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HIGH

COLONIES
®

SCI–FI ROLEPLAYING
23rd CENTURY

Game Design
1501
Tom Dalgliesh & Ed King
Name: EricSmith, Order time: 11/07/2020 18:40:41
Name: EricSmith, Order time: 11/07/2020 18:40:41
HIGH
COLONIES®
Game Design Contents
Tom Dalgliesh
3 Character Generation
Edwin King
10 Skills
Illustrations
Jack Hoyle 37 Combat
Dedicated to Dr. Gerard O'Neill, who 49 Psionics
envisioned massive, orbiting colonies
in his book "The High Frontier" first 53 Spaceships
published in 1976.
67 Gameplay
ublisher
P
COLUMBIA GAMES, INC. 73 Timeline
POB 1600, Blaine, 76 Soldex
WA 98231, USA.
High Colonies® is a registered
Contributors
Joe Adams
trademark of Columbia Games, Inc. Grant Dalgliesh
Jim Eisert
Developed from an original 1988 Cal Stengel
Brian Williams
publication by Waterford Publishing
Mitch Williams
House, Vancouver, Canada.

© 2020 Columbia Games, Inc.


Blaine, WA 98231, USA.
All rights reserved.

Name: EricSmith, Order time: 11/07/2020 18:40:41


Welcome to 2238 AD...

E
arth has been ravaged by nuclear and biological warfare known as
Earthome War and is now a barren and poisonous wasteland. Humanity
survives in space colonies throughout the Solar System. Once the brightest
achievements of progress, the High Colonies are now the last hope for
human survival. But it's a slender hope.
High Colonies is a role playing game, set just over two centuries in the
future. Man has learned to exploit the planets and moons of the Solar System,
and reap benefits from advanced biological and engineering technologies.
However, human population is now reduced to twenty million, the same as one
large city on Old Earth.
The game reflects what is known as "hard science fiction" depicting a
realistic future based on achievements of 21st century technology. These include
sophisticated robotics, bio-engineered humans, and deadly energy weapons.
Powerful spaceships allow fast travel between distant colonies and planets, but
light speed travel is still a dream.
Survival in the vast, hostile solar system favors the strong. Many colonies
are dominated by hard, merciless dictators and extremists. Pirates stalk the
trade routes between asteroids, planets, and colonies. Some proud technological
advances have turned into nightmares. The adverse conditions have not eased
human conflicts; old hatreds still fester, and new rivalries threaten everyone.
This game contains everything needed to begin playing High Colonies,
except for a few dice. It includes a comprehensive history, a listing of all major
colonies, and details of their governing organizations. It also contains rules to
create characters, a realistic combat system, and special rules to simulate the
unique environment of the High Colonies. This is an easy to learn, fun to play
game, that does not sacrifice realism. Dangers are everywhere but they are
dangers that can be overcome.
Please see our website at www.columbiagames.com/highcolonies for more
information on the game, including access to free resources, and information on
supporting adventures. We welcome any comments and suggestions to clarify
and improve High Colonies.

