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Foreword
The Frontier is a tabletop roleplaying game inspired by action video roleplaying games, such as Destiny
and Borderlands. Its a game of hi-octane action, big battles, lots of enemies to slaughter and a boatload of
loot to gain as a reward. I suppose you could use it for dramatic roleplaying, but it was mainly designed
as a throwback to old hack-and-slash games, with a modern twist.
A post-apocalyptic world set a few centuries in the future has been included to host your games,
but this is entirely optional and can be easily substituted with another setting of your own design.
The game is driven by a custom d20-based system with several innovations, such as a streamlined
inventory and quick action resolution, designed to keep things going at a fast pace. While the rules are an
original creation, they should be instantly familiar if youve played d20 games before. The whole game
has an old school feeling and leaves rulings and small details to the Gamemasters discretion instead of
trying to codify every possible situation that might come up in play.
One last thing before you start shooting and looting: The Frontier assumes that you are familiar
with how roleplaying games work and the role of player characters and the Gamemaster. The game does
not offer any Gamemaster advice on how to run your own campaigns, but relies on the experience youve
picked up from other roleplaying games.
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government had its headquarters here before the some sort of gods or angels. Most of these faiths
Collapse. The city is still ruled with an iron fist by died out after the Collapse and nowadays the
the remnants of the government and the army. town's main trade comes from travellers
Bethlehem was spared any serious damage unwilling to take a boat across the Sea of Brine.
during the Collapse and its industrial base
remains mostly intact and functional. This has Red Hill (pop. 1,900)
made it the de facto power in the area and a threat The largest of the mining towns scattered around
to the rest of the colonists, who are forced to pay the Barren Mountains, this trade hub is also the
steep taxes to Bethlehem's Governor and his army gateway to the Crimson Sea and the last supply
thugs. centre before one hits the desert. The town has a
lucrative service and entertainment sector built
Harmony (pop. 1,200) for the rich mountain miners and those treasure
This town is built in a particularly picturesque hunters willing to seek their luck in the desert.
portion of Cauldron Lake's coastline and gets
most of its trade from visitors. With advanced Whitewater (pop. 2,300)
medicine in short supply, the number of visitors Built near the spectacular waterfalls formed by
placing their faith in the lake's reported healing the waters of the southern Fire Mountains
properties has swelled over the years. So has the draining into local lakes, this town is a sight for
number of bandits seeking to prey on them. the sore eyes of any traveller coming but of the
desert. It gets a lot of trade from areas to the east
Morton's Landing (pop. 1,400) and south of the Three lakes, and because of the
Morton, the founder of this thriving town, landed natural barrier formed by the desert, the
here after leading a group of people across government power and influence of Bethlehem is
Evergreen Lake, fleeing the destruction of their very limited here.
hometown during the Collapse. Since then, the
town has become a trading hub among the fishing
villages of the lake. Its mayor, Morton's son, also Government
maintains a militia funded by local taxing to come
to the villagers' aid if bandits or S'vra trouble Before the Collapse, Prometheus was governed by
them. a body comprised of United Nations officials and
representatives from the corporations that
New Horizon (pop. 700) provided equipment and technical expertise to
the colony. When the Collapse happened, and the
A small mining community located high up in the
lines of communication and supplies to Earth
western slopes of the Fire Mountains. It used to be
were suddenly cut, the colonial government
much larger, but a lot of people left when the ever-
declared military law, but was incapable of
present threat of the volcano began to overtake
dealing with the resulting scale of destruction and
the gains from the dwindling ore. Nowadays, the
disruption. Settlements near major government
sporadic visitors to the town, mostly traders,
bases like the one in Bethlehem were able to
report that the locals are a rugged and quiet folk,
receive some help and support, but more distant
generally unfriendly towards outsiders. Rumour
towns and outposts had to fend for themselves as
has it that the people of New Horizon have found
best as they could.
a new vein of ore or something even more
The resentment among colonists that
valuable deep inside the mountain.
received little to no support during the Collapse
Pilgrim's Rest (pop. 950) grew even more once things settled down and it
became apparent that the bureaucrats at
Located in an area particularly abundant in Bethlehem had no intention at repealing the state
Promethean ruins, this small town was built to of emergency. Most colonists felt that with the
provide rest and shelter to people of various link to Earth being permanently severed, they
radical faiths worshipping the Prometheans as deserved more participation in the governing of
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their new home. The officials in Bethlehem on the Collapse, end even intact transport links quickly
other hand, considered themselves the rightful fell into a state of disrepair. Most travel today is
rulers of Prometheus and were not prepared to done either by foot or in vehicles converted for
abandon their position of power and privilege. off-road use. Travel is slow even with a vehicle, as
This stand-off continues to this day. it must negotiate the rugged terrain of
Bethlehem uses its military power to directly Prometheus. Using intact stretches of road and
govern any population centres near it, by brutally well-known passes can speed up things, at the risk
suppressing any dissidents. From time to time, it of falling prey to ambushes by bandits. A few
will also send armed bands of tax collectors to flying vehicles, mostly VTOL cargo transports, still
other settlements to seize resources and reassert remain operational and can be usually found in
its authority, but provides little else in terms of the hands of powerful and wealthy people.
law enforcement or support. More distant towns
and villages are left to their own devices and are
self-governed, usually by elected mayors or by Currency
whichever strongman has managed to grab
power. The one constant thing is that the board of Printed money means little in post-Collapse
commissioners in Bethlehem is always trying to Prometheus. Iridium mining was and remains one
extend their sphere of influence and bring more of the most profitable business on Prometheus,
settlements under their fold. This creates a since it is much more abundant here than on
constant source of tension with other colonists, Earth, so the standard unit of currency adopted by
who loathe the idea of being governed by a bunch most colonists is the iridium dollar, a 10-
of unelected, power-hungry officials. milligram piece of iridium encased in a copper
shell. Use of money is limited among the smaller
settlements, where bartering for goods and
Transportation services is often the norm.
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Natural rolls
Modifiers
A natural 20 is scored when you roll 20 on a d20 Modifiers are added to a roll to represent special
before any attributes or other modifiers are circumstances (darkness that hinders aiming).
applied. Natural rolls may have special effects, Positive modifiers (bonuses) make things easier,
like causing critical hits with improved damage. while negative modifiers (penalties) increase the
likelihood of failure.
When you score a natural 20, the roll is Some modifiers are applied directly to the
automatically successful (unless you were score of an attribute or other characteristic
attempting something simply impossible to instead of just affecting a roll (a +2 bonus to
begin with, like leaping over a 100-foot Muscles instead of a +2 bonus to Muscles rolls).
chasm).
When you score a natural 1, your action fails
automatically. Multipliers
Some effects can multiply a die roll. Simply add all
the applicable modifiers to the die and apply the
multiplier on the total. Multipliers are noted by
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Attributes
Evasion is based on Reflexes. It counters
weapon attacks, explosions and any other
threat that can be physically avoided.
Resolve is based on Guts. It repels mind-
Your basic capabilities are measured by four
affecting psionic powers and attacks causing
attributes. Most actions will call for one of them
fear or sapping your will.
to be added to a d20 roll.
Toughness is based on Muscles. It helps
Muscles represents your physical strength, against poisons, disease and any other threat
endurance and toughness. Use Muscles to to your physical health.
strike with a close combat weapon, climb,
swim and lift weights.
Reflexes rates your dexterity, coordination
and quickness. Use Reflexes to fire a gun, hide
Health
and keep your balance.
Brains estimates your intelligence, Health determines how much damage you can
attentiveness and concentration. Use Brains endure before being knocked out of action. Any
to check if you know something useful, hack a damage suffered will reduce your Health.
computer, repair a damaged device or notice At 1st level you start the game with an
a hidden detail. amount of Health depending on your class plus
Guts measures your willpower, your Muscles. At each new level you attain, your
determination and strength of personality. max Health increases by an additional class-based
Use Guts to utilise psionic powers, interact amount. Note that later changes in your
with other people or trick them into believing Muscles score, whether temporary or
a lie. permanent, will not affect the Health you've
gained previously.
Each attribute is rated by a numerical score
indicating its potency.
0 is terrible
1 is poor
Creating a character
2 is mediocre Follow these simple steps to create a character:
3 is fair
1. Determine attributes: Divide 12 points among
4 is good
Muscles, Reflexes, Brains and Guts. You can
5 is excellent
invest a maximum of 5 points in any attribute.
6 or higher is superb
There is no minimum; you can leave an
attribute score at 0 if you wish.
2. Pick a class: Choose one of the included classes
for your character. You acquire the 1st-level
ability provided by your class.
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3. Calculate Health: Your class determines your Attribute improvement: Select one attribute
max Health. to be permanently increased by 1. You cannot
4. Equip starting gear: Write down the gear increase any attribute beyond 10 in this way.
provided by your class in your inventory. Instead of increasing an attribute, you can
choose to become trained in a weapon group
That's all! Now go out there and kill some bandit
or armor type (you must be trained in light
scum!
armor before you can progress to medium
Alternate option: Random attribute generation armor, and in medium armor before you can
get heavy armor).
Some gaming groups might prefer to generate the
attribute scores of their characters randomly
instead of allocating fixed points. To do that, it is
recommended to roll five d6s and discard the
Gaining experience
lowest result. Assign the rest to each attribute as The most common sources of experience points
you wish, reducing the result of each die by one are defeating enemies and completing
(a 5 gives an attribute score of 4). This should give missions and goals. Experience can also be
each attribute a value between 0 and 5. handed out by the Gamemaster as a reward to
specific players.
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Classes
Every character is primarily defined by his class, Exploration kit
which describes his general role and capabilities. 4 ammo clips
This is probably the most defining choice youll 2 rations
make for your character and one that will stick $100
with him for his entire career. Class determines
several things, such as your available Health and
which weapons and armor youre trained with. Commando abilities
Each class also provides a set of unique abilities at
each level, making you better in certain things and Level 1 Time to shine!
setting you apart from members of other classes. Level 2 Assault trooper
Level 3 Tougher than nails
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Weapons
Shadows are trained in grenades, light melee
The Wirehead
weapons, pistols, sniper rifles and submachine
guns. All other weapons are used with a -2 attack Every kid with a computer and a couple of crack
penalty. apps can claim to be a hacker, but the Wirehead is
the real deal. A natural with all sorts of hi-tech
Starting gear machinery, he has been fitted with quantum
induction implants hooked up to his cortex. In
Shadows start with the following items:
addition to coding at the speed of thought, this
Bolt-action rifle also means that the Wirehead can manipulate
Autoloader OR needler electric fields and quantum states to affect the
Recon armor real world.
