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THE FRONTIER

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.

If youve played d20-based games before


youll be right at home with The Frontier. All actions are resolved with a d20+attribute roll against a
difficulty number, enemies drop dead when you do enough damage to take away all of their Health points,
and things generally work as you would expect them to. There are a few differences with other d20 games,
the most important ones being:
When you roll multiple dice of the same type, pick the highest one to use instead of adding them
together. If a d6 roll scores 3, 5 and 5, the result is 5, not 13.
Dice marked with a capital D can explode. When such a die scores the max possible result (8 on
a D8), roll it again and add it to the total.
Your armor is not added to your defence score. Either use one or the other, whichever is higher.

What is the Starter Edition?


This is the free Starter Edition of The Frontier, which is a great way to get accustomed with the game, see
what it is about and take it for a spin. It has all the rules of the full game, but will only allow characters to
progress to the 3rd level, which is more than enough to get a taste of The Frontier and see if its your cup
of tea.
So what does the full version of the game offer? Among other stuff:
The ability to take your character all the way up to the 10th level, gaining awesome abilities along
the way.
Exotic and legendary weapons and armor! If you think the Starter Edition has cool stuff, wait till
you see whats in the full game!
Many new, stronger enemies to challenge you at higher levels.

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Designed by Georgios Chatzipetros (george@onedwarfarmy.com)


www.onedwarfarmy.com
Contents
Foreword ................................................................... 2 Telepath powers ....................................... 17
Welcome to the Frontier ..................................... 5 Action! ..................................................................... 19
Before the Collapse .......................................... 5 Combat rounds ............................................... 19
Prometheus.................................................... 5 Initiative ....................................................... 19
Three Lakes ......................................................... 6 Actions and movement................................ 19
Geographical features ................................ 6 Delaying action .......................................... 20
Major settlements ....................................... 7
Government ................................................... 8 Attacks ............................................................... 20
Transportation ............................................. 9 Critical hits .................................................. 20
Currency .......................................................... 9 Explosives.................................................... 21
Game Rules 101 ................................................... 10 Two weapons ............................................. 21
Being stunned ............................................ 21
Dice rolls............................................................ 10
Damage .............................................................. 21
Multiple dice ............................................... 10
Exploding dice ........................................... 10 Types of damage ....................................... 21
Modifiers ...................................................... 10 Injury and death ....................................... 22
Multipliers ................................................... 10 Damage resistance and immunity ..... 22
Hazards......................................................... 22
Attributes .......................................................... 11
Doing other stuff ............................................ 23
Defences ....................................................... 11
Gear .......................................................................... 25
Health ................................................................. 11
Creating a character ..................................... 11 Rarity ............................................................. 25
Levelling up ...................................................... 12 Inventory ..................................................... 25

Gaining experience .................................. 12 Armor ................................................................. 26

Classes ..................................................................... 13 Common armor ......................................... 26


Special armor ............................................. 27
The Commando .............................................. 13
Weapons............................................................ 31
Commando abilities ................................. 13
Common weapons.................................... 31
The Shadow...................................................... 13 Special weapons ....................................... 34
Shadow abilities ........................................ 14 Other items....................................................... 47
The Wirehead .................................................. 14 Enemies................................................................... 49
Wirehead abilities .................................... 14 Enemy stats ................................................ 49
Wirehead programs ................................ 15
Bandits ............................................................... 49
The Telepath .................................................... 16 Draks................................................................... 51
Telepath abilities ...................................... 16 Mechs.................................................................. 51

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Mercs................................................................... 53 A dangerous proposal ............................ 59


S'vra..................................................................... 53 Events............................................................ 59
Xorak ................................................................... 55 Advanced medicine ................................. 60
Hard times for Prosperity ............................... 57 The lost prospector ................................. 61
Armed to the teeth ................................... 63
Prosperity (pop. 147) .................................. 57 The hermit................................................... 64
People of note ............................................ 57 Assault on the bandit stronghold ............ 66
Intro: Bandit attack! ..................................... 59 Aftermath .................................................... 68

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Welcome to the Frontier


Despite the initial disappointment at finding

Before the Collapse the planet deserted by the elusive alien


civilisation, the artefacts and ruins left behind
were a treasure trove of knowledge and wielded
By the end of the 23rd century, mankind had tremendous advancements in human science.
already explored most of the solar system and Because of this, the vanished benefactors of
colonised the Moon, Mars, Titan and Europa, as humanity were named Prometheans and the
well as set up extensive mining operations from planet became known as Prometheus.
the asteroid belt to Triton. Despite those It is hard to imagine exactly how far mankind
advancements however, it still lacked definitive could have advanced piggybacking on the
technological solutions to its most pressing Prometheans' knowledge. A growing theory
concerns. implied that Prometheus itself was only a small
The discovery of extra-terrestrial part of the Prometheans' intergalactic empire and
archaeological artefacts at several sites within the that its jumpgate could be reconfigured to
solar system, some of them dating more than a connect to other gates in faraway places. In the
million years old, ignited mankind's hope that it end, the lack of deeper understanding about such
was not alone in the universe. Careful analysis of advanced technology proved catastrophic.
the relics wielded some information about the Attempts to reconfigure the jumpgate shut it
spacefaring civilisation that constructed them, down instead and created a tremendous energy
including hints at technologies far beyond backlash. This event became known as the
anything mankind was capable of, but no concrete Collapse.
evidence of the aliens' whereabouts. The Collapse wiped out any spaceships and
Towards the end of the century, an orbital installations, and heavily damaged the
unmanned probe charting the Scattered Disc planet's surface in a series of earthquakes, floods
region of the outer solar system discovered a and wild fires. Whole settlements, factories and
massive artificial object near Eris. Exploration of bases simply disappeared from the face of
the artefact revealed it to be a jumpgate, a still- Prometheus.
functional artificial wormhole that could be used That was 12 years ago. The remaining
to instantly travel to another region of the colonists on Prometheus found themselves cut off
universe. Expeditionary parties sent into the from Earth, without any clue as to if contact could
jumpgate exited at a similar construct near an ever be re-established. With many of their
Earth-like planet with breathable atmosphere resource destroyed and prior social institutions
located in the outskirts of the Andromeda galaxy, damaged or extinct, they've learned to fend for
more than two and a half million light years away themselves in a world so far away from home.
from Earth. Prometheus has become the Frontier.
Although the great distance from Earth to
the jumpgate meant that travelling to the newly
discovered extragalactic planet could only be
accomplished at great cost and difficulty, interest
Prometheus
was so high that several colonies were established Prometheus is an earth-like planet orbiting a class
within a decade. The planet was seemingly B star at a relative distance of 200 million
ravaged by an ancient war and littered with ruins. kilometres. Although smaller than Earth, having
There was no trace of the jumpgate's designers, an equatorial circumference of 32,000 kilometres,
but it was clear that at some point in the past the it has slightly higher gravity (1.1g) due to its
planet served as their home. dense mineral core. Unlike Earth, approximately

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70% of its surface is land, with water


concentrated in several lakes and inland seas.
The planet has a breathable atmosphere Three Lakes
with pressure similar to Earth's, but slightly
higher oxygen concentration (24%). It has a 31- Prometheus is a big place, so The Frontier focuses
hour day and takes 297 solar days to complete an on the Three Lakes region as a campaign setting.
orbit around its sun. The high energy output of The region is named after three large bodies
Prometheus' sun is enough to maintain a pleasant of water: Evergreen Lake, Cauldron Lake and the
average surface temperature of 24oC (75oF) Sea of Brine. Numerous Promethean ruins are
despite the planet's relatively long distance from scattered around in the surrounding woods, hills
it. Consequently, its polar regions are much and mountains (and, according to some people,
smaller than Earth's and more arable land is beneath the water), making the area tempting for
available for farming, although the equatorial all treasure hunters.
regions do get uncomfortably hot.
Climate is generally unpredictable and the
planet is often plagued by violent storms that can Geographical features
strike with little notice. This was by far the
greatest difficulty that the colonisation effort had Barren Mountains
to overcome and remains a huge problem to this This small mountain range barricades the
very day. It has been speculated that the volatility western border of the Crimson Sea. Like the name
of the climate can be attributed to the lingering suggests, they are almost completely devoid of
effects of a war that occurred on the planet in the plant life. What makes them of interest is their
distant past. large deposits of precious metals. There are
several mining operations in the mountains,
which naturally attract the attention of many

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bandits. Anyone too claustrophobic to work the


mines can make a decent living working security
Fire Mountains
or supplying the miners with food and other This mountain range rises to 14,000 feet at its
essentials. highest point and takes its name by an active
volcano near its north-eastern end. The volcano
Black Marshes contributes to local tremors and will occasionally
spew smoke and magma, but the last time a major
Marshlands cover up a large part of the southern
eruption occurred was over 30 years ago. Some
Three Lakes, with the Black Marshes being the
people say a new one is long overdue.
largest and most notorious. This is a dangerous
area, with many natural hazards and numerous
bandit gangs that operate from here, raiding
Green Mountains
settlements and then falling back to well- Measuring 6,000 feet high at its highest point, this
concealed hideouts. is a relatively low but long chain of mountains
ending at the Three Lakes region. It is named after
Cauldron Lake the green basaltic rock forming most of its bulk.
The smallest of the Three Lakes, Cauldron Lake
lies very near the Sea of Brine but does not suffer
Serpent Woods
from high salinity. It does have another distinctive An extensive evergreen forest ranging from the
feature: several hydrothermal vents, probably hills at the base of the Green Mountains all the
linked to the Fire Mountains volcano, keep the way south to the sores of Evergreen Lake. The
water rich in minerals and warm all year round. dense vegetation makes navigation difficult and
The volcanic material in the water is not woodsmen can make good money guiding
concentrated enough to render it unsafe to drink, travellers through it. Apart from being lost, an
but has given it a reputation for possessing unusually high population of S'vra also presents a
healing properties. The lake has become a popular constant danger. There are rumours of
destination for visitors with all sorts of ailments. Promethean ruins deep inside the woods, and that
the S'vra treat those as holy places and will defend
Crimson Sea them with their lives.
This large desert has a highly misleading name,
derived by the red metallic sand that covers most
Sea of Brine
of it. There are some oases and even a few small This huge inland sea is the largest body of water
communities, but for the most part this is a harsh in the region and has an abundance of mineral
and unforgiving place. Many people are willing to deposits. The salinity of the water is extremely
brave the high temperatures and other dangers to high (almost 28%), but surprisingly there are
search for the fabled Promethean treasures several species of fish and plants that thrive in its
buried under the sand. Most come back with waters (all require special preparation to reduce
empty hands - or not at all. their saltiness, although some people consider
them a delicacy). Desalination plants provided
Evergreen Lake water for the region, but most were destroyed in
the Collapse or fell in disrepair. Salt mining is a
The second-largest body of water in the region,
thriving business here and many salterns can be
this lake has large deposits of the same green
found along the lake's coast.
basaltic rock that makes up most of the Green
Mountains. Its waters are rich in fish, making the
lake an important food source for the entire
region. The lake's fauna can get pretty big and
Major settlements
aggressive, sometimes making a meal out of an
entire fishing boat. Fishermen also have to deal Bethlehem (pop. 7,000)
with the occasional S'vra hunting party from the This is the largest population centre in the Three
Serpent Woods. Lakes. The regional branch of the colonial

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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.

