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2G2BT v0.14
2G2BT v0.14
14
by Michael Prescott
preparing to play 2G2BT v0.14 2
command
□ Close quarters specialist: When you
assault with initiative, you may use the
Auxiliary
□ Smoke dispenser (concealment,
munition)
□□□□□□
□ Albedo cloud (1-armor vs lasers,
nearest enemy mech as 2-cover from the DAMAGE
harm others.
□ Thug: Mecha physical combat doesn’t advanced, munition) external | critical hits | disabled
□□□|□□□|□
□ Grafted subsystem from another model
strain / out / dead
command
□ Slippery: When you are on the move,
incoming fire is -AOF. □ Shielded comms (+1 Evasion) [RCR-9] □□□□□□
harm
□ Return Fire: When you take fire from □ Heat dispersion system (+1 Evasion DAMAGE
unseen attackers, you may return fire advanced) [RCR-9] external | critical hits | disabled
strain / out / dead
□□□|□□|□
anyways.
□ Incoming!: When your squad assaults,
□ Camdrones (munition): When you recon
a dug-in enemy, squaddies take +1 to
□|□□□|□
you may join in from engagement range. their assault roll. Critical damage
experience □ Sure Footed: When you race through □ Grafted subsystem from another model □ Armament destroyed (choose)
Mark experience when you miss, or when a rough terrain, +1 speed. □ Auxiliary system destroyed (choose)
□ Auxiliary power kicks in, -1 speed
rule tells you to. Quirks
special
□ Flame-thrower (1d/6dAP tight area
messy omni tandem)
Choose two:
battle ■ Pessimist: When you burn 2 SNAFU on Armor
■ Tensioned Ceram Speed
one roll, mark xp.
tactics ■ Lifer: You have history with 2 companies □ Reinforced back (1-armor in assaults) evasion
instead of 1.
hardware □ Make ‘em count: When you assault, Auxiliary
□ Dual turbine power plant (+1 speed)
munitions
Stats
Hardware +2. Assign +1, +1, 0 to the others.
□ You just welded all that on? (+1
external dmg box)
special Auxiliary
Choose two: ■ Modular chassis: grafting always works.
battle ■ Combat rigger: when you expose Overhauling costs 0-supply. Speed
yourself to danger to aid a damaged
□ Salvage lance (3d tight)
□ Field re-arming package: When you
squaddie, mark xp.
tactics evasion
■ Repair link: when you attach to rearm a squaddie, give them munitions
munitions
hardware damaged mecha, roll +hardware. On a
□□□□□□
and roll +hardware. On a 7+, it’s quick.
hit, provide a temporary damage point
On a 10+, you brought lots, they get +1
(max 1). On a 10+, you bring a critically
command munition.
□ Maintenance scanner: You may assess
damaged system back online for the rest
of the mission. DAMAGE
harm
□ Kick it: When you force-restart a critically the internal systems of visible mecha. external | critical hits | disabled
strain / out / dead
□ ROVER: Remote-operated maintenance □□|□□□□|□
□□□□|□|□
damaged system, it just works. +SNAFU.
□ Emergency override: When you mini-rover (Speed +2, Evasion +2,
2-dmg, 1-armor, take no action while Critical damage
experience
remotely control a squad mech whose
controlling it.) □ Armament destroyed (choose)
□ Grafted subsystem from another model.
pilot is out or dead, make all rolls at -1.
Mark experience when you miss, or when a □ Alert: When your squad’s mecha are up □ Auxiliary system destroyed (choose)
rule tells you to. for repairs, you choose the good techs. □ Grafted subsystem from another model. □ Auxiliary power kicks in (-1 speed)
□□□□□□□ All mecha get 1-damage repair extra.
□ Hacksaw: When you spend downtime to Quirks □ Cockpit fire (harmful, ongoing)
Advancements graft a salvaged subsystem onto another □ Cockpit spidered, +1 harm, -1 forward
□□□ +1 to a stat (max +3) mecha, roll +hardware and spend □ Knee servo (push hardware on rough
□□□□ Add a playbook special 1-supply. On a hit, it’s attached, but with terrain, -1 speed)
Lineage: Concordat / Dendrite / Factori / Speed -1, Evasion -1. Choose one option:
Earth / Roosts / Holdborn / Cysts
armanent
Background: promoted exo / base brat /
tank rat / prestige academy / sim-baby
□ Sylent ‘Ringfire’ Plasma Cannon (3d far
omni)
Look: stained / vat-fresh / androgynous /
reconstructed / fatale / beefy / inked
□ ‘Harbinger’ Missile (4d extreme slow
indirect obvious munition messy)
tactics squaddie’s needs for the good of the ■ Trans-orbital lifter (munition, 2-munition evasion
company, mark xp. to ascend)
hardware ■ Connected: Establish history with 3 ■ Huge (expensive, hauls 2-supply) munitions
command
companies, not 1.
