 2/6, Ultras level 3/9)


Motive: Blindly rush and attack, en masse, without regard to their own life.
Environment: Earth/Moon
Health 2 (Majors 5, Ultras 8)
Damage Inflicted: Claws 2
Armour: 1
Movement: Medium (sprinting)
Combat: Thralls charge en masse and try to overwhelm through sheer ferocity and numbers.
Modification: Thralls cannot do anything requiring intelligence. They can only blindly attack. Their fast moving sprint
increases the difficulty to hit them by one level.

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.

Level 2 (6) (Majors level 3/9, Ultras level 4/12)


Motive: Approach the enemy and explode.
Environment: Earth/Moon
Health 5 (Majors 8, Ultras 11)
Damage Inflicted: Explosion 6 5m radius.
Armour: 1
Movement: Immediate
Combat: Cursed Thralls stagger up to the enemy and then explode, scattering bluish, necrotic goo over a wide area.
Modifications: Slow moving, Cursed Thralls are one level easier to hit.

Acolyte
The main foot-troops of The Hive, the Acolytes engage from a safe distance, protected by their bony armour.

Level 2 (6) (Majors level 3/9, Ultras level 4/12)


Motive: Slay the living, extinguish the light, survive and gain more exalted status.
Environment: Earth/Moon
Health 5 (Majors 8, Ultras 11)
Damage Inflicted: Shredder (Void 3), Claws 2
Alternative Armament: Boomer (Void 4, 2m radius), Claws 2
Armour: 1
Movement: Short
Combat: Acolytes take cover and send Thralls forward, taking potshots from a distance and providing fire support.
Modification: None.

Knight
Knights are tough, powerful, front-line warriors of The Hive, protected by thick armour and dark magic.

Level 3 (9) (Majors level 4/12, Ultras level 5/15)


Motive: Command, control, destroy.
Environment: Earth/Moon
Health 10 (Majors 14, Ultras 18)
Damage Inflicted: Boomer (Void 4, 2m radius) Fist 3.
Alternative Armament: Shredder (Void 3), Cleaver 5.
Armour: 3 (some are also protected by a force field raising this to 4).
Movement: Short
Combat: Tough and secure behind their armour, Knights command other Hive troops and provide heavy support.
Modification: Slow and plodding, Knights are easier to hit by one level. Every three turns they can throw up an
impenetrable shield in their front 180 degree arc and cower behind it, regaining one health.

Wizard
Wreathed in cloaks and powered by dark energy, Wizards fly above the battlefield hurling arcane forces at their foes.

Level 3 (9) (Majors level 4/12, Ultras level 5/15)


Motive: Command, control, destroy.
Environment: Earth/Moon
Health 8 (Majors 11, Ultras 14)
Damage Inflicted: Darkness Blast (Void 5, 2m radius), Claw 2, Cloud of Darkness (1 damage per turn, ignores armour,
lasts 2 turns, increases difficulty to hit the wizard by +1).
Armour: 1 (Wizards are also protecte by a shield that can take 12 damage and regenerates 1 damage per turn).
Movement: Medium (Flying)
Combat: Wizards fly above the battlefield, directing combat and hurling bolts of energy. When hit, they retreat to cover
to allow their shield to regenerate.
Modification: None.

Ogre
Degenerate, mutated, experiments, Ogres are living tanks.

Level 4 (12) (Majors level 5/15, Ultras level 6/18)


Motive: Draw fire, annihilate the enemy.
Environment: Earth/Moon
Health 15 (Majors 18, Ultras 21)
Damage Inflicted: Eyeblast (Void 3, rapid fire), Fist: 6, Ground Slam 5 damage, 6m radius.
Armour: 4
Movement: Short
Combat: Ogres plod slowly into battle, providing suppressive fire with their eye blasts as they close on the enemy.
Modification: Slow, heavy and plodding, the difficulty is one less to strike an ogre.

Shrieker
Defensive sentinels, Shriekers guard important choke points in Hive 'dungeons'.