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33

CHARACTER
PLAYING HIGH COLONIES DICE
High Colonies is a role-playing game (RPG) that typically consists of one High Colonies uses two types of dice to
Gamemaster (GM) and 2-4 Players. Each player generates a character with generate characters and resolve game
actions. No dice are supplied with the
individual abilities and skills who explore and experience the Solar System
game; two ten sided dice (of different
in the mid 23rd Century. The GM, with the help of these rules, creates colors) and four six sided dice are needed
adventures for the players, monitors the results of their actions, and roleplays for play.
the behavior of non-player characters (NPCs). The rules and environment of
When dice rolls are required by the rules,
High Colonies are intended as a stimulus to GM and player's imagination.
they may be shown as two numbers
They are not a straitjacket. separated by a “d”. The first number is
Play is conducted in sessions, usually of 2-4 hours duration. However, there the number of dice to be rolled, and the
is no time limit in role playing games; a single mission might take two hours, second number is the type of dice. For
or require a campaign over many multi-hour sessions. Protracted ongoing example: 3d6 indicates a roll of three six
adventures are often the most enjoyable. sided dice. The dice are added together
to determine the result.
GETTING STARTED Some rolls call for d3. This is handled
with a d6 roll where 1 or 2 = 1, 3-or 4 =
To begin play, all that is needed is a copy of these rules, blank character 2, and 5 or 6 = 3.
profiles, writing materials, and some dice. While not essential, science fiction
miniatures, available from many hobby stores, make the location and actions Some die rolls may include a modifier to
the die roll. For example: 2d6+6 indicates
of players easier to determine and follow.
that two six sided dice are rolled and
Scenarios are available for separate purchase, and GMs may, of course, added, plus six is added to that result.
draw on science fiction books, movies, and TV shows to create their own
The two ten-sided dice are used to
scenarios. generate percentages. RPG convention is
The following routine assumes players will generate characters for an for a lighter colored die to represent 10s,
ongoing campaign, but they can also be given pre-generated characters for a and a darker die to represent 1s. Hence
one-time convention game. a white 4 and a black 7 represents 47.
When both dice roll “0”, this is 100.
Each adventure begins with the GM presenting a scenario to the players.
This is usually done in the form of a job offer, a rumor, or any other plausible FRACTIONS
motivation. The GM should also tell players something about their present Some calculations may produce fractions.
circumstances. The players then decide on a course of action, and play begins. All fractions are rounded to the nearest
whole number. Hence, 6.4 rounds to 6.0,
As the session proceeds, players use their imagination and character but 6.5 rounds to 7.0.
abilities to deal with situations as they develop. There may be several
mysteries to resolve, either related sub-plots or perhaps “red-herrings”. And
when the first adventure is completed, it is the nature of role-playing games
that there is always one more quest to undertake, one more enigma to
unravel, one more enemy to defeat.

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CHARACTER GENERATION CHARACTER GENERATION
CHARACTER

A synopsis of Character Generation.


A player’s first task is to generate a character. Players can generate a
BIRTH DATA: Record Name, Sex,
character with attributes, skills, and equipment in 30 minutes or less. GMs
Birthdate, and Age. Birthplace may be
also use these rules to generate NPCs. assigned by the GM.

CHARACTER PROFILE EDUCATION: A character’s level of


education determines available careers.
Character generation involves filling out a Character Profile. A blank sample Education may be assigned by the GM, or
profile is provided and can be copied (or downloaded from our website) for generated on the table below:
personal use. On the Profile record a character’s attributes, skills, possessions, 01-15 Dropout: character has not
etc. Players refer to their character profile often; keep it handy. completed high school, but is likely to
Characters are created by players using dice. This provides an element be “street smart”.
of randomness that makes each character unique. But it's not all random; 16-70 High School: Character has
players have considerable control over the shaping of their characters, graduated from high school and
particularly in the allocation of skills. completed two years of civic service.
Some information on the character profile changes often. Putting a sheet 71-90 College: Most larger colonies
protector over a blank profile and then writing on it with erasable pens, have at least one college offering
works reasonably well. Another alternative is to protect areas that change two year diplomas in Business. All
often, such as Skill MLs, with “magic tape” and then use a pencil; this allows corporations in the Pan Enterprise
changes without loss of clarity. With luck, favorite characters will have long League also have their own training
colleges that specialize.
careers and you will need to re-copy their profiles from time to time.
91-00 University: The Outstation
BIRTH DATA League and the Terran Commonwealth
each have high prestige universities.
NAME: Choose a name for a character. Graduates enter professions like
SEX: Choose or generate sex for NPCs. Players should probably play their own botany, chemistry, engineering,
sex. The ratio of males to females in the High Colonies is gradually moving medicine, and physics.
into balance. The current ratio reflects the 2231 census. Roll 1d100. ATTRIBUTES: There are nine character
Sex Human attributes: Strength, Endurance,