□ Fuck it: When you risk the entire
■ Mecha bay (4 berths, 1 door)
□ TROL-3C: 2nd mecha bay door, 5th
□□□□□□
mission or the company to achieve DAMAGE
mecha berth
harm something, burn SNAFU.
□ Wasn’t born yesterday: When you spot □ TROL-3F: Extended range pack (+2 external | critical hits | disabled
strain / out / dead munitions)
□□□□|□□□|□
□□□|□□|□ insignias, take +1 to the roll.
□ Make ‘em pay: When you announce □ Geoscan optics (assess from orbit)
experience a squaddie’s death over comms, □ ‘Hound’ drone salvage hoversled (carries Critical damage
□ Armament disabled (choose)
1 mech or salvage)
□ Nacelle, +1 munition to lift off
everyone takes +AOF for the rest of the
Mark experience when you miss, or when a mission. □ Original fusion engine (1-munition ascent
rule tells you to.
□ Eye for talent: When you recruit a new □ Mecha bay doors jammed
□□□□□□□
advanced interplanetary)
company member, they take +1 to the
starting mech roll (max +3).
□ Mothership: berths hold fighters; doors □ Deck pressure loss (+1 downtime
have launch/reclaim rails
□ New orders: When you reveal the
SNAFU ongoing)
Advancements
□□ +1 to a stat (max +3) Quirks □ Auxiliary power kicks in, -1 speed
□ External optics short out (blind)
real mission, earn 1-SNAFU and roll
□□□□ Add a playbook special +Command. On a hit, roll twice on any
□□ Take a special from another playbook one mission table and take your pick. On
a 10+, you don’t need to betray anyone.
□ Retire and get out of the game
history
Stats
□ Shear field projector (3d tight messy
advanced)
Assign +2, +2, -1, -1 to your stats, randomly.
Wait until you use them. Armor
■ Monofilament fractal carapace (1-armor)
special
Choose two: □ EM shield (-AOF munition advanced)
battle
■ Tendency to stare: When you inspect □ Ghost ECM (+1 evasion advanced) Speed
an unfamiliar mecha, system, or
tactics Auxiliary evasion
■ Tech level V (expensive)
installation in detail, mark xp.
□ It would take too long to explain: When
■ Immune system: won’t accept grafted
munitions
hardware squaddies carry out your weird or
upsetting plans, they mark xp and you subsystems □□□□□□
command hold 1 weird.
□ Orbital descent shield (munition)
harm □ The long con: When you first infect a DAMAGE
□ Trans-orbital lift thrusters (munition) external | critical hits | disabled
strain / out / dead
computer under the enemy’s control,
□ Computer intrusion package (munition □□|□□□|□
□□|□□|□
hold 3 weird.
□ In their hearts, they doubt: Spend 2 advanced)
□ A/G Nodes (jump quiet advanced) Critical damage
□ Armament destroyed (choose)
weird to burn 1 SNAFU.
experience
□ It’s part of a larger pattern: Spend 2 □ It turns into a goddamn plane
Mark experience when you miss, or when a weird to adjust a mission roll by 1 in □ Auxiliary system destroyed (choose)
rule tells you to. either direction. Quirks
□ Auxiliary power kicks in (-1 speed)
□□□□□□□ □ It’s not your time: When you impose
your will on an apparently dead
□ Auto-escape system engages (mech
automatically flees weapons fire)
□ Reactor jostled (-1 evasion)
Advancements squaddie and spend 1-weird, they
□□□ +1 to a stat (max +3) recover 3 harm.
□□□□ Add a playbook special □ Prescient instincts: You may boot it with
□ Take a special from another playbook +Tactics instead of +Speed.
□ Compartment seals blown - not vacuum □ Compartmet seals blown - not vacuum
safe
safe
Company stats
The company starts out with 1-cash, 1-sup-
□ Complete a final mission of a branching □ Prefab Barracks: a collapsible barracks □ Tank crew: an auxiliary tank platoon
campaign. and R&R room. Restores 1-harm to signs on; they bring 3 medium tanks or 2
ply, and 0-salvage.