Dagger
Medkit Health
Exploration kit Wireheads start with 6+Muscles Health and gain
4 ammo clips an additional 3+ Muscles Health at each new
2 rations level.
$100
Armor
Shadow abilities Wireheads are trained in light armor only.
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Sabotage Armor
Telepaths are not trained in any armor.
Level 2 program (1 memory slot)
This program can hijack enemy explosives,
causing their premature detonation. Use an action
Weapons
to target an enemy carrying an explosive weapon Telepaths are trained in grenades, light melee
within 100 feet and roll Brains versus 12 + the weapons, pistols and submachine guns. All other
enemy's level. On a success, the weapon weapons are used with a -2 attack penalty.
immediately detonates and inflicts its damage on
the enemy and half damage on everyone else Starting gear
within the blast radius. You can only affect one Telepaths start with the following items:
explosive weapon with this program, and it Needler
automatically unloads after being used (whether Autoloader
the sabotage succeeds or otherwise). Dagger
Medkit
Shock burst Exploration kit
Level 1 program (1 memory slot) 4 ammo clips
While this program is running, use a move to 2 rations
create an electrical discharge in a 10-foot radius $100
around you. Everyone in that area suffers 2D8
electric damage. The program automatically
unloads after being used. Telepath abilities
Smart targeting Level 1 Psionic talent
Level 1 program (1 memory slot) Level 2 New powers
While this program is running, you (and any one Level 3 Mental fortress
data-linked to you) have a +1 bonus to all ranged
attack rolls. This bonus is increased to +2 if you
use an additional memory slot when you load the
Psionic talent
program. You begin your career with 3 Psi points, which are
used to fuel your psionic powers. At each new
level you increase your max Psi pool by 1.
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Level 1 Fascination, Kinetic shield, 6-7: The target takes an action and move dictated
Mindstab, Psychic surgery by you, for example attacking another enemy.
Level 2 Mindcloud, Mindprobe, 8: As 6-7, plus the total duration is increased by
Telekinesis an additional round.
This roll is not affected by the Psychic
potency ability or any other effects that allow you
Mental fortress to roll more dice for psionic powers.
You gain +2 Resolve against any hostile psionic The power's effect lasts for 3 rounds. It
power targeting you. cannot be used on mechs.
Spend 1 additional Psi to affect an extra
Mindprobe
Fascination Level 2 psionic power
Level 1 psionic power Spend 1 Psi and roll Guts versus Resolve to read
Spend 1 Psi to attract and hold the attention of a the thoughts of a subject within 100 feet. If you
non-hostile subject within 30 feet. You gain a +3 are successful, you gain access to anything the
bonus to any Charisma rolls made while target thinks about for the next 5 minutes (as long
interacting with the subject for the next half hour, as they remain in range). A failed roll will not
and he will generally be interested in getting to necessarily alert the subject that something is
know you and listening to your proposals as long wrong, as this power is quite discrete, unless you
as you don't insult or offend him. roll a natural 1-2 in which case he detects the
Spend 1 additional Psi to affect everyone intrusion and realises it came from you. The
within 30 feet instead of a single subject. power doesn't affect mechs.
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The projected force has Muscles equal to your The projected force lasts for 3 rounds and
Guts and uses your own Reflexes. Telekinesis can you may focus it on different objects each round.
be used to make an unarmed strike by focusing it You do have to concentrate while using it, so it
on an enemy, or to remotely control a weapon and costs an action in each subsequent round you
use it to attack (ranged attacks made in this way wish to apply it.
suffer a -2 penalty).
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Action!
versus 20. Failing this roll means that you're
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Delaying action trying to move away, any enemy within 5 feet can
make one free close combat attack against you as
you try to move away. You do not provoke free
If you want to see how things turn out before you
attacks if you are moved against your will (being
commit to a course of action, you can delay taking
knocked by an attack or dragged by an enemy).
your move and action. Instead of acting on your
Initiative score, you can choose to act later, after
another combatant. Just state that you want to go
Ranged attacks (roll Reflexes)
at that point, but be aware that you can't interrupt Weapons like pistols or rifles can be used against
someone else's actions (they have to finish before enemies farther away, as long as you are able to
you can act). see the target. Such weapons have an effective and
Both your action and move must be taken a maximum range, shown as two numbers (for
together. You cannot take one at your Initiative example, 100/500). The attack roll suffers a -4
score and the other later on. penalty when you fire at a target beyond the
weapon's effective range. You cannot attack
someone beyond your weapon's maximum range.
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Doing other stuff people are more likely to aid trusted fellows than
unproven strangers.
The same approach can be followed when
you need to persuade other people of something.
Being sneaky (Stealth rolls) A successful roll can make them see your proposal
You can use an action to hide from sight, as long in a more favourable light, but this is not
as there is enough cover or darkness nearby. You equivalent to mind control and cannot force
cannot try to hide if you are being watched. While someone to act against his personal interest or
hiding, you can only move at half speed and you core beliefs.
must move from cover to cover to avoid being Tricking someone, for example fast-talking a
noticed. If there are enemies that can potentially guard into letting you past the gate without the
spot or hear you, you must roll Reflexes versus proper security credentials, can be resolved by
their Brains to avoid detection. If there is a whole rolling Guts versus Brains. A modifier may be
group of them, you only roll once versus the applied depending on how believable or
highest Brains of the group. outrageous your deception is.
A new Reflexes roll is made every time you
move or take an action that can draw attention. Noticing things (Perception rolls)
Making an attack or attempting any other noisy
The Gamemaster may ask for a Brains roll when
action will usually make your presence known
there is something important to notice but easy to
immediately afterwards, without any roll being
miss, like a secret passage or a small clue in a
necessary.
crime scene. A modifier may be applied according
to the available lighting and other environmental
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conditions in the area (use the ranged attack confusing terrain, forage for food and water,
modifiers table for some ideas). locate and identify tracks or detect natural
hazards like quicksand or an area prone to
Recalling useful information (Knowledge rolls) landslides.
The Gamemaster may call for a Brains roll to
check if you know any useful information Tinkering with technology (Technology rolls)
pertaining to the current situation. You could You can use your Brains to repair, modify, disable,
identify the clan a bandit belongs to by the colours hack or otherwise mess with mechanical and
hes wearing or realise that the ruins you're electronic devices. Repairing items can take
exploring used to be a Promethean medical anything from a few minutes to hours or even
facility. The more obscure the information, the days, depending on how serious the problem is
higher the DF you have to beat. and the complexity of the device in question.
Opening locks usually takes 1 round per 5
Surviving in the wilderness (Survival rolls) DF. Disabling or hacking a device takes 1 minute
The Frontier is an unforgiving place, but being per 5 DF. If you fail a roll, frustration and mental
smart about your time in the wilderness provides block means that you will have to wait for at least
a fighting chance. Roll Brains to navigate through a day before you can have another go at it.
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Gear
your Muscles change, the max Inventory size is
Rarity adjusted accordingly; you can carry more stuff
while under the effect of strength-enhancing
Items fall under five grades of rarity, which drugs, but you may be forced to get rid of some
indicate how advanced they are: common, gear if you are weakened by poison.
uncommon or rare (the full edition of the game Each slot can hold one item, whether its a
also includes exotic and legendary items). Rarity huge rocket launcher or a small pistol. This
also serves as a rough measure of an item's power abstraction means that you wont have to keep
and usefulness. A powerful item that is introduced track of how much weight youre carrying
early in the game could unbalance the whole (boring!), but also that you have to think about
campaign, so each rarity grade has a minimum which items you want to take with you.
recommended level. The GM can use this as a At the Gamemasters discretion, very small
guideline for introducing items at the appropriate items like keys, coins or a sewing kit wont take up
average party level. any inventory space, unless you want to carry an
absurd amount.
Rarity Recommended level If you carry up to 2 slots more than your max
Common 1 inventory size allows, your movement speed is
Uncommon 1 halved and you suffer a -2 penalty to Reflexes. Any
Rare 3 or higher more and you are unable to move until you drop
some gear.
Common items can usually be purchased from
most traders, keeping in mind that even the best Using and holding items
merchants have finite stocks, but may be in short Weapons: Before you take your action or move
supply in small settlements. Uncommon items are for the current round, you can select which
very hard to come by, but some savvy traders may weapon you want to be holding, either one two-
have one or two for sale at a premium price handed weapon or two one-handed weapons. If
(usually at least twice the item's value). Rare you want to switch to another weapon later in the
items are so scarce that they have to be found same round, you need to use a move to store your
rather than bought. The GM can introduce such current weapon and retrieve the new one.
items as rewards for completing a mission, lucky Armor: Armor requires time to take off or put on,
finds while exploring dangerous places or loot so its not as easy to use as other items. You need
taken from defeated enemies. to spend 2 rounds to take off light armor and
another round to put on a different one, during
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Models
1. Blastproof: +2 protection against explosive Spectre
weapons. Uncommon recon armor ($6,000)
2. Composite: Only suffers a -2 penalty to Made from a revolutionary composite material
Athletics and Stealth rolls. that can slowly regenerate, this armor provides
3. Enduring: The effects of each charge last until unparalleled protection for its weight, but heavy
the end of the round. damage can degrade it quickly.
4. Hardened: +1 protection. The Spectre starts with 7 Protection, but this
5. Powered: +2 damage for close combat attacks is reduced by 1 every time you suffer damage (to
and +2 bonus to Athletics rolls and any other a minimum of 0). Lost protection is slowly
action requiring pure strength. recovered at the rate of 1 per 30 minutes.
6. Supercharged: Holds 12 charges. Models
1. Grounded: Resistance to electric damage.
Ogre 2. Hardened: +1 protection.
Uncommon plated armor ($16,000) 3. Insulated: Resistance to cold damage.
The Ogre reduces any non-psionic damage that 4. Rapid: Recovers 1 lost protection per 15
you suffer by 2 (to a minimum of 1 point per hit). minutes.