Male 01 – 58 Agility, Dexterity, Eyesight, Hearing,
Intelligence, Will, and Charisma. Roll
Female 59 – 00
2d6+6 for each attribute. Range is 08–18,
BIRTHDATE: Most characters begin play between the ages of 20 and 24. average 13. See p.7.
The present year in High Colonies is 2238 (or a year established by the GM). TRAITS: Character boons and flaws (p.8).
Record birth year and age. Most citizens attend high school to age 18, and
CAREER: Careers and their skills are
then serve two years of compulsory civic service. Graduates may then seek
listed on p.9. The GM may have all
higher, but costly, education at college (2 yrs) or university (4 yrs). Age is characters follow the same career, or
determined by Education, or assigned by the GM. devise some plan for those with different
careers to meet.
• High School graduate, 20 years old.
• College graduate, 22 years old. SKILLS: A character’s career determines
• University graduate, 24 years old.
the skills available to begin play.
Characters have Base and Career
IRTHPLACE: A character’s birthplace may be assigned by the GM, or
B skills. They are derived from character
generated on the Birthplace Table (p.6). Players in the same group born in attributes and rated on a percentile
different colonies might meet in college or in the military. This table lists every scale. Option Points (p.10) are then used
colony in the Soldex. Roll 1d100 to generate a planet, then again to generate to open new skills, or improve starting
a colony. Characters may read the entry in SOLDEX about their birthplace. skills as desired.

EDUCATION: Living in the High Colonies takes special skills and a character’s EQUIPMENT: Characters start play with
level of education is critical to careers available. Because of the enormous weapons, armor, and other equipment
that vary with their career. These can be
distances, students must often live in dormitories and are constantly begging
GM assigned, or characters have a sum
money from their families. This effectively limits college and university of money (Salary x 2) to buy equipment.
education to wealthy families or highly talented characters who gain a
scholarship. Generate education per sidebar.

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HIGH COLONIES® CHARACTER PROFILE

CHARACTER
BIRTH DATA ATTRIBUTES
NAME SEX STRENGTH DEXTERITY INTELLIGENCE
BIRTHDATE AGE ENDURANCE EYESIGHT WILL
BIRTHPLACE AGILITY HEARING CHARISMA
EDUCATION CRAWL MOVE RUN
TRAITS AGL ÷ 2 AGL AGL x 2

CAREER SALARY

ARMOR/EQUIPMENT BALLISTIC ENERGY KG AP LOCATION INJURIES TOTAL


Head
Chest
L. Arm
R. Arm
Gut
L. Thigh
R. Thigh
L. Leg
WEAPONS WQ RANGE IMPACT KG R. Leg
PUNCH/KICK 1 Bleeder
TOTAL

SKILL PENALTY POINTS


INJURIES
FATIGUE
ENCUMBRANCE
TOTAL
TOTAL KG

BASE SKILLS OML ML CAREER SKILLS OML ML COMBAT SKILLS OML ML


AWARENESS INITIATIVE
PSIONICS DODGE
BARGAIN UNARMED
PHYSIQUE
INTRIGUE
RITUAL
ZER0-G

LANGUAGE, Native
LANGUAGE, Belter
LANGUAGE, Other

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BIRTHPLACE
CHARACTER

Roll 1d100 to generate a planet, then again to generate a colony.