□ Pull off a mission with broad political everyone after each mission. heavy tanks
significance. □ Medical pod: a collapsible TL VI medical □ Air support: an auxiliary air unit signs on
reputation □ Completely resolve someone’s history facility. If staffed by a medical team, this with two Sylphs.
with another mercenary company
gives you a custom move: roll +nothing,
□ Exo team: a unit of six exo, or four exo
□ Buy a dropship.
on a hit you restore 1-harm to a character
cash and an Iguana
□ Combat resupply team: a flight crew
thought dead on the last mission
supply
□ Buy a jumpship.
□ A player character is killed or retires
Auxiliary units plus Buffalo VTOL, can ferry supply and
These are NPCs who have joined the merce- salvage to and from your operating base
salvage nary company much like the player charac-
contract terms
ters have.
Your stash of supply and salvage is stored at
advancements Enhancements to your terms of employment.
□ Plum operating base: while deployed,
Each should be assigned a random NPC per-
your operating base. Auxiliary units (of course) increase the com-
sonality that affects them in play.
pany’s payroll, but it’s assumed the compa-
Your cash is electronic and can’t be stolen. Any vehicles they bring with them are owned you are given a premium operating base
ny’s fees are increased correspondingly.
by them; they benefit from the deploy- which is protected, isolated, or hidden
origin Reputation ment-provided repairs but any extra comes □ Intel hookup: -1 SNAFU/mission
□ Increase reputation: +1 (max +3) out of the company’s options.
□ Prime salvage rights: You get to keep
□ Increase reputation: +1 (max +3)
Pick your company’s origin.
□ Military traditions: +1 to rally If the company provides them replacement any off-world mercenary tech you haul
□ For-profit business: careful control □ Increase reputation: +1 (max +3) or upgraded vehicles, those belong to the
company.
back to your operating base.
□ Kill an enemy Commander (any sort). perk you don’t currently have.
SNAFU re-arm
When you reload company mecha, burn
2d6 quirk roll result
SNAFU points can be paid down over the 8 Climate control failure makes pilot 2-4 Wreck: It’s a model you want,
1-supply, top up munitions in all normal me- grouchy. -1 to Assess. but it’s disabled (armor track all
course of the mission, by ‘burning’ them to cha, or a single expensive mech.
worsen the odds of rolls: 9 Delicate. An external damage box ticked), depleted and has d3
becomes a critical damage box. critical damage. Half price!
For each point of SNAFU you burn, roll an Rearmor
additional die, and remove the highest roll When you rearmor company mecha, 10 Nanoscopic stress fractures. Per- 5-8 Wrong model, with d2 unknown
from the results. Up to 2 SNAFU can be burn 1-supply, repair all damage boxes in 3 manently fill leftmost damage box. quirks.
burned on a single roll. normal mecha, 6 exo, or a single expensive 9-11 Desired model, 1 unknown quirk,
11 Spews black smoke. Evasion -1.
Any large-scale resolution is eligible: always mecha. randomly chosen options.
12 Feedback—external damage to
engagement rolls, opportunity rolls, and 12+ Sweet find: the model you want,
Critical Repair the mech causes harm to the pilot.
relying on allies. Assess for long-term recon with the options you want.
efforts. Combat rule rolls are never eligible When you repair a critical damage effect,
(however significant). spend 1-supply and roll +hardware. On a
miss, it becomes an unknown quirk (max 3 Opportunities Selling Mecha
GM SNAFU quirks). On a hit, it’s repaired. On a 10+, you After each mission there’s a random opportu- When you try to find a buyer for a vehicle,
make do without the 1-supply. nity. You can burn SNAFU on this roll. roll +Reputation, -1 if there are quirks or
The GM can spend SNAFU at any time to damage, -1 if there’s critical damage.
reveal a truly terrible problem. (Like, the Advanced systems take 2-supply instead. overhaul On a miss, a shit offer comes in at 1/4 market
dropship won’t start terrible.)
When critical damage is repaired, cross out When you completely overhaul a unit, burn price. On a hit, choose: 1/2 price right now,
Leftover SNAFU that critical damage option. You can’t choose 1-supply, remove 1 quirk, and uncross one or full price after next mission. On 10+, full
crossed-out options while there are other critical damage result so that it can13 price now.