Most of the roads or train tracks that linked major


settlements were seriously damaged during the

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Game Rules 101


Dice rolls Multiple dice
Many rolls, especially in combat, will involve
Dice are used to determine the outcome of actions rolling multiple dice of the same type (a pistol
with a reasonable chance of failure (striking an may do 3D6 damage on a successful hit). Don't
enemy) or to measure the effects of some actions add them together! Instead, pick the highest-
(the damage inflicted by a successful strike). Most scoring die to use as the result. If you score a hit
action-related dice rolls use a d20, adding one of with that pistol and get 3, 5 and 5 on the 3D6 roll,
your attribute scores to the result of the die. you deal 5 damage.
Many actions are attempted against a fixed
difficulty score (abbreviated as DF). This is
called "rolling versus the DF". To solve a puzzle
that has DF 10, you need to roll d20+Brains and
Exploding dice
get a total of 10 or higher. In short, you have to Some dice can "explode" when rolled. This is just
roll Brains versus 10. a figure of speech and perfectly safe for the
When you need to roll versus an opponent's players involved. It just means that when a die
score, your DF is 10 plus that score. If you have scores the maximum possible result (8 on a D8),
to roll versus an enemy with Reflexes 4, your DF it is re-rolled and added to the total. This can
will be 14. occur several times with the same die: if you roll
a D8 and get 8, 8 and 4 in a row, the final total will
Sample DFs be 20. Awesome if that was your rifle's damage on
Easy tasks are DF 10 a bandit's head!
Tough tasks are DF 14 Dice that can explode are noted with a
Expert tasks are DF 18 capital "D": D6, D8, D10. Dice that cannot explode
Gruesome tasks are DF 22 are noted with a small "d": d6, d8, d10.
Phenomenal tasks are DF 26
Absurd tasks are DF 30

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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the letter "x" (x2 damage) or a descriptor like


"double damage".
When two or more multipliers apply on a roll
Defences
simultaneously, add them together. x2 plus x4 Your defence scores are used to resist a variety
makes a x6 multiplier. of threats, from bullets and traps to deadly
poisons and harmful psionic powers. Each
Fractions defence score is equal to one of your attributes,
When you are asked to divide a number, always but may also be modified by special gear or class
drop all fractions unless instructed otherwise. abilities. If an attribute's score changes, its
2.2, 2.5 and 2.9 become 2. corresponding defence score also rises or falls
accordingly.

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.

Levelling up Enemy experience: Each enemy is worth an


amount of experience points depending on his
level. This award is gained when you defeat
All characters start at the 1st level, but their the enemy and is divided equally among all
adventures in The Frontier will soon provide players. Defeating an enemy doesnt
fame, wealth and precious experience. Once you necessarily mean killing him; this
have amassed a certain amount of experience experience is also awarded for forcing the
points (XP), you gain the next level in your class. enemy to retreat or otherwise foiling his
The starter edition of The Frontier allows your plans.
character to reach the 3rd level as a maximum. The Mission experience: These awards are
full edition of the game enables character divided equally among all players, and are
progression to the 10th level. given by the Gamemaster for completing
missions or achieving important goals, such
Level Total XP as saving a village from a bandit raid. They
1 0 usually range between 300 to 600 XP times
2 2,000 the average party level.
3 4,000 Personal experience: The Gamemaster
might award experience to a specific player
Gaining a level provides the following benefits: for particularly good roleplaying, a really
Class abilities: Your class provides you with clever idea or any other occasion that
a new ability. provided entertainment for the whole party.
Health: Your max Health increases by an A suggested amount is 100 XP times the
amount depending on your class (plus half players level.
your Muscles).

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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

The Commando Time to shine!


When things get tough, you just go on overdrive.
As a former member of some of the most elite You can take a second action in the same round,
special forces outfits, the Commando is a capable immediately after using your action or move. You
warrior who has seen more than his share of need to rest for 10 minutes before you can use this
action. His extensive training with all sorts of ability again.
weapons and armor, and his gift for taking
decisive action when it's most needed have saved Assault trooper
his comrades' hides more than once.
Maybe you were born with an assault weapon, or
maybe you just had a lot of practice with them. In
Health any case, you gain a +2 attack bonus with combat
Commandos start with 10+Muscles Health and rifles and grenades.
gain an additional 5+ Muscles Health at each
new level. Tougher than nails
Momma didn't raise a wuss! You gain +2
Armor Toughness.
Commandos are trained in light, medium and
heavy armor.

Weapons The Shadow


Commandos are trained in all weapons.
An expert infiltrator and troubleshooter, the
Starting gear Shadow has a whole bag of dirty tricks and is not
afraid to use them. Don't call him an assassin - he
Commandos start with the following items:
takes offence to that - although he is more than
Assault rifle OR battle rifle OR LMG capable of taking someone out without being seen
Autoloader OR six-shooter OR combat or heard. When there's work to be done quickly
shotgun OR needler and discreetly, the Shadow is the man for the job.
Battle armor
Dagger Health
Frag grenade Shadows start with 8+Muscles Health and gain an
Medkit additional 4+ Muscles Health at each new level.

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lose this bonus if you become paralysed, bound or


Armor otherwise unable to move.
Shadows are trained in light armor only.

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.

Level 1 Hit'em where it hurts Weapons


Level 2 Infiltrator Wireheads are trained in grenades, light melee
Level 3 Elusive target weapons, pistols, shotguns and submachine guns.
All other weapons are used with a -2 attack
penalty.
Hit'em where it hurts
You're notorious for putting your bullets (or a Starting gear
knife blade) where they'll do the most good. When Wireheads start with the following items:
you attack, you can take a -3 penalty to the attack
Pump shotgun OR needler
roll in order to inflict an additional 1D6 physical
Autoloader
damage if the attack hits. You cannot use this
Recon armor
ability with an attack that affects more than one
Dagger
target.
Medkit
Exploration kit
Infiltrator 4 ammo clips
They can hire more guards, they can install 2 rations
extra locks, but you'll still go in and out in under 3 $100
minutes. You gain a +2 bonus to Stealth rolls, as
well as Technology rolls made to open locks and
disarm traps and security measures. Wirehead abilities
Elusive target Level 1 Electric cowboy
When bullets zig, you've learnt to zag. You gain +2 Level 2 New software
Evasion against all attacks you are aware of. You Level 3 Efficiency above all

14
THE FRONTIER

colour patterns, granting a +2 bonus to Stealth


rolls while running. This benefit can also extend
Electric cowboy to any data-linked friends if you devote an
Your implants have 3 memory slots, which you additional memory slot when the program is
can use to load a variety of useful programs. You loaded.
can use an action to load a program, provided that
you have the required free memory slots, and Data link
some programs will also require additional Level 1 program (1 memory slot)
actions to be used (as shown in their description). This program establishes an information link with
Unloading a program to free up memory slots up to two other allies. You can use the data link to
requires a move. exchange messages with your allies and, more
Once a program is loaded, you can use it as importantly, there are several programs that can
long as it remains in memory. Some programs are extend their benefits to data-linked comrades
automatically unloaded under certain (see a program's description to check if it can
circumstances (this doesn't take a move). work through a data link). A link is broken if a
You can run multiple copies of the same friend moves more than 500 feet away from you.
program, each requiring separate memory slots,
but only if they affect different targets. Their Displacement field
effects are not cumulative on the same target. Level 2 program (1 memory slot)
At the 2nd level, you learn how to use several This program creates a distortion field that
new programs. This is a breakdown of your confuses attackers, granting a +2 bonus to
available software by level: Evasion while it's running. If you devote an
Level 1 Area scan, Camouflage, Data link, additional memory slot when loading the
Smart targeting, Shock burst program, you can extend this benefit to data-
Level 2 Displacement field, Instaload, linked friends as well.
Logic bomb, Optimiser, Sabotage
Instaload
Efficiency above all Level 2 program (1 or more memory slots)
When you load this program, you have to choose
Memory chips are hard to come by nowadays, so
how many memory slots its occupies. At any point
you've learned to squeeze every last byte out of
while the program is running, you can replace it
your old ones. You gain a fourth memory slot for
with any of your other programs (unless it
your software.
requires more memory than that occupied by
Instaload). The Instaload automatically unloads
Wirehead programs and the other program is loaded without
requiring an action. You can only have one copy of
Instaload running at any time.
Area scan
Level 1 program (1 memory slot) Logic bomb
This program continuously analyses video and Level 2 program (1 memory slot)
sound from the surrounding area, providing a +2 While this program is running, use an action to
bonus to Perception rolls for yourself and any target a mech within 100 feet and roll Brains
data-linked allies while it's running. versus 12 + the mech's Brains + the mech's level.
On a success, the mech's operating system is
placed on a loop and it loses its next action and
Camouflage move (two attacks and moves if you succeed with
Level 1 program (1 memory slot) a natural 18+). Until the mech gets another action
This program creates a sound-dampening field or move, it is considered to be paralysed.
around you that also blends with background

15
THE FRONTIER

a distance, making him very dangerous even


Optimiser without carrying conventional weapons.
Level 2 program (1 memory slot)
This handy program makes certain that both your Health
hardware and software are running in the most
Telepaths start with 6+Muscles Health and gain
optimal manner. While running, you have a +2
an additional 3+ Muscles Health at each new
bonus to any Brains roll required to use
level.
programs.

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.