01 MERCURY & VENUS 65-72 ASTEROID BELT
01 QUILLER (Mercury) 88 SAGAN (Venus) 01-02 BROCKWAY 41-53 OMEGA
02-43 LOWE (Sol-Venus L4) 89-00 SCOBEE (Venus) 03 CAROLINE 54 PATTON
44-87 PERSEPHONE (Venus ) 04-09 CORISTAN-2 55-56 REVELATION
02–07 EARTH ORBIT 10-11 DESTINY 57-61 SARGON
01-18 ADLER 39-52 HIGH ZION 12-20 ELECTRA 62-66 SIGMA
19 ARMSTRONG 53-71 KOMAROV 21-23 GAGARIN 67-82 SUN–TZU
18-30 FRIENDSHIP 72-73 SHEPARD 24-38 HEGIRA 83-90 TALISMAN
31-35 GENESIS 74-87 VULCAN 39 HYENE 91-98 UNITY
36-38 GLENN 88-00 XANADU 40 MARDEN 99-00 VESTA CITY
08-11 SOL-EARTH LAGRANGES 73-83 JUPITER
01-29 CHARLEMAGNE (L4) 64-87 TAU (L5) 01-02 AGONY 50-51 GANYMEDE II
30-48 GOMPERS (L5) 88-00 XERXES (L4) 03-10 BLAZE 52-59 HIGH PLAINS
49-63 LAZARUS (L5) 11-14 BRAHE 60-61 JANISSARY
12-23 EARTH-LUNA LAGRANGES 15-20 CALAMITY 62-67 JAVARA
01-19 ALDRIN (L5) 57-72 GATEWAY (L5) 21-25 CLEMENT 68 LIBERTY
20 APIANUS (L5) 73-82 KASTROVO (L5) 26 CORISTAN-3 69-72 MATHEWSON
21- 36 AVALON (L4) 83 LENIN (L5) 27-31 DALMEDY 73-80 NEW AMSTERDAM
37-44 EFRIT (L3) 84-94 O'NEILL (L4) 32-34 DOLINA 81 OUTLAND
45-46 EL CID (L4) 95-96 ORION (L3) 35-46 EMPIRE 82-88 UMOJA
47 ESAU (L5) 97-00 PALME (L4) 47-49 FUNDAMENT 89-00 ZALE
48-56 FU-YU 84-93 SATURN
24-41 LUNA 01-07 ALBAN 52-57 NEW HOPE
01 BENTHAM 42-54 LAO-TZU 08-21 BOLIVAR 58-66 NEWTON
02-03 BERNOULLI 55-63 LX-403 22-31 FIANNA 67 NOYES
04-13 BRITANNIA 64-75 MOKOS 32 FYUR'K (Chakon) 68-81 NUEVO-CALIFORNIA
14-15 CAMELOT 76-77 PERON 33-40 GAEA 82-83 RIKANA (Chakon)
16 CANUTE 78-83 SKIVAAL 41-42 HUYGENS 84-89 STARS & BARS
17-20 CORISTAN 1 84-88 SOMAR 43-44 K'DITH (Chakon) 90-99 SULLIVAN
21-23 ELNET 89-94 ST. JOHN 45-48 KRUGER 00 WALDEN
24-29 IZANAGI 95-99 TRANQUILITY 49-51 KYKLOS
30-41 KENNEDY 00 TWINSTAR 94-96 URANUS
42-64 MARS 01-13 COPERNICUS 58-64 NEW VERMONT
01-04 ALCAZAR 48-52 INCAN 14-56 HEARTLAND 65-94 SHAKA
05-06 AZTECA 53-55 IZANAMI, Orbit 57 HOPEWELL 95-00 SIXTUS
07 BOOLA 56-57 LOWELL 97-99 NEPTUNE
08-15 BRASILIA 58-62 MAPLE 1 01-09 CORISTAN 4 51-57 STURLESON 2
16 CARTER 63-67 McCALL 10-14 NEVSKY-LINCOLN 58-63 VIRIDE
17-20 COBRA, Orbit 68-74 REPUBLIC OF MARS 15-27 PRINCE HENRY, Triton 64-94 YANKEE
21-23 COLUMBIA 75-76 ROMANA 28-50 STURLESON 1 95-00 YVETTE
24-30 DRAEGN30 77-80 SOLIDARITY, Orbit 00 PLUTO & BEYOND
31-33 DREAMTIME, Orbit 81 SULAMAN 01-27 ABEL 80 SAMSON (Eris)
34 EDEN, Orbit 82 TASMAN, Orbit 28-77 COVEN 81-00 STARWARD (Sedna)
35-43 GANGES 83-88 TOKURA-7 78-79 ENDER, Charon
44 HARD LUCK, Phobos 89-95 VOLGA
45-46 HARMONY 96-00 ZHUKOV
47 HORUS, Deimos

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ATTRIBUTES ATTRIBUTES

CHARACTER
Attributes define a character. Some
Strength (STR) GMs (and all players) believe players
are an elite group who should enjoy
Ability to lift, carry, and throw heavy loads, and hit hard in close combat.
an advantage in character generation.
Characters with high strength tend to be large, but there are exceptions.
Hence, player attributes are determined
by rolling 2d6+6, an average of 13. The
Endurance (END) GM may wish to use an unmodified 3d6
A character's stamina and ability to withstand pain. roll for NPCs, an average of 10.5.