If the mission ends with SNAFU remaining, undamaged choices.
it’s applied to the opportunity roll. be chosen again.
New contract
Medical Care
Upgrade Jump the system (1-cash) and choose a new
Hauling When you get the best medical care money
can buy, spend 1-cash and restore 4-harm. Vehicle/mecha upgrades cost 2-cash. Ad- theatre of war for your next deployment. Burn
Cash takes up no cargo space. vanced upgrades cost double. Upgrades to 1-SNAFU if you have any.
An empty mech berth can hold 3-supply/ expensive vehicles cost double.
salvage. Mecha (with arms) can carry 1-sal- Quirks (e.g. Original fusion engines for your Troll Costs
vage; exo can only carry sweet salvage (it’s Unknown quirks are problems lurking in a cost 8-cash.) Expense cash
smaller and more valuable). mech. When a quirk manifests as a specific
Upgrades for exo come in kits that apply the Hired Regent for 1 mission 1
problem, determine what it is by rolling:
same upgrade to up to 4 exo.
downtime 2d6 quirk When upgrades are available, choose your
Hired Troll for 1 mission
Interplanetary trip
2
1
When you end the mission by returning to 2 Leaks superconductant. Mech preferred upgrade and roll:
safety, make an opportunity roll and take all becomes expensive. Inter-system jump 2
2d6 Upgrade
the benefits of your deployment. 3 Loses power whenever you miss a 1-supply 1
2-5 Not available. Choose again and
push the hardware roll.
re-roll. Medical care 1
Free actions 4 Heat shielding cracked. -1 Eva-
6 Critically damaged. Half price! Exo 3
sion.
Use these actions freely during downtime. 7-9 Good as new. Mecha/Vehicle/Ship 12
5 Double-ejects ammunition. Perma-
Stock Up nently fill 1-munition. 10-12 Knockoff costs 1-cash less. Expensive Mecha/Vehicle/Ship 24
When you buy and sell at a properly stocked 6 Targeting computer glitch: shots at Jump Ship 80
base, station, port, etc. swap points of sup- extreme always miss. Buying Mecha
ply, sweet salvage and cash can be traded When you have the chance to buy a mech/
7 Asymmetric EM signature makes
1-for-1. vehicle, say what model you’re looking for
mech easily identifiable.
and roll +Reputation.
the gm bits—1 2G2BT v0.14 15
turn order on the move war is hell moves Elites are skilled and tested. They’ve been in
this situation before, and they know exactly
2GTB2 doesn’t have an “I go, you go” turn ●●show them the big picture ●●Allies aren’t where they are expected
what to do. +1d to weapons fire.
sequence, even in combat. PC vs. NPC ●●declare a big sweep of time goes by ●●Allies don’t do what they’re supposed to
action is often simultaneous. Favored units have friends in high places;
●●Set a scene presumptively ●●Conflicting orders they can pull strings and expect heroic mea-
A common pattern is to tell the PCs what sures when they’re in trouble.
●●Drop them into the action ●●Drag them into logistical bullshit
they perceive—tip them off to what the en-
emies are doing (or starting to do) or what’s ●●Not enough time, not enough stuff Green units start out keen (+AOF), but soon
Perception Moves get pinned, retreat, or rout.
happening in the environment—then ask
them how they react. ●●When they’re in control, talk to them as if downtime Moves Heavies tend to have lots of big mecha like
they are their mecha. They see and move ●●Give them news of the war
They’ll make a choice, which will determine Hellhounds and Maulers.
as gracefully as with their own bodies.
what (if any) resolution rules apply as the ●●That’s some bullshit right there Hunted units have made an enemy, whether
action is resolved. ●●When they’re hurting, talk to them about
they know it or not. Maybe someone on the
their fragile bodies, the smoke in the
other side, maybe not.
GM: The Weiler opens fire with its rotary cockpit, and the unresponsive controls. NPC Units
autocannon, exploding the brickwork next to Locals know the short cuts, the pot holes,
you. What do you do? ●●Paint the scenery a bit at a time. There’s When you introduce NPC units into the
and the hiding spots.
no need to describe everything at once. game, roll to determine a trait. Use this for
The PC might react by scrambling for cover, individuals, old enemies, auxiliary units and Nightstalkers treat night-time like day, and
hold their ground and returning fire, or ignor- ●●When a lot is happening at once, only tell
NPC commanders. seem unperturbed by smoke and obscurity.
ing the incoming fire entirely to do something them the most prominent stuff, the rest is
impressions. Roll a Fortune and a Trouble. If the Trouble Reckless units don’t retreat or take cover
desperately urgent. Each of these could
contradicts the Fortune, only the Trouble when they should. +1d when they assault.
trigger different resolution rules.