The Telepath To use a psionic power, you must take an


action and spend 1 or more Psi points; the more
powerful the effect the higher the cost in Psi. Any
The Telepath is a million miles apart from most Psi spent is lost even if the power fails to produce
people, not that you could tell just by looking at any effect. Expended Psi is recovered at the rate of
him. Gifted with the ability to use psionics, he can 1 per hour.
focus his mind to produce incredible effects with At the 2nd level you learn how to use several
just a thought. His powers focus on affecting new psionic powers. This is a breakdown of your
mental processes and projecting invisible force at available powers by level:

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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

Telepath powers target within 100 feet.

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.

Kinetic shield Mindstab


Level 1 psionic power Level 1 psionic power
Spend 1 Psi to create a protective energy field Spend 1 Psi to inflict 1D6x2 psionic damage on an
around you, which works like an armor with 6 enemy within 100 feet. If you roll Guts versus the
protection. It is not cumulative with any armor target's Resolve, he also loses his next action and
you already wear; only the highest protection can only move at half speed with the next move.
bonus between the two is used. The field protects Mechs are immune to this power.
you for 5 rounds. Spend 1 additional Psi to increase the
Kinetic shield can be activated as a move at damage multiplier to x3 or to affect one more
the 3rd level. target.

Mindcloud Psychic surgery


Level 2 psionic power Level 1 psionic power
Spend 1 Psi and roll Guts versus Resolve to cloud Spend 1 Psi to restore 1d6x2 lost Health to
the mind of an enemy within 100 feet with intense yourself or another teammate within 5 feet. You
confusion. On each round, when the target's turn can spend 1 additional Psi to heal x3 Health or to
in the Initiative order arrives, roll 1d8 to see how heal a teammate up to 100 feet away. This power
he is affected: can only heal living creatures.
1-2: The target is unaffected and takes his action
and move as normal. Telekinesis
3-5: The target forgets to take an action and move Level 2 psionic power
and simply stays put, staring at the horizon or at Spend 1 Psi to project psionic force that allows
imaginary butterflies. He will still react and try to you to manipulate an object up to 100 feet away
defend against attacks. as if you were physically touching or holding it.

17
THE FRONTIER

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).

18
THE FRONTIER

Action!
versus 20. Failing this roll means that you're

Combat rounds surprised.


You cannot take an action or move in the
first round of combat if you are surprised. You
A battle is split in rounds, during which everyone also don't get to add your Reflexes to Evasion
participating takes action. Each round lasts about against any attacks for that round.
6 seconds in the game world, so 10 rounds equal
one minute. Effect duration
During a round each combatant acts in order
Many effects have an almost instantaneous
of Initiative score. Once everyone has used up all
duration, lasting only as long as the action that
of their actions, the round ends and a new round
brought them about, but some may persist for 1
begins. This continues until one side (hopefully
or more rounds.
the players) claims victory.
A 1-round effect lasts until the end of the
current round. Adjust the duration of longer-
Initiative lasting effects accordingly. Regardless of the
number of rounds it may last, an effect always
Initiative determines the sequence of action expires at the end of a certain round, after
during a round, defining the earliest opportunity everybody has finished taking their actions.
for action. A high Initiative score allows you to
take your actions before the enemy does, which is
a significant tactical advantage.
At the beginning of each round, you make an
Actions and movement
Initiative roll by rolling 1D6 and adding your Each round, once your turn in the Initiative order
reflexes; the total is your Initiative score for that arrives, you can take one action and one move.
round. An action is the one significant thing you are
Fast thinking and awareness of the trying to accomplish in the current round. This
battlefield can also help you act quicker. You roll may be attacking an enemy that threatens you,
1D8 for Initiative if you have Brains 4 or higher, picking the lock of a door that stands in your way
1D10 for Brains 6+ and 1D12 for Brains 8+. or hacking a computer terminal. Very simple
Enemies used fixed, predetermined activities, like opening an unlocked door,
Initiative scores. dropping prone or speaking a few words, are not
When you have the same Initiative score as usually considered actions unless you try to do
another player, decide between the two of you too many of them in the limited span of a round.
who goes first. When you are tied for Initiative A move allows you to move up to your speed
with an enemy, you go first before the enemy if (usually 30 feet). You may move either before
you wish so. or after taking an action, but not both. If all you
want to do is move as far as possible, you can use
Surprise your action to take a second move, thus
If you are ambushed or otherwise unaware of doubling your speed for this round. In some
enemies that are about to launch an attack, you circumstances, you may be able to use your move
may be unprepared to react against it. The to do something else instead of moving, like
Gamemaster determines if you or other reloading certain weapons.
combatants have a reasonable chance to be
caught surprised and asks for a Reflexes roll

19
THE FRONTIER

When you make a close combat attack, or


Difficult terrain when you become the target of one, you become
Areas that contain a lot of furniture, rubble, snow, engaged in close combat with the opponent. If
ice, heavy undergrowth and the like, are more things don't go your way, you can attempt to
difficult to traverse. Moving through such areas break off and make a run for it, but doing so in a
cuts your speed in half. panic can expose you to further danger. Unless
you use an action to plan your retreat before

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.

Attacks Ranged weapons are unwieldy in close


quarters and suffer a -2 penalty when you try to
shoot at someone within 5 feet, unless the target
Attacking with a weapon (or bare hands) uses an is incapacitated or otherwise out of action.
action and requires an attack roll versus the
target's Evasion. If the target is unaware of your Attack roll modifiers
presence (when you are hiding for example), he Situation Close Ranged
doesn't add his Reflexes to Evasion but still gets combat combat
the protection of armor. Immobile targets (a Lowlight +0 -2
building or paralysed enemy) also dont add Near darkness -2 -4
Reflexes to Evasion and close combat attacks Pitch black -6 -6
against them have a further +2 bonus to the attack 50% cover +0 -2
roll. 75% cover +0 -3
Using a weapon effectively requires a lot of 90% cover +0 -4
training. Your class determines which weapons Target prone +2 -2
you are trained with. Using an unfamiliar weapon Attacker prone -2 +0
Higher ground +1 +1
inflicts a -2 penalty to attack rolls.
Light fog +0 -2
Close combat attacks (roll Muscles) Heavy fog -2 -4

These use your bare hands or a suitable melee


weapon, like a dagger or sword. They can only be
directed at a target within 5 feet of you. If the
attack hits, you do 1 damage with bare hands or
Critical hits
the weapon's damage. Because close combat Most weapons can inflict a critical hit with a
attacks rely on brute strength, you also add half natural 20 on the attack roll. Critical hits double
of your Muscles score to their damage. the result of the damage dice, before adding any
attributes or other modifiers. If the attack has

20
THE FRONTIER

multiple damage dice (for example, 1D6 physical


damage plus 1D4 fire damage), only the first
damage dice listed are doubled. Damage
Some attacks, such as explosive weapons,
cannot score critical hits. After a successful attack roll, roll your weapon's
Critical chance bonuses increase the damage dice to see how much damage you have
likelihood of inflicting a critical hit. A +2 critical inflicted on the target. Damage comes off the
chance means that a critical hit happens on a target's Health.
natural 18 or higher (if the attack connects - Close combat attacks depend on your
remember that only a natural 20 is an automatic physical strength to do damage, so add half of
hit). These bonuses can be gained from multiple your Muscles to the result of the damage roll.
sources and are cumulative, to a maximum of +4 Ranged attacks do not get any such modifiers.
for any given attack. If you are not armed with a weapon, you can
still attack with your bare hands for 1 damage
(plus half your Muscles).
Explosives
Explosive weapons attack an entire area instead Types of damage
of a single target. Make a single attack and damage
roll when using an explosive. Anyone caught in Physical damage is the default type and doesnt
the blast area takes the damage rolled if the attack carry any special consequences apart from
roll is high enough to hit him, or half the damage causing loss of Health.
rolled otherwise. Acid damage corrodes armor. If you are
Explosives cannot inflict critical hits. wearing armor, it loses 1 point of protection after
each hit by an acid attack. This loss persists until
the armor is repaired.
Two weapons Cold damage slows you down. If you lose
Health from a cold attack, you can only move at
If you are holding a different weapon in each half speed with your next move (you only lose 5
hand, you can choose which one to use when feet of speed if you are resistant to cold damage)
attacking. It is also possible, but difficult, to use and you have -2 Evasion for 1 round (-1 with cold
both weapons to attack. Make a separate attack resistance). Your Evasion and speed cannot be
roll for each weapon in the latter case; both rolls reduced any further, even if you are hit by several
suffer a -4 penalty. cold attacks.
You can attack with both weapons only once Electric damage stuns and disorients. If
per round, even if you are able to make more you lose Health from an electric attack, your next
attacks. action suffers a -2 penalty to any d20 rolls you
need to make (-1 penalty if you are resistant to

Being stunned electric damage). You cannot suffer a higher


penalty, even if you are hit by several electric
attacks.
Some attacks can stun you, reducing your ability Fire damage keeps burning. For each 2
to function. While stunned, you cannot take Health lost to a fire attack, you lose 1 more Health
actions and can only move at half speed. Your at the beginning of the next round, to a maximum
Evasion is also reduced by 2, to a minimum of 0. of 5 Health.
Psionic damage cannot be blocked by armor
(you cannot use an armors protection to replace
your Evasion score).

21
THE FRONTIER

only ignore half of the damage taken no matter


Injury and death how many sources of resistance you have.
Resistance may also help with the additional
An enemy reduced to 0 Health is usually killed. effects of an attack, providing a +5 bonus to any
At the Gamemaster's discretion, such an enemy rolls made to resist them. For example, if you are
may just be incapacitated or otherwise defeated, resistant to electric damage you have a +5 bonus
allowing the players to take the enemy captive to Toughness rolls made to avoid being stunned
and perhaps obtain valuable information. by electric attacks.
A player character reduced to 0 or less When you are immune to a type of damage,
Health is knocked out and unable to move or you do not lose any Health from it. Your immunity
take any actions. Such a character is in mortal can also protect you from the additional effects of
danger from his grievous injuries: at the end of such attacks, but your gear may still be affected. If
each round of unconsciousness he must roll you are immune to electric damage then an
Toughness versus 20. If the roll fails, he loses an electromace would not be able to stun you, but if
additional 1d4 Health. If the roll succeeds, his you have acid immunity an acid grenade would
condition stabilizes and he doesn't have to make still be able to damage your armor.
any additional rolls. However, any further damage
will destabilize the character again.
Any player character dies if his Health drops
to a negative amount equal to 10 plus his level. A
Hazards
4th-level character dies at -14 or less Health. Gravediggers have the highest job security on
You can stabilize an unconscious teammate Prometheus. Apart from getting shot by bandits
next to you by using an action and rolling Brains or being eaten by draks, the planet has many more
versus 16. A character is also automatically mundane but equally lethal ways to end your
stabilized if his Health is increased above 0, at career.
which point he also comes round and is able to
take action again. Conflagrations
Being in an area that is burning means that you
Recovering lost Health suffer 1d6 fire damage at the beginning of each
You can restore lost Health points by using round.
medkits or class abilities that can treat injuries.
Your body also heals at a constant, albeit slow, Dehydration
rate: each new day you regain a number of lost You can go without water for 12 hours per point
Health equal to twice your Muscles (minimum 1 of Muscles (minimum 12 hours). For every 6
point). additional hours without water, you lose 1d8
Health (this cannot be recovered until you drink

Damage resistance and immunity some water).