5. Swift: Built-in jump jet allows you to jump up
Models
1. Asbestos: Resistance to fire damage. to 30 feet high and 90 feet long as a move. The
2. Blastproof: +2 protection against explosive jet needs 30 minutes to recharge before it can
weapons. be used again.
3. Composite: Only suffers a -2 penalty to 6. Tactical: +2 bonus to Perception rolls.
Athletics and Stealth rolls.
4. Hardened: +1 protection. Stalker
5. Insulated: Resistance to cold damage. Uncommon recon armor ($6,000)
6. Powered: +2 damage for close combat attacks You won't need heavy armor if they don't even
and +2 bonus to Athletics rolls and any other know you're there. The Stalker's fabric changes to
action requiring pure strength. match the background around you, making it so
much easier to stay away from prying eyes.
Retribution While wearing the Stalker you have a +2
Rare plated armor ($16,000) bonus to Stealth rolls and can move at full speed
Powerful electric capacitors shock anyone stupid while hiding.
enough to hit you. Let's see if they'll try that again. Models
When you are hit by a close combat attack, 1. Asbestos: Resistance to fire damage.
the attacker suffers 1D6 electric damage. 2. Grounded: Resistance to electric damage.
3. Hardened: +1 protection.
Models
1. Blastproof: +2 protection against explosive 4. Reflexive: +2 bonus to Initiative rolls.
weapons. 5. Swift: Built-in jump jet allows you to jump up
2. Composite: Only suffers a -2 penalty to to 30 feet high and 90 feet long as a move. The
Athletics and Stealth rolls. jet needs 30 minutes to recharge before it can
3. Divine: 1D8 electric damage against attackers. be used again.
4. Grounding: Resistance to electric damage. 6. Tactical: +2 bonus to Perception rolls.
5. Hardened: +1 protection.
6. Neutralising: Resistance to cold damage. Thorax
Uncommon recon armor ($6,000)
The Thorax reduces any non-psionic damage that
you suffer by 2 (to a minimum of 1 point per hit).
Models
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Wormhole
Uncommon plated armor ($16,000)
Sure, you'll get shot from time to time, but there's a
silver lining with this armor. It captures as many
bullet fragments and other materials it can, then
converts them to fresh ammo just itching to be
used.
When a non-explosive ranged weapon attack
hits you, the armor gains 1 charge. Upon reaching
4 charges, they are converted into an ammo clip
that is deposited in your inventory. If your
inventory is full, the armor will wait for space to
be freed before converting the charges, but it
cannot gain any additional ones.
Models
1. Asbestos: Resistance to fire damage.
2. Blastproof: +2 protection against explosive
weapons.
3. Composite: Only suffers a -2 penalty to
Athletics and Stealth rolls.
4. Grounding: Resistance to electric damage.
5. Hardened: +1 protection.
6. Powered: +2 damage for close combat attacks
and +2 bonus to Athletics rolls and any other
action requiring pure strength.
Wraith
Uncommon battle armor ($11,000)
Offers impressive protection at the cost of rapid
degradation once you start feeling the pain. It's a
good thing that the Wraith can regenerate its
protection given some pounding-free time.
The Wraith starts with 9 Protection, but this
is reduced by 1 every time you suffer damage (to
a minimum of 0). Lost protection is slowly
recovered at the rate of 1 per 30 minutes.
Models
1. Blastproof: +2 protection against explosive
weapons.
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Weapon Type Damage Range Ammo Cost
Assault rifle Combat rifle 1D8 physical 150/750 feet 6 $1,000
Autoloader Pistol 1D6 physical 60/300 feet 4 $300
Battle rifle Combat rifle 2D8 physical 200/1,000 feet 5 $1,000
Bazooka Rocket launcher Per rocket 200/1,000 feet 1 $1,500
Bolt-action rifle Sniper rifle 2D10 physical 500/2,500 feet 3 $2,000
Club Light melee 1D6 physical n/a n/a $20
Combat magnum Pistol 1D10 physical 80/400 feet 4 $500
Combat shotgun Shotgun 1D12 physical 30/150 feet 4 $800
Dagger Light melee 1D4 physical n/a n/a $20
Fifty cal Sniper rifle 2D12 physical 500/2,500 feet 3 $2,500
Frag grenade Grenade 2D6x2 physical 60/120 feet n/a $150
Hand cannon Pistol 2D10 physical 80/400 feet 3 $500
LMG Machine gun 1D8 physical 120/600 feet 8 $1,500
Marksman rifle Sniper rifle 1D10 physical 300/1,500 feet 4 $2,000
Needler Submachine gun 1D4 physical 100/500 feet 6 $900
Pump shotgun Shotgun 2D12 physical 30/150 feet 3 $800
Rocket n/a 2D10x2 physical Per launcher n/a $300
Six-shooter Pistol 2D6 physical 60/300 feet 3 $300
Sledgehammer Heavy melee 1D12 physical n/a n/a $50
Smoke grenade Grenade n/a 60/120 feet n/a $50
Spear Medium melee 1D8 physical n/a n/a $30
Stun grenade Grenade n/a 60/120 feet n/a $100
Sword Medium melee 1D8 physical n/a n/a $200
and you are considered to carry a wide variety of
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-4 attack if you've moved before firing this Can be fired as a move with -2 attack.
round.
+2 attack if you aim as a move before firing. Pump shotgun
-4 attack when shooting at someone within 10 Nothing scares off the bandits like the "ka-chunk!"
feet. of racking the slide in a pump shotgun, and with
Critical hits inflict an additional 1d8 damage. good reason.
Frag grenade
Must be held with both hands.
+2 attack when shooting at someone within
This disposable explosive weapon is designed to
15 feet.
shower an area with deadly fragments.
Half damage beyond effective range.
Explodes in a 20-foot radius. +1 critical chance.
Needs both an action and a move to reload.
Hand cannon
This enormous revolver shoots bullets big enough Rocket
to do serious damage just by throwing them at A self-propelled explosive charge designed to be
people. fired from any rocket launcher.
Can be held with one hand. Explodes in a 30-foot radius.
-2 attack with less than 5 Muscles.
Needs both an action and a move to reload. Six-shooter
A traditional light revolver that shoots people
LMG dead just the same as the newer, fancier stuff.
The quintessential squad support weapon, able to
Can be held with one hand.
lay down automatic fire over an entire area.
Only suffers -2 attack when attacking with
Must be held with both hands. two weapons (other weapon suffers the usual
Needs both an action and a move to reload, as penalty).
well as 2 ammo clips. No penalty when shooting at someone within
Spend 3 ammo in total to attack a 10x10-foot 5 feet.
area. Make a single attack roll; anyone in the Needs both an action and a move to reload.
targeted area takes the weapon's damage if
the attack roll is high enough to hit them. Sledgehammer
Not the most elegant weapon, but makes a lasting
Marksman rifle impression to anyone it strikes.
A semi-auto sniper rifle that sacrifices some
Must be held with both hands.
power for greater mobility. Made for the sniper on
-2 attack with less than 4 Muscles.
the go.
If an attack does more damage than the
Must be held with both hands. target's Toughness, it pushes him back 5 feet
+2 attack if you aim as a move before firing. and he must roll Reflexes versus your Muscles
-4 attack when shooting at someone within 10 to avoid falling prone (requires a move to
feet. stand up again).
Critical hits inflict an additional 1d8 damage.
Smoke grenade
Needler Releases a cloud of thick smoke to provide
Why shoot one bullet when you can shoot twenty? effective cover and concealment.
This small automatic weapon may shoot light
Obscures a 30-foot radius area.
rounds, but makes up for it with a rapid rate of
Counts as heavy fog, inflicting a -2 penalty to
fire.
close combat attacks and a -4 penalty to
Can be held with one hand. ranged attacks.
33
THE FRONTIER
34
THE FRONTIER
3. CQB: +2 attack and +2 damage when shooting 6. Vicious: Critical hits inflict an additional 1d8
at someone within 15 feet. damage.
4. Heavy: +2 damage.
5. Lightning: Shots inflict electric damage. Butcher
6. Unforgiving: May mark up to 2 enemies at a Uncommon combat shotgun ($5,000)
time. Ah Fresh meat! Carve up your enemies nicely with
this big gun that can empty its entire magazine in
Bad Medicine a matter of seconds.
Rare grenade ($3,250) When you attack with the Butcher, you can
Why stop at blowing up your enemies when you can choose to spend more than 1 ammo. Each
also steal their life force and use it to heal your additional ammo point adds +2 damage if the
buddies? Or even yourself - nothing wrong with attack hits, to a maximum of +4 damage.
being selfish now and again.
Models
The Bad Medicine has a Range of 60/120 feet 1. Brutal: When a hit inflicts more damage than
and explodes in a 20-foot radius for 2D8x2 the target's Toughness, it pushes him back 5
physical damage. For each target damaged by the feet and he must roll Reflexes versus 16 to
grenade, choose an ally (or yourself) within 60 avoid falling prone (requiring a move to stand
feet of the impact point to regain 1d8 lost Health up again).
(mechs cannot be healed and they don't count as 2. Expanded: +2 Ammo.
damaged targets). Each ally (or yourself) can only 3. Frost: Inflicts cold damage.
be healed once per Bad Medicine attack. 4. Heavy: +2 damage.
Models 5. Mayhem: Damage reduced to 1D8, but attacks
1. Hi-ex: Explodes in a 30-foot radius. 2 targets with one shot if they are within 5 feet
2. Homing: +2 attack. of each other.
3. Propelled: Ranged increased to 100/300 feet. 6. Nasty: Additional +1 critical chance.
4. Potent: +2 damage dice.
5. Emergency: Heals 2d8 lost Health. Butterfly
6. Reaching: Heals allies up to 100 feet away. Uncommon autoloader ($2,500)
The Butterfly has +1 damage die.
Bloodhound Models
Uncommon six-shooter ($2,500) 1. Balanced: No penalty when attacking with
Once this gun tastes blood, it can track its quarry two weapons.
easier than hungry drak following a blind s'vra 2. Corrosive: Shots inflict acid damage.
with hyperhidrosis. An excellent choice for hunters, 3. CQB: +2 attack and +2 damage when shooting
rangers and stalkers of all kinds. at someone within 15 feet.