Level 4 (12) (Majors level 5/15, Ultras level 6/18)


Motive: Guard and destroy.
Environment: Earth/Moon
Health 15 (Majors 18, Ultras 21)
Damage Inflicted: Void Blast (Void 4, two attacks per turn)
Armour: 2
Movement: None.
Combat: Shriekers hover above the battlefield, firing void blasts at anything that should not be there.
Modification: Shriekers are immobile and, thus, one level less difficult to hit. When they die they unleash a final attack
against who or whatever killed them.

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.

Level 10 (30) (Majors Level 11/33, Ultras Level 12/36)


Motive: Troop dropship and fire support.
Environment: Earth/Moon/Space
Health: 120
Damage Inflicted: 6 damage in a 2m radius. Four void launchers
Armour: 5
Movement: Long
Combat: Hovering overhead the Tomb Ship will drop troops (up to ten of them) and provide bombardment from
overhead.
Modification: Speed Defence as Level 8 due to its sheer size. The blasts of void energy it fires are homing, and +1
difficulty to avoid.

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.

Level 1 (3) (Majors level 2/6, Ultras level 3/9)


Motive: March onward, convert everything.
Environment: Venus/Mars/Mercury
Health 3 (Majors 6, Ultras 9)
Damage Inflicted: Slap Rifle (Solar 2), Fist 2
Alternative Armament: Torch Hammer (Void 4, 2m radius), Fist 2
Armour: 1
Movement: Short (Can also teleport an Immediate distance every turn).
Combat: Goblins march in step, inexorably, towards the enemy. Relying on numbers to get the job done.
Modification: When reduced to half health, Goblins go crazy. They can fire two shots per turn in this state and can
move a medium distance.

Hobgoblin
Hobgoblins are tough, long-ranged Vex that provide cover for their compatriots.

Level 2 (6) (Majors level 3/9, Ultras level 4/12)


Motive: Provide cover and support for Goblins.
Environment: Venus/Mars/Mercury
Health 6 (Majors 9, Ultras 12)
Damage Inflicted: Line Rifle (Solar 4), Fist 3, Slap Grenade (Solar 4, 2m radius)
Alternative Armament: Slap Rifle (Solar 2), Fist 3, Slap Grenade (Solar 4, 2m radius)
Armour: 2
Movement: Short (Can also teleport an immediate distance every turn)
Combat: Hobgoblins take up defensive positions with good lines of sight and provide cover.
Modification: When reduced to half health, Hobgoblins go crazy. They can fire two shots per turn in this state and can
move a medium distance.
Harpy
Harpies are floating scouts for the Vex. They fly with speed around the area, spotting and engaging enemies.

Level 2 (6) (Majors level 3/9, Ultras level 4/12)


Motive: Scout, spot, target and engage.
Environment: Mercury/Venus/Mars
Health 6 (Majors 9, Ultras 12)
Damage Inflicted: Twin Slap Rifle (Solar 3), Tendrils 1 damage, six attacks.
Armour: 1 (Some can be protecte by a shield which can take 12 damage and regenerates 1 per turn).
Movement: Medium (can also teleport an immediate distance every turn)
Combat: Harpies swoop across the battlefield and engage, spotting the enemy for the other Vex.
Modification: None.

Hydra
A floating fortress, the Hydra can dominate the battlefield, secure behind its logic-shield.

Level 4 (12) (Majors level 5/15, Ultras level 6/18)


Motive: Artillery/fire support
Environment: Mercury/Venus/Mars
Health 15 (Majors 18, Ultras 21)
Damage Inflicted: Twin Torch Hammers (Void 5, 3m radius)
Armour: 4
Movement: Short
Combat: Hang back and fire round after round to try and flush the enemy out of hiding.
Modification: Hydra's rotating shield offers few opportunities to attack. Raise the difficulty to attack a Hydra by two
levels.

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.