Certain gear or abilities can make you a lot


Exposure
Searing heat or freezing cold causes the loss of
tougher against particular types of damage.
1d4 Health per hour. This can increase to 1d4 per
When you have resistance against a specific
10 minutes or even 1d4 per minute in extreme
type of damage, you only lose half the normal
conditions (diving in icy water or getting caught
amount of Health from that kind of damage. If
in the middle of a blizzard). Any Health lost cannot
you have fire resistance and get hit by an
be recovered until you find shelter or some other
incendiary grenade for 10 damage, you will only
respite from the elements.
lose 5 Health.
You can have damage resistance from
several sources, but it is not cumulative. You can

22
THE FRONTIER

Falling Feats of strength (Athletics rolls)


Falling from a height of 10 or more feet inflicts Performing feats of a physical nature generally
2d6x1 physical damage. Increase the multiplier requires a Muscles or Reflexes roll.
by one for every 10 additional feet that you fall (x2
Roll Muscles when the task you are
for 20 feet, x3 for 30 feet and so on), to a
attempting relies on physical strength, like
maximum of x10. If you are not unconscious,
swimming, jumping or lifting weights.
paralysed or otherwise unable to react, you can
Roll Reflexes when you're attempting
roll Reflexes versus 10 (+2 for every 10 feet you
something requiring dexterity and
fall) to take half damage only.
coordination, like retaining your balance on
When you fall in water or a soft surface (like
ice or walking on a tightrope.
snow or foliage), use d4s as the damage dice
instead of d6s. Some athletic tasks may rely on both strength and
coordination, for example climbing up a cliff. In
Starvation this case use the lowest between your Muscles or
You can go without food for 3 days per point of Reflexes (the weakest link).
Muscles (minimum 1 day). For each additional
day you starve, you lose 1d4 Health (this cannot Interacting with other people (Charisma rolls)
be recovered until you eat). Not all people encountered in The Frontier need
to be shot, stabbed or burned. Making new
Suffocation acquaintances and asking for minor information
You can hold your breath for 3 rounds per point or help can generally be handled as a back-and-
of Muscles (minimum 3 rounds). At the beginning forth exchange with the Gamemaster without
of each additional round you go without air, you rolling any dice. More significant favours will
lose 10 Health (this cannot be recovered until you require a Guts roll, with the DF starting at 10 and
manage to breath). rising according to the extravagance of your
demands. A good reputation among the local
community will generally improve your odds, as

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

23
THE FRONTIER

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.

24
THE FRONTIER

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

Inventory which you cannot move or take actions. This


increases to 4 rounds for medium armor and 6
rounds for heavy armor. Definitely not something
Having the right kind of gear available at the right you want to do in the middle of combat!
moment can make the difference between life and Other items: You can use other items from your
death in The Frontier, but no one can carry inventory according to their usual requirements
everything on them. Your inventory consists of all for action. If you have a grenade in your inventory,
items in your possession. It doesn't matter if you you can use an action to throw it. If you have a
are wearing, holding or carrying something: it medkit, you can use an action to treat your
must still go in your inventory. wounds.
Your inventory has a max size equal to 10
slots plus 2 slots per point of Muscles score. When

25
THE FRONTIER

Armor Type Protection Cost


Recon armor Light armor 4 $1,000
Battle armor Medium armor 6 $2,000
Plated armor Heavy armor 8 $3,000
Some attacks, such as those doing psionic
Trading items damage, ignore armor. You can only use your
You can use a move to give up to two items from Evasion against those attacks.
your inventory to another person within 5 feet of
you.

Picking up and dropping items


Common armor
You can use your move to pick up one or two
items, storing them in your inventory. Dropping
Recon armor
Made for the sneaky types, this lightweight vest
items to the ground in front of you is free.
provides limited protection against small arms
while maintaining maximum flexibility. Its easily

Armor concealed under a jacket, which comes handy


when you need to maintain a low profile.

Wearing armor provides effective but imperfect


protection from most attacks. Armor works Battle armor
mainly by deflecting or absorbing incoming Standard military issue for battlefield duty. This
attacks, turning otherwise serious hits into bulky polymer armor covers the entire torso and
glancing blows or flesh wounds. upper limbs, and includes a helmet for head
protection. It provides a good deal of protection at
Armor types the expense of mobility; you're not going to win
Armor is generally divided in light, medium and any dance contests in this. Its also impossible to
heavy. Your class determines which kind of armor conceal, so probably not the best option when you
you have been trained to use. If you wear armor want to avoid attracting attention.
that you are not trained to use, you suffer a -2 -2 to Stealth rolls and any Athletics rolls
penalty to all Muscles and Reflexes rolls required requiring mobility and finesse (including
by an action and you cannot add your Reflexes to climbing, jumping and swimming).
Evasion. Reduces speed by 10 feet with less than 3
Muscles.
Protection bonus
This measures the armors protective capabilities Plated armor
and may be used instead of your Evasion (if it The heaviest personal armor available. This full
is higher). For example, if your Evasion is 4, but body suit makes extensive use of ceramic plates to
youre wearing armor with 8 Protection, you offer the best protection against weapons. It looks
would use +8 for Evasion rolls and enemies would like a rhino and moves like one too: all that
roll versus 18 to hit you. Any modifiers affecting protection restricts mobility by a fair amount. Oh,
Evasion do not apply to an armors Protection and seeing you in this monster will make
score. everyone know you mean business.
An armors Protection remains the same
even when you are surprised, unaware of an -4 to Stealth rolls and any Athletics rolls
attack, paralysed or in any other situation that can requiring mobility and finesse (including
lower your Evasion significantly. Thus, armor can climbing, jumping and swimming).
prove to be beneficial in such disadvantageous Reduces speed by 10 feet with less than 5
circumstances even if its Protection is lower than Muscles.
your normal Evasion.

26
THE FRONTIER

2. Tactical: +2 bonus to Perception rolls.


Special armor 3.
4.
Supercharged: Has 6 charges.
Caring: Heals 2D10 Health per charge.
Military and security forces in the pre-Collapse 5. Grounded: Resistance to cold damage.
era had access to several advanced models of 6. Asbestos: Resistance to fire damage.
armor, many of them based on technology
developed from Promethean artefacts. Such items Behemoth
are rare today, but can still be found if one gets Rare plated armor ($35,000)
lucky or knows where to look. The Behemoth has an extra +1 protection, which
Special armor is of uncommon or higher is increased to +3 against acid, cold, electric or fire
rarity. Each is based on one of the common armor attacks.
models, but adds extra abilities that make it better
in some way. There is a wide variety of special Models
armor, with several models in existence. When a 1. Blastproof: +2 protection against explosive
special armor is found or acquired, roll 1d6 and weapons.
consult the Models section of the entry to check 2. Composite: Only suffers a -2 penalty to
which variant has been obtained. Athletics and Stealth rolls.
3. Hardened: +1 protection.
Aegis 4. Insulated: Resistance to cold damage.
5. Neutralising: Resistance to acid damage.
Uncommon battle armor ($11,000)
6. Powered: +2 damage for close combat attacks
The Aegis has an extra +1 protection.
and a +2 bonus to Athletics rolls and any other
Models action requiring pure strength.
1. Asbestos: Resistance to fire damage.
2. Blastproof: +2 protection against explosive Berserker
weapons. Uncommon plated armor ($16,000)
3. Composite: No penalty to Athletics and Stealth Uses the energy from attacks striking you to power
rolls. up your own close combat strikes. Make them pay
4. Grounded: Resistance to electric damage. for every hit they score!
5. Hardened: +1 protection. SMASH!: When you take 4 or more non-psionic
6. Powered: +2 damage for close combat attacks damage from a single attack, you gain a +1 bonus
and +2 bonus to Athletics rolls and any other to close combat attack rolls and do +3 damage
action requiring pure strength. with such attacks until the end of the round. This
effect can occur only once per round.
Asclepius Models
Rare recon armor ($15,000)
1. Asbestos: Resistance to fire damage.
Prevention may be better than cure, but this armor
2. Blastproof: +2 protection against explosive
covers all the bases. Not only it protects from
weapons.
attacks, but also releases medical nanobots to
3. Composite: Only suffers a -2 penalty to
patch you up when you're hurt.
Athletics and Stealth rolls.
Who needs medical insurance?: The Asclepius
4. Hardened: +1 protection.
has 5 emergency charges. A charge can be used as
5. Insulated: Resistance to cold damage.
a move to heal 1d10 lost Health. The armor will
6. Powered: +2 damage for close combat attacks
also detect if you have dropped to 0 Health or
and +2 bonus to Athletics rolls and any other
below and will automatically expend 1 charge per
action requiring pure strength.
round to resuscitate you.
Used charges are regained at the rate of 1
charge per 3 hours.
Models
1. Hardened: +1 protection.