Battlefield Moves applies. Reliable units are there when you need
Move spotlight around as you would in ●●When they lose initiative, roll over them them. +2 to command, rally, etc.
non-combat situations—just more quickly. with enemy plans. npc group traits
Savages cause chaos, focus on the weak,
Coordinated, simultaneous action is not a ●●When they lose cohesion, make coordina- 1d6 Fortune Trouble
and waste time looting.
given. tion cost precious time. 1 Elites Green Sharpshooters eat live-fire drills for break-
With initiative and cohesion, a PC assault ●●When they lose situational awareness, 2 Favored Hunted fast, +AOF.
might involve everyone contributing weapons make them act on what little they know, or
fire. 3 Locals Reckless Swarm companies are 50% larger than
spend precious time learning more.
4 Reliable Savages usual, with extensive reliance on swift, light
When they’ve lost cohesion, they act alone
Enemy moves mecha and vehicles. When they maneuver,
(unless they’re commanding a group). 5 Veterans Total Fuck-Ups they take up many positions.
Worse, their actions are still sequential. Your ●●act with the initiative
lead-ins might imply bad things happening to 6 Well Supplied Vengeful Total Fuck-Ups can’t do anything right. +1
●●seize a tactical advantage SNAFU if they’re on your side, -1 if your
other PCs.
●●rally somewhere merc company traits enemies are stuck with them.
GM: Xu, as you crest the hill you see a spray
of missiles arcing down towards Sheil. What ●●Inflict fire 1d6 Fortune
Treadhead mercenary companies rely on
do you do? ●●pin them and flank them vehicles extensively, especially tanks.
1 Bushwhackers
●●retreat through rearguard defenders Vengeful units waste time and take risks to
2 Heavies punish enemies that have pissed them off.
GM MOVES ●●tempt them with apparent weakness or 3 Nightstalkers Veterans don’t fall for your bullshit, and
As GM, you’re describing what the char- confusion
acters see and experience. But behind the 4 Sharpshooters aren’t easily forced into acting unwisely.
●●ambush them They’re survivors, and will disobey orders
scenes you’re making choices about what 5 Swarm
to describe, what their challenges are, and rather than do something dumb.
fog of war moves 6 Treadheads
what’s going to happen next. Use these GM Well Supplied units have the best gear.
“moves” as inspiration. The primary move is: ●●ambiguous evidence
Their mecha (if any) have an additional
●●remind them what they don’t know Bushwhackers spring ambushes and fade
●●Tell them what’s happening and ask upgrade or two.
into concealment.
them what they do.
force reference 2G2BT v0.14 16
Siren Heavy Strike Mech IV +0 -1 Quad laser (4d far/ex AA-capable) 6/1-armor repeater spend 1-munition for +1d dam-
age, or to hit multiple targets at -1 AOF
Weiler Heavy Strike Mech IV +1 +1 24mm RAC (3d near/far repeat), laser (3d far/ex tandem) 6/1-armor
tandem weapons can be freely used
Willow Artillery Mech III +1 +0 Dual RP (3d far obv ind salvo/3) 5 alongside other weapons
Assassin Artillery Mech IV +1 +2 Trident 80mm Artillery (5d ex obv ind area salvo/2) 5/1-armor salvo/n like repeater, but spend up to n
extra munitions for +1d each
conventional Mecha larger Forces slow weapons go last, if there’s any doubt
Motorized infantry platoon: 3x Regulars, 3x Base garrison: 8x Infantry, 4x Canard, 2x
TL III squads
Spock APCs Aberdeen
Airborne infantry: 3x Special Forces, 3x
Recon: 2x Ambler, 1x Emmet-C
Urban occupation infantry company: 4x Detachments
Banshee VTOLs Assault: 2x Viking, 2x Emmett-C motorized infantry platoons (total 12x Spock Infantry: Squad (5-10 soldiers), Platoon
Tank platoon: 2x York 6A, 2x Canard Heavy assault: 3x Viking, 1x Willow APCs, 12x Regulars) (3-5 squads), Company (4-6 platoons)
Heavy tank platoon: 3x Aberdeen Support: 3x Willow, 1x Ambler Front-line tank company: 2x tank platoon, Armor: Platoon (3-5 vehicles), Company