Hot on the trail: The Bloodhound tracks anyone 4. Fierce: Spend 1 additional ammo before an
damaged by it for up to 6 hours, pinpointing the attack to fire a burst that does +1 damage die
target's exact location within 5 miles or a cardinal and +2 damage if it hits.
direction to his whereabouts within 50 miles. This 5. Heavy: +2 damage.
doesn't work on mechs (no DNA to track). 6. Lightning: Shots inflict electric damage.
Models
1. Balanced: No penalty when attacking with Charon
two weapons. Rare fifty cal ($30,000)
2. Fiery: Shots inflict fire damage. The Charon has a +1 bonus to attack rolls. Its extra
3. Heavy: +2 damage. critical damage is 2d8 instead of 1d8.
4. Precise: Pinpoints an exact location within 15
miles. Models
1. Brutal: When a hit inflicts more damage than
5. Relentless: Tracks targets for up to 18 hours.
the target's Toughness, it pushes him 5 feet
35
THE FRONTIER
back and he must roll Reflexes versus 18 to 6. Vicious: Extra critical damage increased to
avoid falling prone (requiring a move to stand 2d8.
up again).
2. Heavy: +2 damage. Commando
3. Incendiary: Shots inflict fire damage. Rare assault rifle ($15,000)
4. Lightning: Shots inflict electric damage. The Commando has a +1 bonus to attack rolls and
5. Masterful: +1 critical chance when you aim as +1 critical chance.
a move before firing.
6. Vicious: Extra critical damage increased to Models
1. Arctic: Shots inflict cold damage.
2d10.
2. Blasting: Built-in launcher doubles the range
Cobra of your grenade attacks.
3. Expanded: +2 ammo.
Rare needler ($14,000) 4. Fierce: +1 damage die, but can only fire bursts.
When the thugs bring out the heavy armor, it's time 5. Heavy: +2 damage.
for the Cobra and its acid-tipped bullets to shine! 6. Incendiary: Shots inflict fire damage.
The Cobra has a +1 bonus to attack rolls and
inflicts acid damage.
Molecular acid: Roll two d6s after a hit to
Defender
Uncommon assault rifle ($6,000)
determine the additional effects of the acid:
The Defender has a +1 bonus to attack rolls.
Each die scoring 4-5 damages 1 additional
Models
point of armor protection.
1. Arctic: Shots inflict cold damage.
Each die scoring 6 damages 1 additional
2. Blasting: Built-in launcher doubles the range
armor point and does 2 points of acid damage
of your grenade attacks.
on the target.
3. Expanded: +2 ammo.
Models 4. Fierce: +1 damage die, but can only fire bursts.
1. Vitriolic: Any acid die rolling 6 allows you to 5. Heavy: +2 damage.
roll another acid die. 6. Incendiary: Shots inflict fire damage.
2. Consuming: The weapon's acid damage inflicts
-2 protection per hit instead of just -1. Double Whammy
3. CQB: +2 attack and +2 damage when shooting Rare needler ($5,500)
at someone within 15 feet. Two barrels firing together in perfect harmony. A
4. Heavy: +2 damage. simple but efficient design.
5. Fast: Reloads as a move. The Double Whammy does 1D4x2 damage
6. Turbo: When an attack roll scores a natural and consumes 2 ammo with each shot.
19+ (hit or miss), you may immediately fire
another shot at the same target. Models
1. CQB: +2 attack and +2 damage when shooting
Comet at someone within 15 feet.
2. Heavy: +2 damage.
Uncommon marksman rifle ($11,000)
3. Fast: Reloads as a move.
The Comet has a +1 bonus to attack rolls.
4. Turbo: When an attack roll scores a natural
Models 19+ (hit or miss), you may immediately fire
1. Corrosive: Shots inflict acid damage. another shot at the same target.
2. Heavy: +2 damage. 5. Fiery: Shots inflict fire damage.
3. Lightning: Shots inflict electric damage. 6. Expanded: +4 Ammo.
4. Masterful: +1 critical chance when you aim as
a move before firing.
5. Precise: Only -2 attack when shooting beyond
effective range.
36
THE FRONTIER
37
THE FRONTIER
2. Bloody: Bayonet does 2D8 damage. The Grizzly has a+1 damage die and +1
3. Corrosive: Shots inflict acid damage. critical chance.
4. Heavy: +2 damage.
Models
5. Precise: Range increased to 300/1,500 feet. 1. Brutal: When a hit inflicts more damage than
6. Vicious: Critical hits inflict an additional 1d8 the target's Toughness, it pushes him 5 feet
damage. back and he must roll Reflexes versus 18 to
avoid falling prone (requiring a move to stand
Frosty Welcome up again).
Rare rocket ($4,000) 2. Corrosive: Shots inflict acid damage.
Invading bandits? Trespassing s'vra? Show them 3. Heavy: +2 damage.
that they're not welcome with this freezing rocket. 4. Hunting: Range increased to 160/800 feet.
It will be received very coldly. 5. Incendiary: Shots inflict fire damage.
The Frosty Welcome inflicts cold damage. 6. Vicious: Critical hits inflict an additional 1d8
Anyone taking full damage from the blast must damage.
roll Toughness versus 18 to resist being paralyzed
for 1d3+1 rounds. Hallelujah
Models Rare LMG ($20,000)
1. Intense: +2 DF to avoid being paralyzed. Your prayers have been answered! Now you can fire
2. Homing: +2 attack. a stream of bullets in a parabolic arc that
3. Hi-ex: Explodes in a 40-foot radius. minimizes any troublesome cover and inundates an
4. Potent: +2 damage dice. entire area, like mana falling from the sky.
5. Super: Doubles the launcher's Range. The Hallelujah has a +1 bonus to attack and
6. Subzero: Anyone that doesn't take full damage damage rolls.
from the blast can also be paralyzed, but It's raining lead: When you attack with the
makes his roll with a +4 bonus. Hallelujah, it ignores any Evasion bonuses gained
from cover unless the targets also have overhead
Great White cover (like a bunker or similar structure). This
Rare pump shotgun ($13,000) ability doesn't work in an enclosed area, unless
The Great White has a +1 bonus to attack there is at least a 20-foot clearance.
rolls and inflicts an additional 1d8 damage on a The weapon can target a larger than usual
critical hit. area with autofire by spending more ammo. Each
additional ammo point spent increases the
Models dimensions of the targeted square by 5 feet (for
1. Brutal: When a hit inflicts more damage than
example, spending 5 ammo in total allows you to
the target's Toughness, it pushes him 5 feet
target a 20x20-foot square).
back and he must roll Reflexes versus 18 to
avoid falling prone (requiring a move to stand Models
up again). 1. Expanded: +3 Ammo.
2. Corrosive: Shots inflict acid damage. 2. Focused: +2 attack when targeting an area.
3. Heavy: +2 damage. 3. Heavy: +2 damage.
4. Incendiary: Shots inflict fire damage. 4. Fiery: Shots inflict fire damage.
5. Mayhem: Damage reduced to 2D8, but attacks 5. Massacring: Targets a 15x15-foot square with
2 targets with one shot if they are within 5 feet autofire.
of each other. 6. Thrift: Only needs one ammo clip to reload.
6. Nasty: +1 critical chance.
Hammerhead
Grizzly Rare combat shotgun ($13,000)
Rare hand cannon ($10,000) The Hammerhead has +1 damage die.
Models
38
THE FRONTIER
1. Arctic: Shots inflict cold damage. 5. Precise: Only -2 attack when shooting beyond
2. Brutal: When a hit inflicts more damage than effective range.
the target's Toughness, it pushes him 5 feet 6. Vicious: Extra critical damage increased to
back and he must roll Reflexes versus 18 to 2d10.
avoid falling prone (requiring a move to stand
up again). Jetfire
3. Corrosive: Shots inflict acid damage. Uncommon needler ($5,500)
4. Heavy: +2 damage. The Jetfire has +1 critical chance.
5. Mayhem: Damage reduced to D8, but attacks 2
targets with one shot if they are within 5 feet Models
1. Corrosive: Shots inflict acid damage.
of each other.
2. CQB: +2 attack and +2 damage when shooting
6. Nasty: +1 critical chance.
at someone within 15 feet.
Harpoon 3. Fast: Reloads as a move.
4. Heavy: +2 damage.
Rare combat magnum ($10,000) 5. Lightning: Shots inflict electric damage.
Bring a gun-knife to a gunfight! The small bayonet 6. Turbo: When an attack roll scores a natural
under the barrel is not only great as an emergency 19+ (hit or miss), you may immediately fire
weapon, but also acts as a tracker for the gun's another shot at the same target.
homing bullets. Stab and shoot!
The Harpoon has a +1 attack bonus and +1
damage die. It is equipped with a built-in bayonet
Kodiak
Uncommon hand cannon ($3,500)
that can be used as a light melee weapon doing
The Kodiak has a +1 bonus to attack rolls.
2D4 physical damage and may attack as a move.
Homing bullets: Anyone hit by the bayonet is Models
tagged for 5 rounds. The Harpoon's shots gain an 1. Brutal: When a hit inflicts more damage than
additional +2 attack bonus and do an extra 1D6 the target's Toughness, it pushes him 5 feet
physical damage against tagged enemies. back and he must roll Reflexes versus 16 to
avoid falling prone (requiring a move to stand
Models
up again).
1. CQB: No penalty when shooting at someone
2. Corrosive: Shots inflict acid damage.
within 5 feet.
3. Heavy: +2 damage.
2. Deadly: +2 critical chance against tagged
4. Hunting: Range increased to 160/800 feet.
enemies.
5. Incendiary: Shots inflict fire damage.
3. Eviscerating: The bayonet does 2D6 damage.
6. Vicious: Critical hits inflict an additional 1d8
4. Fierce: Spend 1 additional ammo before an
damage.
attack to fire a burst that does +1 damage die
and +2 damage if it hits.
5. Heavy: +2 damage.
Liberty
6. Lightning: Shots inflict electric damage. Uncommon LMG ($8,500)
The Liberty has a +1 bonus to attack rolls.
Hawk Models
Uncommon bolt-action rifle ($11,000) 1. Arctic: Shots inflict cold damage.
The Hawk does 2d8 extra critical damage instead 2. Expanded: +3 ammo.
of 1d8. 3. Focused: +2 attack when targeting an area.