27
THE FRONTIER

the damage and roll bonus to +4 for the rest of the


Blaster round. The armor recharges one used boost per
Rare battle armor ($25,000) hour.
If you love to stick out from the crowd, what better
way to accomplish that than wearing battle armor Models
1. Asbestos: Resistance to fire damage.
with a freaking shoulder-mounted cannon?
2. Blastproof: +2 protection against explosive
Guaranteed to make everybody on the other side
weapons.
think you're definitely the guy to shoot first.
3. Composite: No penalty to Athletics and Stealth
Never unarmed: Use an action to fire the built-in
rolls.
cannon up to 300 feet away. You are always
4. Hardened: +1 protection.
considered to be trained with the cannon and a
5. Mighty: Has 6 boosts.
shot explodes in a 10-foot radius for 2D6x3 fire
6. Neutralising: Resistance to acid damage.
damage. Each shot consumes an ammo clip from
your inventory.
Knight
Models Rare battle armor ($25,000)
1. Asbestos: Resistance to fire damage.
The Knight has an extra +1 protection, which is
2. Blastproof: +2 protection against explosive
increased to +3 against acid, cold, electric or fire
weapons.
attacks.
3. Composite: No penalty to Athletics and Stealth
rolls. Models
4. Hardened: +1 protection. 1. Blastproof: +2 protection against explosive
5. Insulated: Resistance to cold damage. weapons.
6. Master: +1 damage die for cannon shots. 2. Composite: No penalty to Athletics and Stealth
rolls.
Carapace 3. Grounded: Resistance to electric damage.
4. Hardened: +1 protection.
Rare recon armor ($15,000)
5. Neutralising: Resistance to acid damage.
The Carapace has an extra +2 protection against
6. Powered: +2 damage for close combat attacks
acid, cold, electric and fire attacks, and reduces
and +2 bonus to Athletics rolls and any other
any non-psionic damage that you suffer by 2 (to a
action requiring pure strength.
minimum of 1 point per hit).
Models Mantle
1. Grounded: Resistance to electric damage.
Rare plated armor ($35,000)
2. Hardened: +1 protection.
This armor does one thing only, but does it
3. Neutralising: Resistance to acid damage.
extremely well. Total protection against a specific
4. Reflexive: +2 bonus to Initiative rolls.
energy type is nothing to scoff at. Just pray that they
5. Swift: Built-in jump jet allows you to jump up
don't switch weapons.
to 30 feet high and 90 feet long as a move. The
The Mantle has an extra +1 protection. When
jet needs 30 minutes to recharge before it can
it is first found, roll 1d4 to check what additional
be used again.
protection it provides: 1-Acid resistance, 2-Cold
6. Tactical: +2 bonus to Perception rolls.
resistance, 3-Electric resistance, 4-Fire
resistance.
Hercules Didn't feel a thing: The Mantle has 10 immunity
Rare battle armor ($25,000) charges and recharges one used charge per hour.
A demi-godly power armor that can overcharge its When you are hit by an attack against which the
motors for truly legendary feats of strength. Mantle is resistant, you can spend a charge to
The Hercules provides +2 damage for close upgrade the damage resistance to full immunity
combat attacks and a +2 bonus to Athletics rolls against that attack.
and any other action requiring pure strength. It
also has 5 boosts, which can be used to increase

28
THE FRONTIER

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

29
THE FRONTIER

1. Hardened: +1 protection. 2. Composite: No penalty to Athletics and Stealth


2. Tactical: +2 bonus to Perception rolls. rolls.
3. Swift: Built-in jump jet allows you to jump up 3. Hardened: +1 protection.
to 30 feet high and 90 feet long as a move. The 4. Insulated: Resistance to cold damage.
jet needs 30 minutes to recharge before it can 5. Neutralising: Resistance to acid damage.
be used again. 6. Powered: +2 damage for close combat attacks
4. Reflexive: +2 bonus to Initiative rolls. and +2 bonus to Athletics rolls and any other
5. Insulated: Resistance to cold damage. action requiring pure strength.
6. Asbestos: Resistance to fire damage.

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.

30
THE FRONTIER
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

Weapons different ammunition and power packs. Each


ammo clip can be used to reload any weapon
rather than keeping track of several different
The first rule of survival in The Frontier is never ammunition types.
to leave home without your trusty pistol, rifle or Close combat weapons don't have an Ammo
rocket launcher. And bring a grenade or two just score unless the weapon uses an internal
to be on the safe side. power source.
Grenades are one-use weapons, so they also
Ammo and reloading don't have an Ammo score. Once you throw
A gun with no bullets is just an expensive them, they're gone.
paperweight. Most ranged weapons (and a few Rocket launchers don't have an Ammo score,
close combat ones) have an Ammo score that but they use rockets as their ammunition.
indicates how many shots or strikes they can Every time you fire a rocket launcher, you
make before their internal ammunition supply is need to erase a rocket from your inventory.
depleted. This is purely an abstraction: a
revolver usually holds 6 bullets, but its Ammo
score of 3 takes into consideration that many
attacks will consist of more than one shots fired.
Common weapons
Each attack you make will consume 1 ammo, or
more for certain special attacks.
Assault rifle
The workhorse of any respected army. This
When a weapon runs out of ammo, it needs
versatile and efficient rifle can switch between
to be reloaded before you can use it again. This
single shots and short bursts.
takes an action (some weapons are faster or
slower to reload) and erases one ammo clip Must be held with both hands.
from your inventory. Ammo clips are also used in
abstract terms; The Frontier is a dangerous place

31
THE FRONTIER

Spend 1 additional ammo before an attack to


fire a burst that does +1 damage die and +2
Club
damage if it hits. This may be a baseball bat, a sturdy wooden
branch, or any other blunt instrument that can be
Autoloader used to bash someone's brains out.
You've seen bigger guns, you've seen better guns, Can be held with one hand, but gains +1
but this compact semi-automatic is discrete and damage die when held with both.
handles like a charm, especially when paired with
another gun. Combat magnum
Can be held with one hand. This powerful semi-automatic will put some big
No penalty when shooting at someone within holes in anyone or anything stupid enough to
5 feet. mess with you, assuming that you can handle its
Only suffers -2 attack when attacking with heavy recoil.
two weapons (the other weapon suffers the Can be held with one hand.
usual penalty). -2 attack with less than 4 Muscles.
Reloads as a move. Reloads as a move.

Battle rifle Combat shotgun


The assault rifle's beefier cousin, limited to single While it loses some of the pump shotgun's power,
shots for better control and accuracy. this semi-auto weapon features a larger drum
Must be held with both hands. magazine so you can shoot buckshot to your
+2 attack if you aim as a move before firing. heart's delight.
Must be held with both hands.
Bazooka +2 attack when shooting at someone within
It's large, it's heavy, it's pricey, but it shoots 15 feet.
rockets! Invaluable when faced with large groups Half damage beyond effective range.
of enemies, its damage and other effects are +1 critical chance.
determined by the type of rocket fired.
Must be held with both hands.
Dagger
-4 attack if you don't brace as a move before You know what they say about knives and
firing. gunfights, but this short blade makes an effective
Loading a new rocket requires both an action weapon of last resort as well as having a myriad
and a move. other uses.
Can be held with one hand.
Bolt-action rifle Uses Reflexes for the attack roll.
This large sniper rifle is powerful, reliable and Only suffers -2 attack when attacking with
incredibly accurate. two weapons (other weapon suffers the usual
penalty).
Must be held with both hands.
Can strike as a move with -2 attack.
-4 attack if you have moved before firing this
May be thrown with Range 30/60 feet.
round.
+2 attack if you aim as a move before firing
this round.
Fifty cal
-4 attack when shooting at someone within 10 The illegitimate child of a cannon and a sniper
feet. rifle.
Critical hits inflict an additional 1d8 damage. Must be held with both hands.
-2 attack with less than 6 Muscles.

32
THE FRONTIER

-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

Lasts for 10 minutes, unless dispersed by a


strong wind.
Alchemist
Rare pump shotgun ($13,000)
Spear Buckshot ineffective against heavy armor?
Nonsense! Hit them with the industrial-grade acid
A long, pointed stick that greatly increases your
used by this gun and watch all that precious
reach and can also be turned into a one-time short
protection melt away.
range projectile.
The Alchemist has a +1 bonus to attack
Can be held with one hand. rolls and inflicts acid damage.
May strike a target up to 10 feet away with a Molecular acid: Roll two d6s after a hit to
close combat attack. determine the additional effects of the acid:
May be thrown with Range 30/60 feet. Use
Each die scoring 4-5 damages 1 additional
Reflexes for the attack roll.
point of armor protection.
Stun grenade Each die scoring 6 damages 1 armor and does
2 points of acid damage on the target.
Produces a concussion wave intended to disorient
rather than kill. Models
1. Brutal: When a hit inflicts more damage than
Explodes in a 20-foot radius. the target's Toughness, it pushes him back 5
Anyone in the area must roll Toughness feet and he must roll Reflexes versus 18 to
versus 14 (10 if the attack roll wasn't high avoid falling prove (requiring a move to stand
enough to hit them). Those failing suffer a -4 up again).
penalty to all d20 rolls required by actions 2. Consuming: The weapon's acid damage inflicts
and can only move at half speed. The penalty -2 protection per hit instead of just -1.
is reduced by 1 point at the beginning of each 3. Heavy: +2 damage.
new round until the effect wears off 4. Mayhem: Damage reduced to 2D8, but attacks
completely. 2 targets with one shot if they are within 5 feet
Mechs are immune to the disorienting effect. of each other.
Creatures with non-human anatomy gain +2 5. Nasty: Additional +1 critical chance.
Toughness. 6. Vitriolic: Any acid die rolling 6 allows you to
roll another acid die.
Sword
A past mainstay of armies up to the point when Avenger
someone figured out that gunpowder can be used Uncommon autoloader ($2,500)
for more than just fireworks. Revenge is a dish best served with a side of hot lead.
Can be held with one hand, but gains +1 This handy gun remembers those who hurt you and
damage die when held with both hands. returns the favour twofold.
+1 Evasion against close combat attacks. Payback is sweet: When you get hit while
holding the Avenger, you can command it to mark
the attacker. The Avenger gains a +2 bonus to
Special weapons attack and damage rolls against a marked target
until the battle ends. It can only mark one enemy
Much like special armor, these weapons are of at a time; marking another enemy will erase the
uncommon or higher rarity and have several previous mark.
different variants. Roll 1d6 to see which model is
Models
obtained when such a weapon is found.
1. Balanced: No penalty when attacking with
two weapons.
2. Bloody: +2 critical chance against a marked
enemy for the first 2 rounds after marking
them.