Agility (AGL)
o CHARACTER DESIGN
Quickness, balance, reaction, and speed. Agile characters are athletic and
GMs and players may wish to “design” a
harder to hit. They find many sports easy and enjoyable.
character to fit some roleplaying interest.
The easiest option is to allow players to
Dexterity (DEX) swap their generated 2d6+6 attribute
Manual dexterity and hand–eye coordination. Dexterous people are often scores as desired. That is, a high score for
gifted mechanics and medics. DEX could be swapped with a low score
for STR. The GM may wish to restrict this
Eyesight (EYE) option to one or two exchanges.
The ability to see in daylight. A special penalty of 10–30 is justified in the
dark to all skills requiring vision.

Hearing (HRG)
Ability to sense sound. This is important for all musical and speaking
activities, and is a component of Awareness.

Intelligence (INT)
Player Intelligence should be considered Memory rather than reasoning
ability; players may have difficulty playing stupid or very smart characters.
Intelligent people are often very perceptive and can handle large volumes of
information. Intelligence is a key attribute for most knowledge skills.

Will (WIL)
Mental strength, tenacity, patience, and courage. Strong-willed characters
tend to be resolute, confident, stubborn, all important for leadership. A
character with low WIL lacks confidence, panics easily, and has a short
attention span for tedious tasks.

Charisma (CHA)
A measure of physical attractiveness, leadership ability, and zeal.
Charismatic people are often eloquent speakers, and are generally fun to be
around.

DERIVED ATTRIBUTE
Move (MOV)
Move is the metres a player can move in a 10 second turn, derived from
Agility (AGL). Crawl is AGL÷2, Walk is AGL, and Run is AGL x2. Hence, a
character with AGL12, has Crawl 6, Walk 12, and Run 24.

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TRAITS (1d100)
CHARACTER

Characters may have one or more medical or personality traits. Some traits are positive, some negative. The GM may of
course increase or reduce effects as desired. Roll once, unless Multiple Traits is generated.

1d100 TRAIT 1d100 TRAIT


01–09 Addiction: characters are addicted to some 37 Hemophilia: character's blood clots much
substance like alcohol or a drug. Afflicted slower than normal. Attempts to stop bloodloss
characters test Will x3 to resist the first use, and suffer a special penalty of –20. Females do
Will x1 to resist each subsequent use. Addicted not suffer the trait, but pass it to their sons.
characters may become unconscious, injure Character also has 50% chance of hemophobia
themselves, etc. (fear of blood).
10–14 Allergy: common allergy to pollen, hair, fur, 38 Hirsute: excessive body hair. Reduce Charisma
feathers, wool, insect stings, or to foods such as by 1d3. Character may have (20%) difficulty
cereals, eggs, milk, nuts, or shellfish (GM choice buying close fitting armor. Character may (10%)
of one of the above). Character is unaware be accused of being a "werewolf".
of allergy until second exposure. When the 39-41
substance is nearby, the character suffers from Kleptomania: compulsion to steal, typically
sneezing, wheezing, and coughing. This results ignoring morality or profit. Stealth +10. May
in a Special Penalty of –20 to all skills until the resist with WIL addiction check.
allergy source is avoided or removed. Eating 42-46 Left-Handed: DEX +1d2. Character may have
allergic foods can cause serious illness or death; problems with right-handed equipment.
treat as poison. See p.42.
47–48 Megalomania: character has exaggerated self-
15–18 Ambidextrous: character can use both hands worth and is obsessed with their own power,
equally well. DEX +1d3 however little that might be.
19-20 Bionic Arm: character has a bionic left (19) or 49 Monochromasia: severe color blindness. All
right (20) arm. Increase DEX by 1d3. Subject to colors are perceived as shades of gray. Reduce
malfunction at GM discretion. EYE by 1d3, and the GM may assess a special
21-22 Bionic Eye: character has a bionic left (21) or penalty when color is significant.
right (22) eye. Increase Eye by 1d3. Subject to 50-54 Obese: weight is 30–50% above normal. Does
malfunction at GM discretion. NOT increase STR, but reduces AGL 1d3.
23-24 Bionic Leg: character has bionic left (23) or 55-56 One Eye: right (55) or left (56) eye missing
right (34) leg. Increase AGL by 1d3. Subject to or blind. Reduce EYE by 1d3. Lack of depth
malfunction at GM discretion. perception and reduced field of vision makes
25–27 Bulimia: character is compulsive eater and will hand/eye coordination difficult, giving a special
search for available food. May resist with WIL skill penalty of 5-15 at GM discretion. Getting a
addiction check. 80% chance of Obesity. bionic eye eliminates this problem.
28 Dwarfism: Character is 120 + 1d20 cm tall. 57-58 Paranoia: irrational and persistent feeling that
Reduce STR by 1d3, but increase AGL by 1d3. people are 'out to get you'. NPC may also be
schizophrenic, a severe mental disorder that
29–30 Epilepsy: character may have a seizure if affects how a person thinks, feels, and behaves
traumatized (test Will x5). Possibly dangerous which can be very disabling.
if a seizure occurs during some physical activity. 59
Increase INT 1d3. Sadism: character gets pleasure from inflicting
pain (on others).
31–35 Gamblamania: character is addicted to 60–63 Scars: character bears scars from a disease or
gambling. May resist with WIL addiction check.
wounds; reduce CHA 1d3.
36 Gigantism: character is 200+1d20 cm tall. 64–65 Sex Mania: character is oversexed. May resist
Increase Str by 1d3, but reduce AGL by 1d3. with WIL addiction check.
Character will have to duck passing through
66–75 Multiple Traits: roll twice more.
most doors, and will have difficulty fitting into
tight spaces (like spaceship cockpit seats). 76–00 No Special Traits