4. Heavy: +2 damage.
Models
5. Lightning: Shots inflict electric damage.
1. Arctic: Shots inflict cold damage.
6. Massacring: Targets a 15x15-foot area with
2. Corrosive: Shots inflict acid damage.
autofire.
3. Heavy: +2 damage.
4. Masterful: +1 critical chance when you aim as
a move before firing.
39
THE FRONTIER
40
THE FRONTIER
41
THE FRONTIER
Models
1. Corrosive: Shots inflict acid damage. Porcupine
2. Heavy: +2 damage. Uncommon rocket ($1,250)
3. Lightning: Shots inflict electric damage. Shreds everything in its blast radius with razor-
4. Masterful: +1 critical chance when you aim as sharp shrapnel that also double as caltrops. Anyone
a move before firing. surviving the initial blast is in for a lot of footache.
5. Precise: Only -2 attack when shooting beyond The Porcupine's blast area is turned into
effective range. difficult terrain and anyone walking through it
6. Vicious: Extra critical damage increased to takes 1 physical damage per 5 feet of movement.
2d8. Models
1. Homing: +2 attack.
Oubliette 2. Potent: +2 damage dice.
Uncommon grenade ($875) 3. Hi-ex: Explodes in a 40-foot radius.
This niche grenade emits an invisible force that 4. Corrosive: Inflicts acid damage.
prevents anyone but the strongest targets from 5. Stunning: Anyone taking full damage from the
leaving the immediate area. blast also suffers a -2 penalty to all d20 rolls
The Oubliette can be thrown up to 120 feet for his next action.
away and does not require an attack roll. It 6. Super: Doubles the launcher's Range.
creates a force of attraction in a 20-foot radius
around the impact point that lasts for 5 rounds. Protector
Anyone inside this area (or anyone subsequently Rare autoloader ($8,000)
entering the area) that wishes to move out has to The Protector has a +1 bonus to attack rolls
roll Muscles versus 16. A failed roll means that the and +1 critical chance.
subject can move up to the periphery of the area,
but no further. A new roll has to be made every Models
1. Balanced: No penalty when attacking with
time the subject tries to move outside.
two weapons.
Models 2. Corrosive: Shots inflict acid damage.
1. Propelled: Can be thrown up to 300 feet away. 3. CQB: +2 attack and +2 damage when shooting
2. Roomy: Affects a 30-foot radius. at someone within 15 feet.
3. Powerful: +2 DF to escape. 4. Fierce: Spend 1 additional ammo before an
4. Constricting: Trapped creatures lose 2 Health attack to fire a burst that does +1 damage die
at the end of each round. and +2 damage if it hits.
5. Restraining: Trapped creatures suffer a -2 5. Heavy: +2 damage.
penalty to Reflexes. 6. Lightning: Shots inflict electric damage.
6. Prolonged: +3 rounds duration.
Pyrotech
Pioneer Uncommon LMG ($8,500)
Uncommon six-shooter ($2,500) Who doesn't love fireworks? Make your shots
The Pioneer has a +1 bonus to attack rolls. explode with eye-dazzling, ear-bursting flashes like
Models you're in a 4th of July party. Or a 5th of November
1. Balanced: No penalty when attacking with party. Or whenever it is you people throw fireworks.
two weapons. The Pyrotech inflicts fire damage.
2. CQB: +2 attack and +2 damage when shooting Flashfire: When the Pyrotech target an area,
at someone within 15 feet. anyone taking damage is also disoriented and
3. Heavy: +2 damage. suffers a -2 penalty to all d20 rolls for his next
4. Incendiary: Shots inflict fire damage. action.
5. Lightning: Shots inflict electric damage. Models
6. Vicious: Critical hits do an additional 1d8 1. Expanded: +3 Ammo.
damage.
42
THE FRONTIER
2. Focused: +2 attack when targeting an area. 4. Mayhem: Damage reduced to 1D8, but attacks
3. Heavy: +2 damage. 2 targets with one shot if they are within 5 feet
4. Loud: Inflicts a -3 penalty to disoriented of each other.
enemies. 5. Nasty: Additional +1 critical chance.
5. Massacring: Targets a 15x15-foot square with 6. Pumped: Starts each battle with one stored
autofire. charge.
6. Thrift: Only needs one ammo clip to reload.
Ranger
Rageorade Rare six-shooter ($8,000)
Rare combat shotgun ($13,000) The Ranger has a +1 bonus to attack rolls and does
This bloodthirsty gun gains power with each kill, an additional 1d8 damage on a critical hit.
power that you can use to rack up more kills in a
Models
vicious circle of blood and death. You may 1. Balanced: No penalty when attacking with
occasionally wonder about the futility of this in the two weapons.
grand scheme of things, but there won't be anyone 2. CQB: +2 attack and +2 damage when shooting
left standing to debate with you anyway. at someone within 15 feet.
The Rageorade gains 1 charge for every 3. Heavy: +2 damage.
enemy it kills (2 charges if the killing shot was a 4. Incendiary: Shots inflict fire damage.
critical hit) and can store up to 6 charges at a time. 5. Lightning: Shots inflict electric damage.
While holding the weapon, you can spend stored 6. Vicious: Extra critical damage increased to
charges to gain the following effects: 2d8.
Berserker's might (1 or more charges): +1
Muscles per charge spent (to a maximum of Raptor
15 Muscles) for 5 rounds. Uncommon assault rifle ($6,000)
Buckshot frenzy (1 charge): The Rageorade When three bullets arent enough and ten are just
gains +1 critical chance and +3 damage for the too many, get the Raptor! This gun fires a double
next attack. You can't spend any additional burst of six bullets with a very satisfying sound
charges to boost the same attack. that can take care of most trouble.
Fast and furious (1 charge): Use a move to Double the bullets for twice the fun: The Raptor
attack with the Rageorade. holds 8 ammo and can only fire bursts. Spend 1
Ironskin (1 or more charges): You gain +5 additional ammo before an attack (on top of the 2
Health per charge spent, even beyond your required by a burst) to inflict an extra 1D6
normal maximum. This extra Health physical damage if it hits.
dissipates at the end of the battle if it hasn't
Models
been already lost, and cannot be recovered.
1. Arctic: Inflicts cold damage.
All stored charges are lost when the battle 2. Blasting: Built-in launcher doubles the range
ends or if the Rageorade hasn't killed any enemy of your grenade attacks.
for 10 rounds. 3. Expanded: +2 Ammo.
Models 4. Fierce: 2D6 extra damage when firing a long
1. Brutal: When a hit inflicts more damage than burst.
the target's Toughness, it pushes him back 5 5. Heavy: +2 damage.
feet and he must roll Reflexes versus 18 to 6. Preying: +1 attack when firing a burst or long
avoid falling prove (requiring a move to stand burst.
up again).
2. Fiery: Shots inflict fire damage. Reaper
3. Heavy: +2 damage. Rare LMG ($20,000)
The Reaper has +1 critical chance and a +2 bonus
to damage rolls.
43
THE FRONTIER
44
THE FRONTIER
4. Potent: +2 damage dice. Friendlies in the line of fire? No worries! This cookie
5. Tough: Has 30 Health points. is smart enough to recognize friend from foe and
6. Consuming: Acid damage inflicts -2 armor makes sure bullets end up in the right place only, so
protection instead of -1. you can strafe to your heart's content without
having to worry about collateral damage.
Serpentine The Smart Cookie has a +1 bonus to attack
Uncommon dagger ($1,100) rolls.
At first sight this looks like an innocent dagger (if IFF: When the Smart Cookie is used to target an
innocent is the right word for something that can area with autofire, it damages enemies only and
easily disembowel you). Its blade however, is hollow spares any friendly targets.
and holds a deadly toxin along with the injection Models
mechanism to deliver it when you inflict a solid hit. 1. Bitter: Shots inflict acid damage.
The Serpentine holds 3 doses of poison. 2. Expanded: +3 Ammo.
When an attack hits, you may choose to inject the 3. Focused: +2 attack when targeting an area.
target with one of the doses. The target must roll 4. Heavy: +2 damage.
Toughness versus 16 and loses 2d12 Health if the 5. Massacring: Targets a 15x15-foot square with
roll fails, or half as much Health if the roll autofire.
succeeds. 6. Thrift: Only needs one ammo clip to reload.
Once the dagger is depleted, you can reload
it at an arms trader at a cost of $40 per new dose. Spree
Models Uncommon fifty cal ($13,500)
1. Balanced: No penalty when attacking with A wicked, bloodthirsty weapon. Feed its hunger and
two weapons. you'll be dropping bogeys left, right and centre.
2. Deadly: +2 DF to resist the poison. Multikill: When the Spree kills an enemy, it does
3. Fast: No penalty when attacking as a move. an extra 1D6 physical damage with every shot for
4. Giant: Holds 4 doses. 3 rounds. Multiple kills do not add more dice, but
5. Nasty: +1 critical chance. reset the duration of the effect.
6. Potent: +2 damage.
Models
1. Brutal: When a hit inflicts more damage than
Slammer the target's Toughness, it pushes him 5 feet
Rare battle rifle ($15,000) back and he must roll Reflexes versus 16 to
The Slammer has a +1 bonus to attack rolls and avoid falling prone (requiring a move to stand
does an additional 1d8 damage when it scores a up again).
critical hit. 2. Heavy: +2 damage.
Models 3. Incendiary: Shots inflict fire damage.
1. Arctic: Shots inflict cold damage. 4. Masterful: +1 critical chance when you aim as
2. Blasting: Built-in launcher doubles the range a move before firing.
of your grenade attacks. 5. Murderous: 2D6 extra damage.
3. Heavy: +2 damage. 6. Vicious: Extra critical damage increased to
4. Lightning: Shots inflict electric damage. 2d8.
5. Precise: Range increased to 300/1,500 feet.
6. Vicious: Extra critical damage increased to Stomper
2d8. Uncommon battle rifle ($6,000)
The Stomper has +1 damage die.
45
THE FRONTIER
2. Blasting: Built-in launcher doubles the range avoid falling prone (requiring a move to stand
of your grenade attacks. up again).