3x heavy tank platoon, 1x HQ tank platoon (4-6 platoons, ~20 vehicles)
HQ tank platoon: 2x Aberdeen TL IV squads Planetary offensive detachment: 3x heavy Mecha: Squad (4-6 mecha), Company (3
Artillery platoon: 3x Harrow, 1x Hydra AA Recon: 2x Raider, 1x Hound tank platoon, 1x TL III assault mecha platoon squads)
Mobile Exo platoon: 2x Spock APC, 4x Assault: 2x Weiler, 2x Hound Off-world mercenary company (TL IV): 1x Aircraft: Flight (3-5 aircraft), Squadron (4
TA-5 Exo Assault squad, 1x support squad, 1x recon flights), Wing (3 squadrons)
Heavy assault: 2x Siren, 2x Weiler
Advanced Exo platoon: 1x Iguana, 4x G-99 squad, 1x Advanced exo platoon
Support: 2x Assassin, 1x Siren
Exo
HUMAN SPACE 2G2BT v0.14 17
the CBE
In 25C, a cataclysmic gamma burst event
(CBE) from the galactic core began snuffing
out worlds, blasting off atmospheres and
shifting or breaking hyperspace veins.
The Selenberg
Dendrite
A long, branching filament of hyperspace
veins connecting a hundred systems. It was
the first major vein to be colonized, and the Concordat jump ships can travel along high- quite large) to co-exist within Factori projects. They’re non-militarized, and they maintain a
first to be struck by the CBE. er-order hyperspatial potentials, letting them Characters of Factori lineage are from these frosty understanding with the Concordat.
Due to its lie along the galactic arm, the make jumps that other ships cannot. As such, communities.
Dendrite systems were all affected within a Concordat controlled space is a long, diffuse Cysts
They live alongside the robots, peacefully or
ten-year span, leaving no time for prepara- network superimposed on the rest of human parasitically, as Factori operations are vulner- Very high TL worlds, usually in systems
tion or evacuation. space. able to determined ‘poachers’. unreachable by crappier jump systems. Pow-
The cataclysm interrupted Earth’s influence, Characters from Concordat are usually exiles erful interferometers (or post cards) show
Factori weapons development is primitive, the the rings they’re building, but they’re
and fractured the survivors of the Dendrite or defectors. (Facism doesn’t work out for but their ‘immune responses’ are destructive,
into a hundred tiny nations competing for everyone.) deeply isolated, with the exception if Kilo
overwhelming, and poorly aimed. Purposeful Cyst which stood in philosophical opposition
resources. or collateral damage to Factori operations is
Factori to the Concordat, and sold high-tech arms
Today, affiliation with ‘the Dendrite’ is a treated severely. into the Dendrite for a few centuries before
statement of human unity (though the means The first robotic Factori ships were observed
in 28C, far behind the wave. Factori minds suck at conversation, but they going quiet.
of achieving unity differ radically throughout do understand resource needs and trade,
the Dendrite). Its origin is disputed, but the popular theory Cyst families sometimes return to the Den-
is it began as an automated pre-colonial Many have been known to sell resources for drite for philanthropic, ethical, religious or
the Concordat support system at the far end of the Dendrite. human cash, which they use to buy ad- other reasons.
With a century to prepare, the worlds Damaged by the CBE, it began self-replicat- vanced tech supplies for mind maintenance
or specialized projects. A few Factori centers Earth
rimward of the dendrite began a massive ing.
ship-building effort in an attempt to move as have been transformed by visiting humans Mostly ice-covered now; still a huge popu-
The Factori control minds seem uninterested into pleasant trade habs. lation center, but deep under the glaciers.
much of their population as possible onto to in technological development, so they can
jump-capable ships. Travel by Factori jump ship is a common way Insular, Earth is in many ways a prototypical
only jump along the most stable veins. cyst.