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CAREER (Choice) Salary

CHARACTER
Average monthly starting salaries are given in
The next step is to choose a Career. This largely
Enterprise Credits (€). They are variable, often lower with
determines a character's roleplaying opportunities, at
lesser education, and higher for above average skills.
least initially. An initial Career is not a life commitment.
Careers can be changed, although this will likely involve Characters receive one month base salary as a signing
some retraining. Available careers depend on education bonus, and suitable personal clothing and equipment
although birthplace and attributes may open or close appropriate for their career.
doors at GM discretion.
Opening Skills
The table below provides a list of "player-friendly"
All characters have the base skills listed on the
careers. Other careers may be possible at GM discretion.
Character Profile, plus the career skills listed on the
Most of the Old Earth knowledge careers such as
table below. Opening skill levels are equal to the sum of
accountant, lawyer, and teacher have been replaced
attributes from the Skill Data Table p.11, plus/minus any
by computer data banks, online services, and bio-gens.
value given in the OML column. Also add +10 for the first
Characters choose any one career for which they qualify.
career skill listed.
Education EXAMPLE: Medic opens base skills plus career skills:
The minimum education required to follow a career, Medic (+10), Charm, Pharma, Toxicology, and Dagger.
and the average years of training are given. Add those Medic opens with the sum of DEX, EYE, INT, –10.
training years to character age. At that point a character If DEX is 13, EYE is 12, and INT is 12, Medic opens at
has the skills listed and may then embark on a career. 13+12+12–10+10 = 37. Also see Option Points (p.10).
If a character has only partially completed an Only one career may be followed initially. Another
education level, such as a high school dropout, or one career may be opened later at GM discretion. This may
year of college, they may be accepted into a career at GM require more years of training. It is generally better to be
discretion, but probably at a lower starting salary. a master of a few skills than a novice at many. Sample
characters with experience are given starting on p.22.

CAREER EDUCATION YRS SALARY OPENING CAREER SKILLS OPENING COMBAT SKILLS

COURTESAN High School 2 €1500 Charm, Gambling, Ritual (Wiccan), Seduction. Pistol, Switchblade

CRIMINAL High School 2 €1200 Intrigue, Forgery, Gambling, Law, Stealth. Pistol, Switchblade

ENGINEER University 4 €1800 Engineering, Avionics, Chemistry, Mathematics, Physics. Pistol

LAWMAN College 2 €1000 Law, Forensics, Stealth, Tracking. Pistol, Rifle

MARINE High School 2 €1200 Warcraft, Comms, Driving, Medic, Rocketman, Survival, Tracking. Rifle, Pistol, Bazooka

MEDIC University 4 €2400 Medic, Charm, Pharma, Toxicology. Dagger

MERCENARY High School 3 €600 Survival, Comms, Driving, Medic, Tracking, Warcraft. Dagger, Pistol, Rifle