3. Heavy: +2 damage. 2. Heavy: +2 damage.
4. Lightning: Shots inflict electric damage. 3. Incendiary: Shots inflict fire damage.
5. Precise: Range increased to 300/1,500 feet. 4. Lightning: Shots inflict electric damage.
6. Vicious: Critical hits inflict an additional 1d8 5. Masterful: +1 critical chance when you aim as
damage. a move before firing.
6. Vicious: Extra critical damage increased to
Striker 2d8.
Uncommon combat shotgun ($5,000)
The Striker has +1 damage die. Wasp
Rare LMG ($20,000)
Models
1. Arctic: Shots inflict cold damage. Nothing stings like a 5.56mm round travelling at
2. Brutal: When a hit inflicts more damage than supersonic velocities. Except from a 5.56mm that
the target's Toughness, it pushes him 5 feet also carries a 20,000-volt charge.
back and he must roll Reflexes versus 16 to The Wasp has a +1 bonus to attack rolls and
avoid falling prone (requiring a move to stand inflicts electric damage.
up again). Shock and awe: When an attack hits with a
3. Corrosive: Shots inflict acid damage. natural 18+, the target must roll Toughness
4. Heavy: +2 damage. versus 18 to avoid being stunned for 1d3+1
5. Mayhem: Damage reduced to D8, but attacks 2 rounds. A stunned target cannot take any actions
targets with one shot if they are within 5 feet and only moves at half speed. An enemy who is
of each other. resistant to electric damage gains +5 Toughness,
6. Nasty: +1 critical chance. while those immune are not affected at all.
1. Models
1. Energized: Stuns enemies on a roll of 17+.
Ultima 2. Focused: +2 attack when targeting an area.
Rare bolt-action rifle ($25,000) 3. Heavy: +2 damage.
The Ultima has +1 damage die and +1 critical 4. Intense: +2 DF to avoid being stunned.
chance. 5. Punishing: At the beginning of each round, a
stunned enemy rolls 1d6 and suffers that
Models much electric damage if the result is an odd
1. Arctic: Shots inflict cold damage.
number (1, 3 or 5).
2. Corrosive: Shots inflict acid damage.
6. Thrift: Only needs one ammo clip to reload.
3. Heavy: +2 damage.
4. Masterful: +1 critical chance when you aim as
a move before firing.
Zeus
5. Precise: Only -2 attack when shooting beyond Rare bolt-action rifle ($25,000)
effective range. Nothing says smite them like lightning! Shoot
6. Vicious: Extra critical damage increased to electrified bullets with the fury of a Greek god who
2d8. just caught his wife in bed with the head priest.
Solid shots may stun your foes, leaving them open
Victory for even more smiting.
The Zeus has a +1 bonus to attack rolls and
Uncommon fifty cal ($13,500)
inflicts electric damage.
The Victory has +1 critical chance.
Shock and awe: When an attack hits with a
Models natural 18+, the target must roll Toughness
1. Brutal: When a hit inflicts more damage than versus 18 to avoid being stunned for 1d3+1
the target's Toughness, it pushes him 5 feet rounds.
back and he must roll Reflexes versus 16 to
Models
46
THE FRONTIER
Blur Medkit
Your one-stop answer to most medical
A potent drug that supercharges your speed and
emergencies! The medkit deals with a variety of
reaction time. After you inject it as a move, you
injuries through an automated system that injects
can take one additional action per round for 3
coagulants, stabilisers, antibiotics and cellular
rounds. When this duration expires, there is a
repair nanobots. Using a medkit either on yourself
sharp comedown that reduces your Muscles and
or someone within 5 feet takes an action and
Reflexes by 1 for 30 minutes.
restores 2d8 lost Health. Each medkit can only be
used once.
Combat stimulants
An injectable compound of adrenaline and other Advanced medkit
stimulants formulated to provide a short-term This version restores 2d8x2 Health.
boost in combat prowess. You can use one as a
move to gain +1 Muscles and +1 Reflexes for 3 Super medkit
rounds. You cannot use more than one at any This version restores 2d8x3 Health.
time.
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Enemies
Prometheus is a world rich in natural resources
and alien technology, but also abundant in danger.
Ammo
Apart from the wild climate and natural hazards, If an enemy uses a gun or other weapon using
the planet is also home to many deadly species, ammo, it is assumed to carry enough ammunition
such as the voracious Draks and the primitive to reload up to twice.
Svra tribes. As if that wasnt enough, the Collapse
Bandits
has given birth to gangs of murderous bandits
roaming the countryside and the ever-present
threat of the ex-colonial government and its army.
This section details the most common
In a harsh world with very limited law
enemies the players are likely to encounter in
enforcement, bandits and other lawless scum are
their travels.
an unfortunate part of everyday life. They are not
particularly smart, well-organised or well-
Enemy stats equipped, but make good use of their numbers
and lack of morals to prey on weaker people.
Level Bully
An enemys level measures his relative strength Bullies are usually lieutenants in a gang, ordering
and can be used as a rough guideline for building around a bunch of lesser bandits. Large and
encounters. Enemies of lower level than the physically intimidating, they maintain their
players can still provide an adequate challenge in authority mostly by fear, as they're not bright
sufficient numbers. Enemies of higher level may enough to know what positive reinforcement is.
be used as a tough boss battle, although
Level 3 human scum
anything with a 3+ level advantage over the
400 XP
players might be too tough to overcome. Mixing
Attributes: Muscles 5, Reflexes 3, Brains 2, Guts 3
enemies of different levels is usually a good recipe
Defences: Evasion 3 (Armor 6), Resolve 3,
for creating interesting encounters.
Toughness 5
Low-level enemies (usually those of 1st to
Health: 21
3 level) do not use exploding dice for damage
rd
Speed: 30 feet
rolls.
Initiative: 6
Size Attacks
Pump shotgun: +3 to hit (range 30/150). 2d12
Enemies vary in size and some will be much
physical damage. Ammo 3.
smaller, or much larger than most people. Smaller
Sledgehammer: +5 to hit (close combat). 1d12+2
enemies will usually get a small bonus to their
physical damage.
Evasion as they present a harder target. This
The Bully is a sociopath that relishes in
bonus is already factored in the Evasion provided
intimidating their opponents through physical
in their stat block. Larger enemies on the other
violence. If an attack does more damage than the
hand, have more Health and are more difficult to
target's Resolve, he suffers a -2 penalty to attack
knock prone.
rolls against the Bully for 2 rounds.
Large creatures gain a +4 bonus to any roll Once per battle, the Bully can unleash a
required to avoid being knocked prone. barrage of shots, attacking twice in the same
Huge creatures cannot be knocked prone. action with the shotgun.
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Lackey Pyromaniac
The lowliest and most numerous rank in the These compulsive arsonists are completely
typical hierarchy of a bandit gang. These two-bit enamoured by the sight of fire and the screams
criminals are usually both poorly skilled and that usually go with it. Joining a gang seemed only
poorly equipped. They are usually the target of a natural way to burn all the houses, shops and
constant abuse and bullying from higher-ranked schools they wish.
bandits and will in turn inflict the same treatment
on other people that fall in their hands. Level 2 human scum
200 XP
Level 1 human scum Attributes: Muscles 3, Reflexes 3, Brains 1, Guts 2
100 XP Defences: Evasion 3, Resolve 2, Toughness 3
Attributes: Muscles 3, Reflexes 3, Brains 2, Guts 1 Health: 12
Defences: Evasion 3, Resolve 1, Toughness 3 Speed: 30 feet
Health: 7 Initiative: 6
Speed: 30 feet
Initiative: 6 Attacks
Torch: +3 to hit (close combat). 1d6+1 fire
Attacks damage.
Autoloader: +3 to hit (range 60/300). 1d6 Molotov cocktail: +3 to hit (range 30/60).
physical damage. Ammo 4. Explodes in a 10-foot radius for 1d8 fire damage.
Dagger: +3 to hit (close combat or range 30/60). Can be used once per battle.
1d4+1 physical damage. The Pyromaniac goes completely nuts if he
drops below 8 Health, using his next move to set
Psycho himself on fire. While on fire, he inflicts an
A Psycho's diet consists almost solely of anabolics additional 1d4 fire damage with each melee
and mind-altering drugs, with the occasional attack and can attack twice per action. However,
break for protein (sometimes of human origin, as he also takes 1d4 fire damage at the end of each
they're not above cannibalism). As a result, round.
Psychos are completely unhinged and will often
fly into mindless, murderous rages. Their basic
intelligence and fleeting grasp of reality means
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Health: 9
Packling
The brutal life cycle of draks means that most of
these younglings will not live long enough to grow
Mechs
into bigger specimens. Packlings make up the bulk These robots have various degrees of
of a drak pack and, despite their small size, are "intelligence" and could be found in most fields of
every bit as vicious as their older brethren. industry before the Collapse. The types presented
here have been adapted to security and military
Level 1 drak youngling (small)
100 XP uses. Although lacking true intelligence, their
Attributes: Muscles 4, Reflexes 3, Brains 0, Guts 2 software can get quite sophisticated.
Defences: Evasion 4 (+1 size), Resolve 2, All mechs are immune to psionic damage
Toughness 4 and mind-affecting psionic powers. They are also
not affected by any attack or other effect targeting
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Resolve or requiring a Guts or Resolve roll to Defences: Evasion 4 (Armor 4), Resolve 0,
resist. Toughness 2
Their tough metallic hulls are resistant to Health: 19
fire damage, but their delicate electronics make Speed: 120 feet (flying)
the vulnerable to electric damage. Mechs will lose Initiative: 5
an additional 1d6 Health from any attack doing
Attacks
electric damage. Built-in SMG: +4 to hit (range 100/500). 1d4
Mechs run pretty sophisticated security physical damage. 6 ammo. Same traits as needler.
software, but they're not impervious to Missile: +6 to hit (range 200/1,000). Explodes in a
tampering. Any attempt to hack, disable or modify 20-foot radius for 2d8x2 fire damage. The Drone
a mech has DF 12 + the mech's Brains + the mech's carries 2 missiles.
level. Roll 1d6 if the Rocket Drone is destroyed. On
a roll of 4-6, it explodes and inflicts 1d10 fire
Roboturret damage to everyone within 10 feet.