The survivors of this project jumped through to get around (and for dropships with spoofed
Factori spreads slowly, starting bizarre terra- IFF, very cheap).
the CBE wave to find themselves the unchal- forming, resource extraction, and automated
lenged masters in a crippled galaxy. factory production wherever it goes. Holdborn
The Concordat was founded from this oppor- Factori project ships occasionally produces Babies are born in space every day, but the
tunity. It is comparatively small in population, ghost habitats, seemingly ready for humans holdborn consider space their home. A major-
but maintains its supremacy by violently to move into, although these are generally in ity of the Rimward wave-jump ships didn’t
opposing tech level VI development and inconvenient or uninhabitable spots. join the Concordat. Many of their inhabitants
the production of TL V weaponry anywhere settled on Dendrite worlds as they became
within the Dendrite. Factori IFF can be spoofed, with care, which
has allowed a few human communites (some habitable again, but the ships still remain.
theatre: Darnan Front-1 2G2BT v0.14 18
The Republic military is funded by five refin- Medical Plan: 2-harm/mission, medical
ing guilds. The guilds compete ruthlessly, and treatment 1-cash
their mistrust and lack of cooperation extends Salvage: +1 cash for TL V+ salvage
into strategic and tactical planning.
Buy/Sell: -1 to mecha sales, reputation
As the Republic military planning committees irrelevant
are composed entirely of guild personnel,
missions are regularly compromised by guild 2d6 Mission Type
interference:
2 Garrison duty 2D6 Places 2d6 unit Disposition
●●Missions may be loaded down with
3 Ambush 2-4 Orbit denial battery (93a) 2 Total disarray: on fire, repairing
guild-specific side objectives.
4 Escort 5 Rocktop rail launch facility 3 Mired in some logistical nightmare
●●Missions may have been deliberately
planned to interfere with other friendly oper- 5-6 Defense 6 Convergence supply depot (SD 4 Resupplying
ations. 238) 5-6 On the move, weary
7-8 Patrol
●●Missions may have been designed to harm 7 Transport causeway “444” 7 On the move, alert
9-10 Raid
the reputation of a planning committee lead- 8 Gzilt thorium refinery
er, rather than to achieve a military objective. 10-11 Assault 8-9 Geared up, ready for action
9 Andorris Canyons 11 Digging in, fortifying, alert
●●Supply lines and logistical support are 12 Offensive
erratic at best. 10 Balliac Lake Bed (dry) 12 Fighting
●●Officers are regularly replaced, so missions 2d6 Allies / opposition 11 Mesa Fields
are planned by inexperienced personnel. 2 Off-world merc mecha company* 12 Salt Crustfields
2d6 Opportunity (-SNAFU)
The Republic’s active propaganda operation 3 Artillery platoon + light tank platoon
SNAFU EXAMPLES 2 Resentful regulars stage friendly
blames the constant screw-ups and on Fie-
4 TL III assault mecha platoon fire, or a base-side ass-kicking.
dan operatives, the troops themselves, or the A nearby allied mission has gone awry
excesses of off-world mercenaries. 5 Counter-sabotage patrol: 2x APC, 3 Theft at base: lose d6 supply/cash.
8x TA-5 Exo Post-insertion new orders
The atmosphere on deployment bases tends 4 The good techs arrive; overhaul up
6 d2 Tank platoons The rust-bucket evac vehicle is down 8km to 3 mecha.
to be bureaucratic, bloody-minded and suspi-
away for maintenance.
cious. Occasionally, fights break out between 7 Fiedan TL III recon mecha squad 5-6 Mech or Vehicle has come up for
units aligned with different guilds. (2x Ambler, 1x Emmett-C) Surprise! Your mission is actually a sale. Roll at -2 on the Mecha chart.
diversion to distract from the real mission.
Companies taking contracts with the Darnan 8 6x Grummon trucks, roll for escort 7-8 Cycled out for R&R. Everyone
Double the opposition.
Republic are advised to be careful. heals 2-harm. Roll another oppor-
9 d3 Motorized infantry platoons (3x Magnetic grit storm: 3d Direct
The good news is that they’ll take just about Spock APC, 3x Infantry each) tunity.
anybody. Misidentification leads to friendly fire—air 9-10 Dropship for sale (-1 to the buy
10 Roll twice*, ignore this entry strike, artillery, or a ‘welcome home’ salvo. roll)
11 Air support (3 Sylphs) Shortages: 1-supply resupply, no buying. 11-12 Contract has expired. Renew for
12 Front-line tank company* Intel was completely wrong, you’re 30km 3-cash/mission, or spend 1-cash to
from where you need to be change theaters.