Level 3 (9) (Majors level 4/12, Ultras level 5/15)


Motive: Advance and destroy.
Environment: Mercury/Venus/Mars
Health 12 (Majors 15, Ultras 18)
Damage Inflicted: Torch Hammer (Void 4, 2m radius), Fist 4.
Alternative Armament: Slap Rifle (Solar 2), Fist 4
Armour: 3 (Void shield Health 12, regenerate 1)
Movement: Short
Combat: Minotaurs advance swiftly under cover of their shields and armour to find an annihilate weak points in the
enemy front line.
Modification: At half health minotaurs go crazy. They can fire twice per turn and their speed rises to medium.

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.

The Cabal as Characters


Deserters, fifth columnists and other possibilities may exist for Cabal to leave their regimented society and change
sides.
Cabal legionaires have +2 Might, -2 Speed, -2 Intellect, and increase their Might Edge by 1.
Cabal Psions have -2 Might, +1 Speed, +1 Intellect.
Cabal Collossi have +4 Might, -4 Speed, -4 Intellect and increase their Might Edge by 2.

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.

Level 3 (9) (Majors level 4/12, Ultras level 5/15)


Motive: Conquest!
Environment: Mars
Health 12 (Majors 15, Ultras 18)
Damage Inflicted: Slug Rifle (4 Solar), Fist 3
Alternative Armament: Projection Rifle (Solar 5, 1m radius), Fist 3
Armour: 3
Movement: Short (Medium rocket jump every other turn).
Combat: Coordinated unit attacks.
Modification: None.

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.

Level 3 (9) (Majors level 4/12, Ultras level 5/15)


Motive: Conquest!
Environment: Mars
Health 12 (Majors 15, Ultras 18)
Damage Inflicted: Slug Rifle (4 Solar), Fist 3
Armour: 4 (trying to harm them through their shield raises this to 8).
Movement: Short.
Combat: Phalanx units try to shield themselves and other troops, using themselves as portable barricades.
Modification: None.

Centurian
Field commanders of the Cabal forces, Centurians lead from the front to inspire their troops.

Level 4 (12) (Majors level 5/15, Ultras level 6/18)


Motive: Conquest!
Environment: Mars
Health 15 (Majors 18, Ultras 21)
Damage Inflicted: Projection Rifle (Solar 5, 1m radius), Fist 3
Alternative Armament: Slug Rifle (Solar 4), Fist 3
Armour: 4 (Solar Shield, 12 health, regeneration 1)
Movement: Short (Can also jump jet every other turn for medium movement).
Combat: Centurions leap in and out of the thick of combat, laying down suppressive fire.
Modification: None.

Colossus
Collossi are huge, even for the Cabal. Hard to kill and heavily armed they provide fire support and act almost like living
tanks.

Level 5 (15) (Majors level 6/18, Ultras level 7/21)


Motive: Conquest!
Environment: Mars
Health 21 (Majors 24, Ultras 27)
Damage Inflicted: Heavy Slug Thrower (Solar 5, Rapid Fire), Fist 4, Seeker Rockets (Solar 4, 4m Radius), Ground slam
(4 damage, 3m radius)
Armour: 4
Movement: Immediate.
Combat: Collosi march on the enemy until they have line of sight, then open fire.
Modification: Slow and lumbering, Collossi are one difficulty level easier to hit.

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.

Harvester Drop Ship


A sturdy drop ship, the Harvester is built to take a great deal of punishment and to deposit units of five Cabal troops
or vehicles into combat.

Level 10 (30) (Majors Level 11/33, Ultras Level 12/36)


Motive: Troop dropship and fire support.
Environment: Mars/Space
Health: 150
Damage Inflicted: 6 damage in a 2m radius. Twin rocket launchers
Armour: 6
Movement: Long
Combat: Hovering overhead the Harvester Ship will drop troops (up to five of them) and provide bombardment from
overhead.
Modification: Speed Defence as Level 9 due to its sheer size. The rockets it fires are homing, and +1 difficulty to avoid.

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