Not much more than a machine gun mounted on a
fully motorised swivel mount, the Roboturret is Security bot
usually tasked with defending a sensitive area Featuring only rudimentary combat
against intruders. software and armaments, this mech is usually
Level 2 mech sentry entrusted with guarding sensitive areas. It doesn't
200 XP offer enough security to deter determined or
Attributes: Muscles 3, Reflexes 3, Brains 1, Guts 0 skilled intruders, but is usually adequate against
Defences: Evasion 0 (Armor 6), Resolve 0, common criminals.
Toughness 3
Level 1 mech fodder
Health: 14 100 XP
Speed: 0 (can't move) Attributes: Muscles 4, Reflexes 2, Brains 1, Guts 0
Initiative: 4 Defences: Evasion 2 (Armor 6), Resolve 0,
Attacks Toughness 4
Built-in autogun: +3 to hit (range 120/600). 1d8 Health: 9
physical damage. 8 ammo. Same traits as LMG. Speed: 20 feet
The Roboturret is fixed in place, so it doesn't Initiative: 3
add its Reflexes to Evasion and any close combat
Attacks
or ranged attacks against it gain a +5 bonus. It Autoloader: +2 to hit (range 60/300). 1d6
cannot be knocked prone. physical damage. 4 ammo.
It may fire its autogun twice in the same Bash: +4 to hit (close combat). 1d4+2 physical
action. When it runs out of ammo, it only needs a damage.
move to reload thanks to its auto reload system.
Roll 1d6 if the Roboturret is destroyed. On a
roll of 4-6, it explodes and inflicts 1d8 fire damage
Suicide bot
Little more than a walking bomb rigged to move
to everyone within 10 feet.
quickly to a group of enemies and detonate for
Rocket drone maximum casualties. These are usually modified
versions of security bots, with most systems
A fully autonomous mech equipped with a jet removed to reduce weight and make room for its
engine to keep it airborne for long periods of time, explosive payload.
and the weapons necessary to provide air
superiority. Level 1 mech fodder
100 XP
Level 3 mech pilot Attributes: Muscles 1, Reflexes 2, Brains 1, Guts 0
400 XP Defences: Evasion 2 (Armor 4), Resolve 0,
Attributes: Muscles 2, Reflexes 4, Brains 2, Guts 0 Toughness 2
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Mercs
Grenade: +6 to hit (range 60/120). Explodes in a
20-foot radius for 2d6x2 physical damage. The
Gunner carries 2 grenades.
Once per battle, the Heavy Gunner can throw
Prometheus is a dangerous world and this makes a grenade as a move.
the trade of the mercenary very lucrative. A step
above bandits and common criminals in terms of
discipline and equipment, mercs can nevertheless
be equally ruthless. Most come from the ranks of
the army and many can still be found in the
S'vra
employ of the colonial government, at least until a The S'vra are sentient but primitive lizard men
better opportunity presents itself. native to Prometheus; their connection (if any) to
Prometheans is unknown. They organise
Grunt themselves in tribes and can be found in the
This basic infantry soldier is well-armed but still forests, deserts and jungles of Prometheus. They
green. are extremely aggressive and any attempt to
contact them so far has ended in bloody violence.
Level 2 human soldier Possessing primitive spears and bows (usually
200 XP
coated with the poison they secrete), but also
Attributes: Muscles 4, Reflexes 3, Brains 2, Guts 3
tough skin and a lot of cunning, they present a
Defences: Evasion 3 (Armor 6), Resolve 3,
constant danger to colonists that venture too
Toughness 4
close to their grounds.
Health: 16
S'vra have heightened senses, gaining a +4
Speed: 30 feet
bonus to Perception rolls.
Initiative: 6
Their tough hides make them resistant to
Attacks acid damage. However, they are vulnerable to fire,
Assault rifle: +3 to hit (range 150/750). 1d8 which really messes their homeostatic systems:
physical damage. 6 ammo. they will lose an additional 1d4 Health when hit
Dagger: +3 to hit (close combat). 1d4+2 physical by any attack doing fire damage.
damage. S'vra also have a little-understood resistance
to mind-affecting psionic powers, gaining a +2
Heavy gunner bonus to Resolve against psionic powers.
An expert in heavy weapons, the Heavy Gunner They use the poison they secrete liberally on
supports his platoon with automatic fire and any cutting and piercing weapons they wield. If
explosives. someone is hit by a poisoned weapon, he must
make a Toughness roll versus 16 to avoid losing
Level 3 human soldier
1d4 Health from the poison.
400 XP
Attributes: Muscles 5, Reflexes 4, Brains 2, Guts 3
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Bowman Skirmisher
S'vra consider the spear to be the only weapon of This young warrior has already got its first taste
a true warrior. Those not strong enough to be of battle and is eager to prove itself worthy to the
considered worthy of holding a spear have to find tribe.
another way to be of use to the tribe. Most pick up
Level 1 S'vra warrior
the bow, learning how to fight from a distance. 100 XP
Level 1 S'vra warrior Attributes: Muscles 4, Reflexes 3, Brains 2, Guts 4
100 XP Defences: Evasion 3 (Armor 2), Resolve 4,
Attributes: Muscles 2, Reflexes 4, Brains 2, Guts 4 Toughness 4
Defences: Evasion 4 (Armor 2), Resolve 4, Health: 8
Toughness 2 Speed: 30 feet
Health: 6 Initiative: 6
Speed: 30 feet
Attacks
Initiative: 7 Spear: +4 to hit (close combat). 1d8+2 physical
Attacks damage plus poison. Can attack someone up to 10
Bow: +4 to hit (range 50/150). 1d8+1 physical feet away.
damage plus poison. 1 ammo. Reloads as a move.
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Once per 3 rounds, the Hellbug can use an When the Spinster hits with its pincers, it can
action to breath out a stream of flames in a line use a move to attack the same target with its
that is 5 feet wide and 20 feet long. Roll Reflexes; stinger. This is a close combat attack with +4 to
anyone in that area whose Evasion the Hellbug hit; if it hits, the target must roll Toughness versus
overcomes suffers 2d10 fire damage. 16 to avoid losing 1d6 Health from the stinger's
poison. This extra attack cannot be used if the
Soldier Spinster has already used its move for the round.
Measuring almost 4 feet long and 3 feet high, this As a move, the Spinster can spray a 20-foot
is the most common type of xorak warrior to be radius around it with webs. This area becomes
encountered. It is not just a larger version of the difficult terrain to move through, but the Spinster
drone, but also has more potent poison and is and other xorak are not affected and can move
capable of extremely fast attacks. normally. Any area-effect attack doing physical,
acid or fire damage will destroy the webbing in an
Level 3 xorak warrior area.
400 XP
Every other round, the Spinster can use an
Attributes: Muscles 6, Reflexes 4, Brains 0, Guts 5
action to shoot webs at a target up to 30 feet away.
Defences: Evasion 4 (Armor 6), Resolve 5,
If the target fails a Reflexes roll versus the
Toughness 6
Spinster's Reflexes, he is trapped by the webs. A
Health: 21
trapped victim is unable to move and suffers a -3
Speed: 40 feet
penalty to all Reflexes rolls. The victim can break
Initiative: 7
free by using an action and rolling Muscles or
Attacks Reflexes versus 16. The webbing can also be
Pincers: +6 to hit (close combat). 1d4+3 physical destroyed by inflicting at least 10 points of
damage. physical damage with a sharp close combat
The Soldier can make two pincer attacks per weapon.
action.
When the Soldier hits with a pincer, it can Swarmling
use a move to attack the same target with its Smaller than a cat, these tiny xoraks are usually
stinger. This is a close combat attack with +6 to sent in numbers to soften up enemies before the
hit; if it hits, the target must roll Toughness versus larger warriors roll in. The potent acid they can
16 to avoid losing 1d8 Health from the stinger's spit makes them dangerous when they gang up on
poison. This extra attack cannot be used if the a larger target.
Soldier has already used its move for the round.
Level 1 xorak worker (tiny)
Spinster 100 XP
Attributes: Muscles 1, Reflexes 4, Brains 0, Guts 2
This specialised xorak warrior makes clever use
Defences: Evasion 6 (+2 size, Armor 2), Resolve 2,
of webs in an attempt to trap enemies that will
Toughness 1
then be overcome by other xoraks.
Health: 4
Level 3 xorak warrior Speed: 40 feet
400 XP Initiative: 8
Attributes: Muscles 4, Reflexes 6, Brains 0, Guts 4
Attacks
Defences: Evasion 6 (Armor 5), Resolve 4,
Acid spit: +4 to hit (range 20/60). 1d6 acid
Toughness 4
damage.
Health: 17
Stinger: +1 to hit (close combat). The target must
Speed: 40 feet
roll Toughness versus 14 to avoid losing 1d6
Initiative: 9
Health from the stinger's poison.
Attacks
Pincers: +4 to hit (close combat). 1d4+2 physical
damage.
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pompous and lengthy Churchill-like tirades about away with, even things her customers clearly
important subjects. don't need "at a steep discount". Her store sells
common pistols and shotguns, but not much more
Don Harvey, the doctor in weapons and armor. If the mayor has been
Not a "real" doctor, but certainly the most killed by the bandits, Delilah steps up to take his
medically qualified person around. "Doc Harvey" place.
served as a medic in the colonial army and settled
down in Prosperity after his unit was wiped out in Seamus Donovan, the innkeeper
the Collapse. He can treat injuries for a $20 fee, Owner and proprietor of "The Clever Drak", the
restoring 2d8 Health (not more often than once only inn in Prosperity. Seamus is a huge Irish man
per day for each patient). He also has three basic with a love for talk and gossip. He makes it his
medkits that he is willing to sell. If the players visit business to know everything going on in
him, he will also try to enlist their aid in making Prosperity, and will ask the players about news
better medkits (see "Advanced medicine"). from the places they've visited. The inn takes its
name from Harry, Seamus' pet drak that freely
Delilah Higgins, the shopkeeper roams the place, occasionally stealing food from
This friendly but no-nonsense businesswoman the customers. Seamus found Harry injured when
runs the general store in Prosperity. She has an it was just a pup and nursed it back to health.
acute business sense and a disarming manner, They've been inseparable ever since. Seamus has
which she'll use to sell as much stuff as she can get rooms he can rent to the players for $20 per night;
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each room can house 2-3 people. He also has a job she will only offer $600 (increased to $1,000 with
for the players (see "The lost prospector"). a Charisma roll versus 18).