MINER High School 2 €1800 Mining, Comms, Explosives, Gambling, Survival. Dagger, Pistol

PILOT Military 4 €1800 Piloting, Astronav, Astronomy, Comms, Computer, Rocketman. Pistol, Gunnery

PIRATE High School 2 €1200 Piloting, Astronav, Astronomy, Law, Piloting, Stealth, Warcraft. Pistol, Sword

PRIEST College 3 €1200 Ritual, Astronomy, Charm, History, Psionics, Sociology. Dagger

ROVER High School 2 €1500 Geography, Driving, Piloting, Rocketman, Tracking. Pistol

TELEPATH College 4 €2000 Psionics, Charm, Medic.

TRADER High School 2 €1500 Bargain, Comms, Driving, Geography, Survival. Pistol

Note: The first career skill listed is opened at +10.

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S
KILLS are the heart and soul of this game. They reflect the CHARACTER CLASSES
CHARACTER

character’s education, career, and game experience. All There are no character classes in High
skills are derived from character attributes and rated on a Colonies to restrict your play. Players
follow one career, and open its listed
1d100 percentile scale that can be increased, and in some skills, plus any reasonable skills at GM
cases lowered. Generally, a 1d100 roll less than or equal to a discretion. Please give this SKILLS section
skill’s current value, modified for difficulty, determines success or your utmost study and attention.

failure for specific tasks.


RECORDING SKILLS
MASTERY LEVEL (ML) Record each open skill and its ML on the
Character Profile under the appropriate
Mastery Level (ML) represents a character’s current competence at a category of Base, Career, or Combat.
specific skill; the higher the number the more skillful. MLs may be improved Record MLs in pencil; they change as
in the course of play and range from OML to 95. skills improve and may, in some cases,
decline.
Opening Mastery Level (OML)
OML represents a character’s natural affinity for a skill. The Skill Data
table (next page) lists the component attributes for each skill. To determine
OML, the three listed attributes are ADDED. If an attribute is listed twice,
it is counted twice in the calculation. Add/subtract the number in the OML
column. Also add +10 for the first skill listed on the Career Table, p.9.

ASSIGNMENT OF SKILLS
Base Skills
These are skills that all characters have. They are printed on the Character
Profile. Calculate the OML for each.
NOTE: Three base skills are also listed under Combat skills.

Career Skills
The Career Skills Table (p.9) lists the skills a character has after choosing a
career and completing training years. Open each skill to OML.
EXAMPLE: Gordie has attended a piloting college for 3 years. He opens
Piloting by adding together DEX, EYE, EYE. The result is 12 + 14 + 14 = 40.
This skill can be further raised with Option Points.

Option Points
Characters have five option points (op) to improve their open skills and/or
open new skills. For 1op, increase any open skill by 10. A second improvement
of the same skill costs 2op more. A third improvement of the same skill is
prohibited.
For 2op, characters can open any reasonable (GM discretion) new skill at
OML, but cannot improve it at this time.
EXAMPLE: Pilot Gordie has (in addition to his base skills) the following
career skills: Piloting, Astronav, Astronomy, Comms, Computer, and
Rocketman. He spends 3op to increase Piloting by 20, 1op to increase
Astronav by 10, and 1op to increase Rocketman by 10.
VETERANS: Extra option points may be used to generate more
experienced characters. See p.14 sidebar.