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

6. Vicious: Critical hits inflict an additional 1d8


Dragon damage.
Uncommon pump shotgun ($5,000)
Overrun by draks, s'vra or unruly mobs with Electromace
pitchforks? The built-in emergency flamethrower
Uncommon club ($1,100)
can give you some much-needed breathing space.
This would be just a sturdy metal stick, if not for the
You only get one shot before you need to reload, so
addition of a high-voltage battery capable of
use it wisely.
delivering powerful electrical shocks.
Use an action while holding the Dragon to
The Electromace has a power pack holding
project flames in a 5-foot wide and 20-foot long
10 ammo. Each attack consumes 1 ammo, but
line. Make a single attack roll versus the Evasion
does electric damage and rolls +1 damage die.
of anyone inside this area. Those hit suffer 2D12
When an attack hits with a natural 18+, the
fire damage. The weapon must be reloaded before
target must roll Toughness versus 16 to avoid
its flamethrower can be used again.
being stunned for 1d3+1 rounds.
Models When the weapon runs out of ammo, it
1. Fiery: Shots inflict fire damage. functions as a plain club without any special
2. Great: The flamethrower shoots fire in a 30- benefits. The power pack can be reloaded by using
foot long line. an action and an ammo clip.
3. Heavy: +2 damage.
Models
4. Infernal: The flamethrower does 2D8x2
1. Energised: Stuns enemies on a roll of 17+.
damage.
2. Intense: +2 DF to avoid being stunned.
5. Mayhem: Damage reduced to 2D8, but attacks
3. Potent: +2 damage.
2 targets with one shot if they are within 5 feet
4. Punishing: At the beginning of each round, a
of each other.
stunned enemy rolls 1d6 and suffers that
6. Nasty: Additional +1 critical chance.
much electric damage if the result is an odd
number (1, 3 or 5).
Electrocutioner 5. Thrift: +3 ammo.
Rare six-shooter ($8,000) 6. Vicious: Critical hits inflict an additional 1d8
An enemy that can't shoot back is the best kind of damage.
enemy. This gun zaps your foes with several
thousands volts of electricity, making it so much Eviscerator
easier to finish them off. Which is precisely why they
Uncommon battle rifle ($6,000)
call it the Electrocutioner.
Getting caught in close combat with a sword-
The Electrocutioner has a +1 bonus to attack
wielding maniac while holding a rifle is a sure way
rolls and inflicts electric damage.
to ruin your day. Unless youre holding this
Shock and awe: When an attack hits with a
particular rifle. Its bayonet works as well as any
natural 18+, the target must roll Toughness
bladed weapon and a solid hit will trigger the
versus 18 to avoid being stunned for 1d3+1
weapon to put some bullets in the targets internal
rounds.
organs for additional punishment.
Models The Eviscerator has a built-in bayonet that
1. Balanced: No penalty when attacking with can be used as a light melee weapon doing 2D6
two weapons. physical damage and may attack as a move.
2. Energized: Stuns enemies on a roll of 17+. Combo strike: When the bayonet hits with a
3. Heavy: +2 damage. natural 18+, you may also fire a shot against the
4. Intense: +2 DF to avoid being stunned. same target that hits automatically with no attack
5. Punishing: At the beginning of each round, a roll required.
stunned enemy rolls 1d6 and suffers that
Models
much electric damage if the result is an odd
1. Blasting: Built-in launcher doubles the range
number (1, 3 or 5).
of your grenade attacks.

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

2. Balanced: Only suffers -2 attack when using


Little Chef two weapons (other weapon suffers the usual
Rare assault rifle ($15,000) penalty).
This incendiary rifle has two settings: "well done" 3. CQB: No penalty when shooting at someone
or "extra crispy". within 5 feet.
The Little Chef has a +1 bonus to attack rolls 4. Fierce: Spend 1 additional ammo before an
and inflicts fire damage. attack to fire a burst that does +1 damage die
Burn baby, burn: When an attack hits with a and +2 damage if it hits.
natural 18+, the target is set on fire and will lose 5. Heavy: +2 damage.
1d4 Health at the end of each round (fire resistant 6. Incendiary: Shots inflict fire damage.
enemies lose half Health and immune enemies
don't lose any). An immolated enemy can use an Matador
action and roll Reflexes versus 18 to put out the
Uncommon pump shotgun ($5,000)
fire. The flames will also die out when the d4 rolls
The Matador has a +1 bonus to attack rolls.
1.
Models
Models 1. Brutal: When a hit inflicts more damage than
1. Blasting: Built-in launcher doubles the range
the target's Toughness, it pushes him 5 feet
of your grenade attacks.
back and he must roll Reflexes versus 16 to
2. Fierce: +1 damage die, but can only fire bursts.
avoid falling prone (requiring a move to stand
3. Heavy: +2 damage.
up again).
4. Hellish: Immolates enemies on a roll of 17+.
2. Corrosive: Shots inflict acid damage.
5. Infernal: +2 DF to put out the flames.
3. Heavy: +2 damage.
6. Napalm: 1d6 Health loss per round, but the
4. Incendiary: Shots inflict fire damage.
flames die out on a roll of 1-2.
5. Mayhem: Damage reduced to 2D8, but attacks
2 targets with one shot if they are within 5 feet
Longfang of each other.
Uncommon needler ($5,500) 6. Nasty: +1 critical chance.
This puppy can bite! Features a rapid burst-fire
mode for maximum impact. Matryoshka
The Longfang can fire a short burst by
Uncommon grenade ($875)
spending 1 additional ammo before an attack,
Releases several bombs for maximum effect over a
doing +1 damage die and +2 damage if it hits.
large area. They should have brought an umbrella.
Models The Matryoshka has a Range of 60/120 feet
1. CQB: +2 attack and +2 damage when shooting and explodes in a 40-foot radius for 2D6x2
at someone within 15 feet. physical damage.
2. Heavy: +2 damage.
Models
3. Fast: Reloads as a move.
1. Hi-ex: Explodes in a 50-foot radius.
4. Turbo: When an attack roll scores a natural
2. Homing: +2 attack.
19+ (hit or miss), you may immediately fire
3. Propelled: Ranged increased to 100/300 feet.
another shot at the same target.
4. Stunning: Anyone taking full damage from the
5. Corrosive: Shots inflict acid damage.
blast also suffers a -2 penalty to all d20 rolls
6. Expanded: +4 Ammo.
for his next action.
5. Incendiary: Inflicts fire damage.
Manhunter 6. Potent: +2 damage dice.
Uncommon combat magnum ($3,500)
The Manhunter has +1 damage die.
Models
1. Arctic: Shots inflict cold damage.

40
THE FRONTIER

the weapon's magazine to roll the attack again.


Mauler and Mower This may be done only once per attack.
Uncommon needlers ($11,000)
These terrible twins were made to be wielded Models
1. Blasting: Built-in launcher doubles the range
together. A perfect gift for the discerning student of
of your grenade attacks.
the art of kicking down a door and going in with all
2. Heavy: +2 damage.
guns blazing.
3. Lightning: Inflicts electric damage.
This is actually a set of two weapons (the
4. Precise: Range increased to 300/1,500 feet.
cost figure is for both of them). When they are
5. Smart: +2 attack when you spend ammo to
held together, you don't suffer any penalty for
repeat an attack roll.
two-weapon attacks.
6. Vicious: Critical hits inflict an additional 1d8
Models critical damage.
1. CQB: +2 attack and +2 damage when shooting
at someone within 15 feet. Nailer
2. Heavy: +2 damage.
Rare fifty cal ($30,000)
3. Fast: Reloads as a move.
The Nailer was born out of a super-secret project to
4. Turbo: When an attack roll scores a natural
construct a sniper rifle that could fire a heavy
19+ (hit or miss), you may immediately fire
round at Mach 7 velocities. The project was a
another shot at the same target.
failure - they only made it to Mach 6.
5. Lightning: Shots inflict electric damage.
The Nailer ignores up to 3 armor protection
6. Linked: When you hit someone with Mauler or
when it attacks an armored target.
Mower, any shots with the other weapon
Like a hot knife through butter: When an attack
against the same target gain a +2 attack bonus
hits with a natural 18+, the shot penetrates the
for the rest of the round.
target and may hit another enemy of your choice
that is behind him (and within the weapons
Morning Star range). Make another attack and damage roll
Rare combat magnum ($10,000) against the second target; the shot can penetrate
The Morning Star has a +1 bonus to attack multiple enemies if you keep rolling high.
rolls and a +2 bonus to damage rolls.
Models
Models 1. Brutal: When a hit inflicts more damage than
1. Arctic: Shots inflict cold damage. the target's Toughness, it pushes him back 5
2. Balanced: Only suffers -2 attack when using feet and he must roll Reflexes versus 18 to
two weapons (other weapon suffers the usual avoid falling prone (requiring a move to stand
penalty). up again).
3. CQB: No penalty when shooting at someone 2. Heavy: +2 damage.
within 5 feet. 3. Masterful: +1 critical chance when you aim as
4. Fierce: Spend 1 additional ammo before an a move before firing.
attack to fire a burst that does +1 damage die 4. Penetrating: Penetrates enemies on a roll of
and +2 damage if it hits. 17+.
5. Heavy: +2 damage. 5. Precise: Only -2 attack when shooting beyond
6. Incendiary: Shots inflict fire damage. effective range.
6. Raging: Extra attacks do an additional 1d6
Mulligan damage.
Rare battle rifle ($15,000)
Fires bullets that turn around for a second pass if Nightshade
you miss. Theyre also smart enough to give up if Rare marksman rifle ($25,000)
you miss again. The Nightshade has a +2 bonus to attack
Second time's the charm: Anytime you miss rolls.
with the Mulligan, you can spend 1 ammo from

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

Models 4. Penetrating: Ignores up to 2 armor protection.