The mayor (or Delilah) tells the players that
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The drak cave has a narrow opening and two murky green water which is moderately acidic;
chambers. The left chamber (location 1) contains anyone in contact with the water feels a burning
the remains of a traveller that was killed by the sensation in the first round and then suffers 1 acid
draks many months ago, his corpse dragged here damage for every additional round spent in the
for the whole pack to devour. The draks have water.
stripped all the flesh from his bones, but there are 1: The rope secured by the prospector drops
still some articles of clothing lying around, as well in the middle of this corridor. One end of the
as a pouch containing $100 and a lightning corridor is blocked by rubble, while the other end
avenger pistol. opens to the main part of the facility.
The right chamber (location 2) is where the 2: This building contained equipment
drak pack spends most of its time. There are six important for the project and was sometimes
packlings here. A shallow pool of water hides a used as an observation area. Most of its contents
basic medkit and one dose of combat stimulants has been reduced to fragments and rubble, but
under some mud, possessions of other victims of there is also an intact locker. Opening this
the pack. requires first a Knowledge roll versus 14 to get
If the players manage to return to Doc familiar with the way Promethean locks work,
Harvey with four drak corpses, the good doctor then a Technology roll versus 18 to open it. Inside
goes to work immediately and will manage to is a Promethean lightning rifle. This weapon
produce an advanced medkit next day, which he works as a battle rifle, but does 2D8x2 electric
gifts to the players. From here on, he will have damage and anyone hit has to roll Toughness
enough materials and the knowhow to produce a versus 18 to avoid being stunned for 1d3+1
new advanced medkit every week (but not for rounds. It has 4 charges remaining; once all are
free!). fired there is no way to reload it with human
technology. If the players cannot unlock the
The lost prospector locker and result to violence to force it open, the
locker has 20 Health. Breaking into it has a 50%
chance of destroying the lightning rifle stored
Seamus, the innkeeper, rented a room to a inside (80% chance if explosives are used).
prospector looking for Promethean tech in the 3: This small building houses a still
area. The man left a couple of days ago to search functioning computer console. The console can be
the hills and has not been seen ever since. Seamus operated by first succeeding in a Knowledge roll
fears that something happened to him, and asks versus 14 to become familiar with Promethean
the players to look for him if they can. computer concepts, then a Technology roll versus
Searching the prospector's room wields a 18 to gain control of it. If the players manage to
journal with a small amp of the region. A small operate the console, it opens a hatch on the floor
area of the eastern hills has been circled on the leading to an underground lab. Most of the lab is
map and the journal indicates that this is the in ruins, but the players can find four doses of
possible location of a Promethean facility, based gene mutation factor in ready-to-use injections. If
on information from other similar locations a player injects a dose, roll 1d6 to determine what
explored by the prospector. happens:
A search of the area marked on the map will
eventually lead to a small dig site, dropping 20 1. A randomly selected attribute increases by 1.
feet down to a buried corridor. The prospector 2. If the player can use psionics, he permanently
has secured a rope and has already entered the gains +1 Psi. If the player cannot use psionics,
ruins he's uncovered. treat this result as 1.
The Prometheus facility is a large 3. The player permanently increases his max
underground complex forming a miniature Health by 1d6.
ecosystem. It was part of a gene-engineering 4. The player gains 1 point in a randomly
project testing the use of mutated life forms as a selected attribute, plus 1 point in a randomly
weapon. Much of the structure is flooded with selected defence.
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5. The player permanently reduces his max After a dose is used, the same player cannot
Health by 1d4. benefit from any other doses.
6. The player loses 1 point from a randomly 4: This small island contains our pods placed
selected attribute (to a minimum of 0). against the facility's wall. Two of the pods are
broken, their contents spilled on the ground, but
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the doors of the other two are open. The body of in the murky water, it gains an additional +2
the dead prospector can be found here: he bonus to Stealth rolls.
accidentally released the mutants hibernating in Possessing higher cunning compared to the
the still-functioning pods and paid for this with base drak, the mutant takes advantage of ambush
his life. The players can easily determine that his attacks and gains +1 critical chance and +1
body carries numerous wounds and, with a damage die when attacking an unaware target.
Survival roll versus 18, may be able to tell that the
wounds have been caused by some kind of drak. If
the players search the body, the prospector is Armed to the teeth
carrying a heavy stomper rifle, two ammo clips
and a basic medkit. The mayor suggests to the players that the
Once the players discover the prospector's fight against Wacky Joe can go a lot easier if they
body, they are spotted by the two mutants have the right equipment. The town does not have
released by the prospector, which are currently a lot of guns, since no one here is a weapons
hiding in the trees of the island to the left. The expert, but he knows of a deserted military depot
mutants will give chase to the players, but give up that may still have some serious hardware.
if the players manage to escape the ecosphere. However, he warns the players that he had sent
They are both very cunning, and prefer to hide some scouts to the depot in the past, who said that
and ambush the players at any spot giving them a the depot's security bots were still active and
tactical advantage. turned hostile when they tried to approach.
If the players manage to escape the facility If the players investigate the depot, they find
and bring news of the prospector's demise to that the mayor's information is pretty accurate.
Seamus, he will lament for his lost earnings a little The depot is guarded by a bunch of security bots
while before returning to his daily duties. Solving that are still active and following their original
the mystery of the lost prospector is worth 300 XP programming despite the Collapse happening
for the players. over a decade ago. Anyone that approaches
without the proper ID cards, which are by now
Promethean mutant impossible to get, will be shot at.
1: The depot is surrounded by a 15-foot tall
Level 2 drak aberration
chain fence, with barbed wire on the top. The
200 XP
fence can be climbed by rolling Athletics
Attributes: Muscles 4, Reflexes 5, Brains 2, Guts 4
(Reflexes) versus 14; anyone reaching the top has
Defences: Evasion 6 (Armor 4), Resolve 4,
to also roll Reflexes versus 18 to get over the
Toughness 4
barbed wire or suffer 1d4 physical damage while
Health: 16
doing so. A damaged gate that is now open all the
time offers easier access to the courtyard. The
Attacks
transport truck found here is damaged beyond
Bite: +4 to hit (close combat). 1d4+2 physical
repair.
damage.
2: These guard towers can be found on each
Acid spit: +5 to hit (range 30/60). 1d6 acid
corner of the depot's fence.
damage.
3: An admin and logistics office. One of the
The creature developed in the Promethean
desks here has a locked drawer (DF 14 to unlock)
facility is a mutated drak species. It has been given
with $150 inside.
a chameleon-like skin, constantly changing its
4: The main storage area, containing many
colour and texture to perfectly mimic the
shelves and crates, as well as a charging station
background. This provides a +2 bonus to Stealth
for the security bots with a fusion cell that still
rolls and makes the mutant able to hide as a move,
works (although it is running low on juice). Most
even when it is being watched.
of the hardware stored here was taken by the
The mutant is also resistant to acid damage.
soldiers when they hastily left the depot during
This makes it able to swim in the acidic water of
the facility without suffering any damage. While
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in a remote area of the hills. He has become a man per se, but can be pretty unpleasant and is
hardcore survivalist since the Collapse and most very distrustful of other people.
of the townsfolk think that he has a few screws Once the players explain why they're there,
loose. He only comes into town now and then to Gus says he might be able to help them as he
buy supplies and his last visit was over a month worked in the factory for many years and knows
ago. There is no telling when he might visit again, all the ins and outs, but first the players have to
so the players will probably have to go to him to gain his trust. A satellite that somehow survived
seek his aid. the Collapse recently crashed in Bug Canyon and
Gus lives in a heavily fortified cabin in a Gus is pretty sure that it has a working fusion cell
rocky area high up in the hills, surrounded by that he can use to power his home. However, the
plenty of signs warning trespassers to keep out. xorak living in the canyon will not let him go
Being plenty paranoid and always on the watch, anywhere near it. If the players can recover the
he will probably spot the players coming from a cell for him, Gus promises to tell them everything
good distance. Once the players arrive at his they want to know.
doorstep, he will greet them behind a locked door, Bug Canyon is a deep and narrow gorge,
eyeballing then through a peephole with his surrounded by sheer walls of rock 60 to 100 feet
trusted shotgun inside a gun port. He is not a bad high. The xorak living here have dug extensive
65
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few hundred feet to the northeast of the factory. course the 4 lackeys guarding the front entrance
This leads to a rusty grate on the factory floor, and roof. Wacky Joe and his retinue of 2 junkies
which needs a Muscles roll versus 14 to be opened are never asleep.
(any explosive will also destroy the grate, but will If the players manage to kill Wacky Joe, any
attract attention). During the day there is a 60% lackeys still alive are demoralised by the loss of
chance the players are spotted by a passing their leader and will flee for their lives. The
gangster while they exit through the grate. During junkies, being too crazy to notice that their boss is
the night there is only one guard on the factory dead or care about it, will still fight to the death.
floor and he is unlikely to notice the players,
assuming they keep quiet. Loot
Each of the brown desks on the first floor may
Bandit forces contain some useful stuff (roll 1d12):
All bandits are awake during the day. Apart from 1-3: Nothing of interest.
the guards in the front entrance and the roof, 4-5: 1 ration and $10.
there are 4 lackeys and 4 junkies on the factory 6-7: $50.
floor, and another 4 lackeys and 4 junkies around 8-9: 1 ammo clip and $30.
the offices of the western section of the first floor. 10: $100.
Wacky Joe (use the statistics for a bully) and 2 11: 1 basic medkit.
junkies can be found in the large conference room 12: 1 combat stimulant.
located in the eastern first floor. The conference room has a locked metal safe
During the night most of the bandits sleep in (DF 20 to unlock) containing Wacky Joes stash:
the first floor western offices. There is only one $2,000, an insulated berserker armor and a
lackey patrolling on the factory floor and of mayhem butcher shotgun.
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Aftermath
If the players manage to kill Wacky Joe, his
gang is dismantled and any surviving gang
members scatter to the four winds. For their
troubles, the players earn 600 XP (to be divided
among them), the mayors reward, as well as the
undying gratitude of the people of Prosperity. The
grateful townsfolk will always offer food and
shelter to the players. Its also safe to say that the
players will never again have to buy drinks in
Prosperity. If the players like the town, the
Gamemaster may use it as their base for future
adventures in the area.
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