* +2 cash if this is known mission opposition
theatre: Darnan front-2 2G2BT v0.14 19
We have forward eyes in the plaza, so we SNAFU: 5 extractors conceal rocket pod D
know the RLF is only guarded by a York light booby traps (4d near far salvo/2)
tank platoon. Inject fast, disrupt the launches
F: the big white light
until the main armor division can reinforce
you. The plateau’s distributed lasing array (DLA) C
has fried all our orbital assets. We need it
SNAFU: The Yorks are actually waiting for stopped, but intact: penetrate the control B
a merc recon mecha squad to do a VIP center built deep in the Chey Cliff mine and
extraction from the launch facility. take control.
SNAFU: A full thorium hauler convoy arrives, The mine is 2km long straight-ish tunnel into
with escorting Canard tanks and Grummon the plateau side. Expect suicidal resistance
infantry squads. They intend to launch the from a platoon of Emmetts and Vikings. Air
thorium. insertion will get you fried, you’ll need to walk A
in (-1 munition).
C: Cracker Jack run
A retreating Fiedan light armor company has SNAFU: The mine lights are out. Headlights
been held up by a grit storm. Take them out work to tight range, but make you exposed.
SNAFU: Stray comms reveals your mission SNAFU: HQ thinks you’re dead, and is start-
before they get away. SNAFU: Fiedan has moved a bunch of is a diversion, and there’s probably two pla- ing to blast the DLA with long artillery. Better
SNAFU: The grit storm picks up again, just lase nodes to fire down the mine shaft (2d toons of mecha down here. hurry, or your pay bonus will be gone.
as your dropship lands. blinding).
theatre: Darnan front-3 2G2BT v0.14 20
G: FLYPAPER gulch off us before they’re able to stop the assault SNAFU: Several of the street approaches to K: payday surprise
A rapid blitz has managed to bring a compa- entirely. the center are mined (3d incidental messy). Comms intercepts reveal that a contract
ny of Hydra AA in range of a Fiedan canyon SNAFU: The LZ is extremely hot. 2x Sylph, SNAFU: Raiders are waiting on top of rein- dispute with [mech company] has resulted in
VTOL forward air base. The Sylphs on the 2x Raiders are waiting. forced buildings. Fiedan confiscating a Weiler and a Long Gun
ground can’t take off, but their light armor is Hellhound. The mecha have been stashed in
SNAFU: AA from Delta city takes out your SNAFU: 8th company makes way better time
threatening to push back the Hydras. a refinery depot near Mesa 221. They’re due
companion dropship’s lift engines at 500m, than you, but starts taking long-range, heavy
Get in there and fuck up that airfield before to be shipped out today. If you’re fast, that’s
no survivors. artillery at the city center.
the Sylphs can launch. some sweet salvage.
SNAFU: HQ calls off the armor push, you’re
J: four towers SNAFU: [Mech company] stole them back
SNAFU: Fiedan chameleons are standing high and dry.
up ECM pods to jam the Hydra’s targeting Four towers is a pre-blast jump ship con- this morning and is ground sledding them out
systems. If this keeps up, we’re gonna get I: bad news first struction facility. Four struts, each a kilometer east toward their dropship now. Fiedan armor
strafed to pieces. tall, once supported a continent-class colony is pursuing.
Echo City is a dense network of industrial
and logistics operations. We’re going street ship meant to save a million lives. SNAFU: Early morning pre-emptive assault:
SNAFU: There’s a Troll on the canyon floor
with a platoon of Aberdeen tanks. by street to clear out Fiedan resistance. At least two off-world mecha companies that a flight of heavy VTOLs drops a squad of
Take the south-east district and work your are giving us a hard time are operating from Fiedan TL III heavy mecha on your doorstep.
H: top of the world way to city center where you’ll need up with here. Hit and run is the name of the game: Wake up, soldier!
Fiedan has stalled our massive armor push 8th company for the final push into the north disable their dropships to cut their operating After completing mission ‘K’, the company
to reach Delta city on the upper plateau. refinery district. range. automatically gets a contract expiry oppor-
Off-world mecha company with a load of Expect resistance of any kind: infantry, heavy SNAFU: A squad of Raiders is on patrol with tunity.
Assassins has made the ascent impossible. armor, Fiedan mecha, off-world mercenaries. camdrones. Gonna make it hard to sneak up.
Drop in behind them with some other mercs SNAFU: Skyscraper collapse pins several of SNAFU: Your ride out of here has been
we’ve hired [roll for which], and get that heat your vehicles (2d direct). spotted by two Angels.