1. Arctic: Shots inflict cold damage. 5. Potent: +2 damage.
2. Expanded: +3 ammo. 6. Savage: Spend 1 additional ammo after an
3. Focused: +2 attack when targeting an area. attack hits to roll +1 damage die.
4. Heavy: +2 damage.
5. Lightning: Shots inflict electric damage. Scorpion
6. Massacring: Targets a 15x15-foot area with Rare needler ($14,000)
autofire. The Scorpion has +1 damage die and +1 critical
chance.
Rhino Models
Uncommon marksman rifle ($11,000)
1. Corrosive: Shots inflict acid damage.
Hits like an enraged one-ton mass of muscles and
2. CQB: +2 attack and +2 damage when shooting
horns.
at someone within 15 feet.
Feel the fury: When a hit inflicts more damage
3. Fast: Reloads as a move.
than the target's Toughness, it pushes him back
4. Heavy: +2 damage.
10 feet and he must roll Reflexes versus 16 to
5. Lightning: Shots inflict electric damage.
avoid falling prone (requiring a move to stand up
6. Turbo: When an attack roll scores a natural
again).
19+ (hit or miss), you may immediately fire
Models another shot at the same target.
1. Heavy: +2 damage.
2. Lightning: Shots inflict electric damage. Sentinel
3. Masterful: +1 critical chance when you aim as Rare grenade ($3,250)
a move before firing. The name says it all: this is a device designed to
4. Precise: Only -2 attack when shooting beyond purge an area and prevent any further enemy
effective range. infiltration. Whether you use it to guard your back
5. Raging: +2 DF to avoid falling prone. or as a prelude to storming an advance position, it
6. Vicious: Extra critical damage increased to can clean out an area in seconds with a barrage of
2d8. acid bolts.
The Sentinel can be thrown up to 120 feet
Rotosword away and doesn't require an attack roll. After
Uncommon sword ($2,000) being thrown, it hovers 10 feet above its target
Whoever designed this fearsome-looking blade point and fires a bolt of acid at up to 3 enemies
must have been an avid slasher film fan. Equipped within 40 feet. The Sentinel makes an attack roll
with a serrated edge driven by an internal motor, it with a +6 modifier versus Evasion; any target hit
combines the brutality of a chainsaw with the suffers 2D6x2 acid damage.
elegance of a sword. A new barrage of acid bolts is fired at each
The Rotosword has a power pack holding 10 subsequent round when your turn in the Initiative
ammo. Each attack consumes 1 ammo, but has +1 order arrives. The Sentinel drops to the ground
damage die and does an additional 1d8 damage after firing 5 barrages and cannot be reused.
on a critical hit. When the weapon runs out of While hovering, the Sentinel is vulnerable to
ammo, it functions as a plain sword without any attacks. It is considered to have Evasion 6 and 20
bonuses. The power pack can be reloaded by Health points. It will generally be affected by
using an action and an ammo clip. damage only, being immune to most other effects.
Models It is immune to psionic damage, but will take
1. Lightning: Inflicts electric damage while it still double damage from electric attacks.
has ammo left. Models
2. Nasty: +1 critical chance. 1. Propelled: Can be thrown up to 300 feet away.
3. Parrying: Additional +1 Evasion against close 2. Smart: +2 attack.
combat attacks. 3. Relentless: Fires 7 barrages.

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.

Smart Cookie Models


Uncommon LMG ($8,500) 1. Arctic: Shots inflict cold damage.

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

Item Rarity Cost


Ammo clip Common $30
Blur Rare $3,250
Combat stimulants Uncommon $750
Combat stimulants, advanced Rare $3,000
Liquid metal spray Common $50
Medkit Common $50
Medkit, advanced Uncommon $625
Medkit, super Rare $2,750
Neural cocktail Uncommon $625
Neural cocktail, advanced Rare $2,750
Exploration kit Common $50
Rations Common $5

1. Angry: At the beginning of each round, a Advanced combat stimulants


stunned enemy rolls 1d6 and suffers that
A more potent version that grants +2
much electric damage if the result is an odd
Muscles and +2 Reflexes for 3 rounds.
number (1, 3 or 5).
2. Divine: +2 damage.
3. Energized: Stuns enemies on a roll of 17+.
Exploration kit
4. Intense: +2 DF to avoid being stunned. This handy pack contains almost all basic items
5. Masterful: +1 critical chance when you aim as the intrepid explorer will need for his travels in
a move before firing. the Frontier, all wrapped in a convenient and easy
6. Precise: Only -2 attack when shooting beyond to carry container. Among other things, this kit
effective range. contains a compass, flashlight, cooking torch, pan
and utensils, a tent and sleeping bag, as well as a
100-foot length of rope.

Other items Liquid metal spray


This spray can easily be applied to a damaged
Ammo clip armor for a quick fix and hardens in seconds. Each
application of the spray requires an action and
A small supply of bullets, shells, power cells or any
repairs 1 lost point of protection. The canister
other ammunition used by your weapons. You
holds enough liquid metal for 3 applications.
need one every time you reload a weapon.

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.

47
THE FRONTIER

Neural cocktail Advanced neural cocktail


A solution of mind-expanding drugs and This version provides 2 extra Psi points.
neurotransmitters proven to boost psionic ability.
It will only aid you if you're already able to use Rations
psionic powers. Injecting it (as a move) provides This pack contains two days' worth of food and
1 additional Psi point for the next 30 minutes. This water. It's not a gourmet meal, but it doesn't need
point will vanish if not used by then and cannot be any preparation and will keep you alive in the
recovered. wilderness of the Frontier.

48
THE FRONTIER

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.

49
THE FRONTIER

that they only use the simplest tools and weapons


Junkie they can find.
After a youth wasted on alcohol and drugs, these
troublemakers have graduated to even more Level 3 human scum
400 XP
exotic and dangerous substances. Their abuses
Attributes: Muscles 6, Reflexes 3, Brains 1, Guts 3
have made them bloodthirsty and unpredictable,
Defences: Evasion 3 (Armor 4), Resolve 3,
and have reduced their capacity to feel pain or
Toughness 6
empathy.
Health: 26
Level 1 human scum Speed: 30 feet
100 XP Initiative: 6
Attributes: Muscles 4, Reflexes 2, Brains 1, Guts 2
Defences: Evasion 2, Resolve 2, Toughness 4 Attacks
Sledgehammer: +6 to hit (close combat). 1d12+3
Health: 8
physical damage.
Speed: 30 feet
The Psycho becomes enraged and gains +2
Initiative: 5
Muscles if his Health drops below 15.
Attacks Once per battle, the Psycho can use an action
Machete: +4 to hit (close combat). 1d8+2 physical to perform a whirlwind strike, attacking everyone
damage. Same traits as a sword. within 10 feet with the sledgehammer.

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

50
THE FRONTIER

Health: 9

Draks Speed: 50 feet


Initiative: 8

These vicious animals are in many ways the Attacks


Bite: +4 to hit (close combat). 1d4+2 physical
Promethean equivalent of wolves. They hunt in
damage.
packs and consider almost any other creature fair
prey. Four-legged and covered by tough scaly
hides, draks are found all over Prometheus. They
Thrasher
are sometimes domesticated (at great difficulty) Somewhere along their first steps as packlings,
by bandits and other people prizing their Thrashers discovered an affinity for biting and
viciousness. not letting go. They have developed powerful
muscles, using them to grab their prey and drag it
Charger off to be torn to pieces by the rest of the pack.
Chargers are full-grown draks that love nothing Level 3 drak adult
more than charging their next meal head-on. 400 XP
Their recklessness is somewhat offset by a Attributes: Muscles 5, Reflexes 4, Brains 0, Guts 4
combination of powerful muscles and extremely Defences: Evasion 4, Resolve 4, Toughness 5
sharp teeth. Health: 24
Speed: 50 feet
Level 3 drak adult
Initiative: 9
400 XP
Attributes: Muscles 6, Reflexes 3, Brains 0, Guts 4 Attacks
Defences: Evasion 3, Resolve 4, Toughness 6 Bite: +5 to hit (close combat). 2d4+3 physical
Health: 27 damage.
Speed: 50 feet When the Thrasher hits with its bite attack
Initiative: 8 and scores a natural 16+, its jaws lock and will
inflict physical damage equal to half the
Attacks
Thrasher's Muscles at the beginning of each
Bite: +6 to hit (close combat). 2d4+3 physical
round. The victim is unable to move away, but can
damage.
break free by using a move and rolling Muscles
When the Charger moves at least 30 feet, it
versus the Thrasher's Muscles. While held by the
may attempt to slam an enemy as part of its move.
Thrasher, the victim has -2 Reflexes.
This is a close combat attack with +6 to hit, doing
The Thrasher can use a move to try to drag a
1d6+3 physical damage. If it hits, the target must
held victim. If it successfully rolls Muscles versus
roll Muscles versus the Charger's Muscles to avoid
the victim's Muscles, it can drag him up to 20 feet
being pushed back 5 feet and falling prone
away.
(requiring a move to stand up again).

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

51
THE FRONTIER

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

52
THE FRONTIER

Health: 6 Defences: Evasion 4 (Armor 6), Resolve 3,


Speed: 40 feet Toughness 5
Initiative: 4 Health: 26
Speed: 30 feet
Attacks
Self-destruct: +4 to hit (range 0). Explodes in a 20- Initiative: 7
foot radius for 2d8x2 fire damage. This destroys Attacks
the Suicide bot. LMG: +6 to hit (range 120/600). 2d8 physical
When the Suicide bot is destroyed, it will damage. 8 ammo.
explode as per its self-destruct attack. Dagger: +4 to hit (close combat). 1d4+2 physical
damage.

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

53
THE FRONTIER

Dagger: +4 to hit (close combat). 1d4+1 physical


Adept damage plus poison.
Hand-picked by the tribe's shamans at an early
age due to signs of psionic potential, the Adept has Shapechanger
been schooled in the secrets of S'vra mystical
In rare cases, some S'vra develop the ability to
tradition. It has already developed some limited
transform into a bestial form with powerful claws
powers that set it apart from other tribals of its
and tough hide. This phenomenon is poorly
age.
understood by outsiders, but S'vra consider it a
Level 3 S'vra priest great blessing and solid proof that the lucky tribal
400 XP is favoured by the ancient spirits protecting the
Attributes: Muscles 3, Reflexes 3, Brains 3, Guts 5 tribe.
Defences: Evasion 3 (Armor 2), Resolve 5,
Level 3 S'vra changeling
Toughness 3
400 XP
Health: 14
Attributes: Muscles 4, Reflexes 4, Brains 2, Guts 5
Speed: 30 feet
Defences: Evasion 4 (Armor 2), Resolve 5,
Initiative: 6
Toughness 4
Attacks Health: 20
Staff: +3 to hit (close combat). 1d6+1 physical Speed: 30 feet
damage. Same traits as club. Initiative: 7
The Adept has 3 Psi points, which it can
Attacks
spend to use one of the following psionic powers
Spear: +4 to hit (close combat). 1d8+2 physical
(each use costs an action). It recovers one used Psi
damage plus poison. Can attack someone up to 10
point at the end of a round if it didn't use a power.
feet away.
Heal (1 Psi): The Adept chooses a target The Shapechanger can assume a bestial form
within 30 feet, or itself, to recover 2d10 lost as an action. While in this form, it gains +2
Health. Muscles and +4 armor. It can only attack with
Infernal bolt (1 Psi): The Adept fires a bolt of claws for 1d4 physical damage (plus half its
fire up to 100 feet away and rolls Guts versus Muscles) plus poison, but makes two such attacks
the target's Evasion. On a hit, the target per action. The Shapechanger can switch back to
suffers 2d8x2 fire damage. its natural form as a move.

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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THE FRONTIER

is threatened, Drones are usually the first xoraks


Spearmaster to be sent to slaughter as they are considered
A seasoned warrior that has honed its skill with expendable.
the spear over many battles and hunts, the
Spearmaster is usually found in the company of Level 1 xorak worker (small)
100 XP
younger warriors hoping to learn from its
Attributes: Muscles 2, Reflexes 4, Brains 0, Guts 2
experience.
Defences: Evasion 5 (+1 size, Armor 2), Resolve 2,
Level 3 S'vra veteran Toughness 2
400 XP Health: 5
Attributes: Muscles 5, Reflexes 4, Brains 2, Guts 5 Speed: 40 feet
Defences: Evasion 6 (Armor 2), Resolve 5, Initiative: 8
Toughness 5
Health: 21 Attacks
Pincers: +2 to hit (close combat). 1d2+1 physical
Speed: 30 feet
damage.
Initiative: 7
When the Drone hits with its pincers, it can
Attacks use a move to attack the same target with its
Spear: +7 to hit (close combat). 2d8+2 physical stinger. This is a close combat attack with +2 to
damage plus poison. Can attack someone up to 10 hit; if it hits, the target must roll Toughness versus
feet away. 14 to avoid losing 1d6 Health from the stinger's
There's more to a spear than just thrusting it poison. This extra attack cannot be used if the
at someone's guts. As a move, the Spearmaster Drone has already used its move for the round.
can try to trip an opponent within 10 feet using its
spear. The target must roll Muscles or Reflexes Hellbug
versus the Spearmaster's Reflexes to avoid falling
Named by the first colonists that encountered it,
prone.
the name has stuck ever since. Easily
distinguished by its red and black carapace, it has

Xorak the frightening ability to generate and project a


stream of hot flames like some sort of living
flamethrower.
The Xorak are among the most deadly species On Level 3 xorak warrior
Prometheus. A race of six-legged, giant insects 400 XP
with armored carapaces and poisonous scorpion- Attributes: Muscles 4, Reflexes 4, Brains 0, Guts 4
like stingers, xoraks have a highly hierarchical Defences: Evasion 4 (Armor 5), Resolve 4,
society based on rigid castes that is very similar to Toughness 4
that of ants. Although they lack true intelligence, Health: 17
they are nevertheless cunning as well as highly Speed: 40 feet
aggressive and territorial. Xoraks are proficient Initiative: 7
burrowers, building extensive underground
Attacks
nests, and can be encountered in almost any
Pincers: +4 to hit (close combat). 1d4+2 physical
terrain or climate.
damage.
Xorak have very sharp senses, gaining a +4
The Hellbug has resistance to fire damage.
bonus to Perception rolls.
When the Hellbug hits with its pincers, it can
Drone use a move to attack the same target with its
stinger. This is a close combat attack with +4 to
Drones are among the lowliest members of a hit; if it hits, the target must roll Toughness versus
xorak colony. Their only purpose is to dig and 16 to avoid losing 1d6 Health from the stinger's
maintain tunnels, store and distribute supplies poison. This extra attack cannot be used if the
and perform other menial tasks. When the colony Hellbug has already used its move for the round.

55
THE FRONTIER

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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Hard times for Prosperity


Hard times for Prosperity is an adventure Barren Mountains. It is primarily an agricultural
designed to introduce 1st-level characters to the community, but also serves as a waystation for
world of The Frontier. During its course, the travellers moving along the southern shore of the
players will get to know the town of Prosperity Sea of Brine. Being the largest settlement in the
and its colourful folk, and hopefully deliver it from area, it functions as a trading hub for the farmers
the hands of the bandits that have been plaguing and fishermen living here.
it as of late. There are also alien ruins to explore,
draks and xorak to fight and much loot to gain!
The scenarios enemies have been People of note
designed with 4 player characters in mind. If your
gaming group has more or less players, you may
need to adjust their forces accordingly.
Joe Dallushi, the mayor
A small-framed but tirelessly energetic man in his
late 60s, Joe runs a farm as well as serving as the

Prosperity (pop. 147) school teacher. He is well-liked by the other


townsfolk, who trust his judgement to take care of
the town and handle disputes between residents.
This small town can be found near the hills He is fascinated by history and will often go on
surrounding the north-western corner of the

57
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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;

58
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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

Intro: Bandit attack!


Wacky Joe and his gang arrived in the area a few
months ago and they've been nothing but trouble
ever since. At first they only robbed travellers, but
have grown bolder and regularly come into town
As the players arrive at the town of Prosperity, to rob people and businesses as "tribute". Now
they hear a great commotion and see people they're demanding half the town's harvest. The
fleeing from the town square. A couple of people gang is based in an old factory a few miles out of
might stop long enough to warn the players that town, which they have turned into their fortress.
bandits have attacked and shot the sheriff, before It's difficult to tell exactly how many bandits there
continuing with their escape. are, but the gang could be up to two dozen strong
Once the players arrive at the town square, according to the best estimates.
they quickly spot the sheriff's dead body lying at The mayor will warn the players that Wacky
the centre of the square and a force of bandits Joe is a tough and dangerous foe. If they ask for
outside the town hall. The bandits hold the mayor more help, he has two suggestions:
at gunpoint and demand that he immediately
surrender half of the town's grain. There are four The players can try to get some better
lackeys and two junkies in the bandit group. equipment by looting a deserted military
If the players intervene, the bandits will turn outpost (see "Armed to the teeth").
and fight them, being pretty arrogant in their There is someone living in the hills who used
belief that they are the only force to be reckoned to be an engineer working in the factory used
with in the area. If the players decide not to take by the bandits, and who may have useful
any part in the confrontation, the brave mayor information on the layout of the place (see
will put on a good show of defiance. In the end, the "The hermit").
bandits get tired and shoot him dead. While
leaving, they threaten that they will soon come
back to burn the town to the ground if their Events
demands are not met.
The following events could take place during the
unfolding story, as the Gamemaster sees fit.
A dangerous proposal Rescue the trader
Once the players have defeated the bandit group, A half-dead trader stumbles into town,
the mayor will approach them with an interesting saying that his caravan was ambushed by bandits
proposal. With the town sheriff dead and seeing and her sister was abducted. He will implore
that the players can handle themselves well in a anyone to try to get her back. The players can try
fight, the mayor asks for their help with the town's to intercept the ambushers before they reach
bandit problem. If they can get rid of the bandit their base; this will require a series of Survival
boss Wacky Joe and his gang, he is willing to pay rolls versus 14. After three successful rolls (not
them $1,000 for their trouble. Should the players necessarily consecutive ones), the players catch
want to negotiate this fee, allow one Charisma roll up with the bandit force (four lackeys and two
versus 16; success means the mayor increases the junkies). If the players get three failures first, the
reward to $1,300. bandits manage to make it back to camp, but the
If the players did not intervene and the abducted woman can still be rescued when the
mayor was killed, Delilah Higgins, the players assault the bandit base. In any case, the
shopkeeper, will take the mantle of interim town grateful trader offers the players $200 as reward
leader and approach the players with the above for the safe return of his sister. Rescuing the
offer. Since the players did not prove themselves, woman also nets 200 XP for the players (300 XP if

59
THE FRONTIER

she's rescued before being taken to the bandit


camp). Advanced medicine
Silo attack Doc Harvey has an idea about how to make better
If the players defeated the bandits in the medkits, but needs the players' help to realise it.
town square and saved the mayor, Wacky Joe will He believes that drak adrenal glands can be used
send a group to burn down the grain silo in to produce more powerful stimulants. He is going
reprisal. The bandits attack in the early morning to need at least four drak corpses to test his
hours. The players wake up by the sound of theory. If the players can secure them, Doc
gunfire coming from the silo. By the time they get promises them the first batch of his work.
there, the bandits have eliminated the two guards If the players ask around, there have been
posted there and are setting incendiary charges. sightings of draks in the nearby forest and some
There are six lackeys and a pyromaniac (who is of the farmers have lost livestock to them.
busy setting the charges). He will finish in 10 The draks in the forest use a cave as their
rounds unless topped, at which point the silo goes nest. If the players search the forest, they can pick
up in flames and is destroyed. If the silo is up tracks leading to the cave with a successful
successfully defender against the bandits, the Survival roll versus 14. Alternatively, they can
players gain 200 XP. stake out the forest or the surrounding farmland
for a hunting drak and follow it back to the cave
(assuming they're stealthy enough).

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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.

61
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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

62
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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

63
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the Collapse, but a search can reveal the following


items left behind:
Security forces
The depot is guarded by 8 security bots. There is
1. 5 frag grenades one bot in each guard tower, two that remain in
2. 2 assault rifles the courtyard near the gate, and one patrolling the
3. 2 battle rifles storage area. The last bot will always be at the
4. 2 combat magnums charging station and thus unable to participate in
5. 2 recon armor the fight. Charging usually takes about 3 hours, at
6. A blastproof aegis armor which point the bot reactivates and then goes to
7. A plated armor relieve another bot.
8. A corrosive eviscerator rifle
9. A masterful rhino rifle
5: This is the barracks where the soldiers The hermit
manning the depot used to rest.
6: A small mess hall for the soldiers to eat, The mayor can tell the players that one of the
wind down and socialise on their spare time. engineers who used to work in the factory now
There is a cupboard here containing 10 packets of occupied by the bandits is still living in the area
rations and a first aid box with 2 basic medkits. and suggests paying him a visit to see if he knows
anything useful about the layout of the place. The
man goes by the name of Gus Sanderson and lives

64
THE FRONTIER

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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tunnels with cleverly concealed openings, which


they will use to suddenly emerge and attack
anyone passing by. Players can spot a nest marked
on the map with a successful Perception roll
Assault on the bandit
versus 18 when they come within 20 feet of it. If
they fail to spot a nest, they are considered to be
surprised when the xorak attack. Each hole
stronghold
releases 1d3 drones and 1d3 swarmlings when a
The bandits are holed up in an old factory near the
player moves within 5 feet (within the area
town and have fortified the place. The front
marked in red).
entrance is always guarded by 2 lackeys behind
The players have to be careful with the use
sandbags (75% cover). There are also 2 lackeys
of explosives and other area-effect attacks; 10 or
on the roof at all times, armed with assault rifles.
more damage inflicted on the satellite will break
All the windows have been boarded up, but the
the fusion cell. If they manage to recover the cell
players can try to climb up to the roof (Athletics
and return to Gus, he will tell them about the
versus 14, 16 during the night).
factory's waste disposal system that can be used
If they have talked to Gus Sanderson, the
to get inside without going through the main
players can use a drain pipe located in a ravine a
entrance.

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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.

67
THE FRONTIER

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.

68

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