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SKILL DATA TABLE

CHARACTER
BASE SKILLS ATTRIBUTES OML CAREER SKILLS ATTRIBUTES OML
AWARENESS EYE EYE HRG +10 ASTRODYNAMICS INT INT WIL -5
BARGAIN CHA INT WIL +0 ASTRONAV DEX EYE INT –5
PSIONICS INT INT WIL –10 ASTRONOMY DEX EYE INT +0
COMPUTER DEX INT EYE +0 AVIONICS DEX EYE INT –5
INTRIGUE CHA INT WIL +5 BIOTECH EYE INT INT –5
PHYSIQUE AGL END WIL +10 BOTANY DEX EYE INT +0
RITUAL HRG INT WIL +0 CHARM CHA INT HRG +5
ZERO-G AGL DEX STR +20 CHEMISTRY INT INT WIL –10
COMMS DEX INT WIL +0
LANGUAGE Native HRG INT WIL +40 CRYPTOGRAPHY INT INT WIL –5
LANGUAGE Belter HRG INT WIL +20 DRIVING DEX DEX EYE +0
LANGUAGE (Other) HRG INT WIL –10 ECONOMICS INT INT WIL +0
EMBALMING DEX EYE STR –5
COMBAT SKILLS ATTRIBUTES OML ENGINEERING DEX INT INT –5
INITIATIVE (Base) AGL DEX WIL +10 EXPLOSIVES DEX WIL WIL –10
DODGE (Base) AGL AGL DEX +10 FORENSICS DEX EYE WIL –5
UNARMED (Base) AGL DEX STR +5 FORGERY DEX EYE EYE +0
GAMBLING DEX EYE WIL +0
ARMOR (Hardsuit) AGL DEX END –5 GEOGRAPHY EYE INT WIL +0
HISTORY EYE INT WIL +5
AXE/CLUB DEX STR STR +10 LAW CHA INT WIL +0
BAZOOKA DEX EYE STR –10 MATHEMATICS INT INT WIL +0
CROSSBOW DEX EYE STR –5 MECHANICS DEX DEX INT +0
DAGGER DEX STR STR +5 MEDIC DEX EYE INT –10
GRENADE DEX DEX STR +0 MINING EYE END STR +5
GUNNERY DEX EYE EYE +5 PHARMA DEX EYE INT –5
PISTOL DEX DEX EYE +5 PHYSICS DEX EYE EYE –10
RIFLE DEX EYE EYE +0 PILOTING DEX EYE EYE +0
SHIELD DEX DEX STR +5 PLANETOLOGY AGL INT WIL –5
SWORD DEX AGL STR +0 ROBOTICS DEX EYE INT –5
WARCRAFT END INT WIL +0 ROCKETMAN DEX AGL WIL –5
SEDUCTION CHA DEX HRG +0
SOCIOLOGY EYE INT INT +5
STEALTH AGL HRG WIL +5
SURVIVAL DEX END WIL +5
TOXICOLOGY DEX EYE INT –5
TRACKING EYE AGL WIL +0

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EFFECTIVE MASTERY LEVEL (EML) o SPECIALTIES
CHARACTER

In many instances, ML is modified up or down to produce an Effective Most skills can be divided into sub-skills
Mastery Level (EML) before a skill test is made. EML is usually less than ML or specialties; a pilot could specialize in
shuttles, fighters, landing craft, or deep
because of fatigue, injury, encumbrance, or difficult circumstances. However,
space freighters, etc. A character may
In some cases, EML is more than ML because of a situational advantage. declare any number of specialties, but
Factors affecting EML are sometimes specified in the skill description; each is a separate skill.
otherwise GM discretion applies.
Characters may select specialties only
EXAMPLE: A party is resting when a pirate enters the camp. The guard’s when a skill reaches ML 60. The specialty
Awareness is tested to determine how soon the pirate is noticed. Those skill is opened at the current group ML.
who are awake might also test Psionics. Sleeping characters may test half Each specialty is then developed as a
(at most) Awareness ML. separate skill, with the advantage that
successful development rolls increase by
two (2) points instead of one (1) point.
Minimum EML
The original group skill can be improved
There is usually some chance of success. The minimum EML for an open skill separately normally.
is 05 unless the GM deems the task impossible. Climbing a vertical crater rim
with a broken arm is probably impossible, and could justify a Zero or very low Example: Jorik has Pistol skill at ML62.
He owns a 15mm Laser Pistol, and
EML.
decides to choose Energy Pistol as a
specialty. Pistol and Energy Pistol are
Maximum EML now two separate skills, but Energy
EML cannot exceed 95 for the purpose of a skill test, meaning there is Pistol develops at +2 per successful
ALWAYS at least a 5% chance of failure. development roll.
NOTE: it is still worthwhile to increase ML above 95 since a higher ML o SKILL INDEX (SI)
makes the EML higher when penalties apply. For any skill, a character’s SI is equal
to one-tenth ML (round down). For
SKILL TESTING example, if ML is 80 – 89, SI is 8. SI is
based on ML, not EML. SI is derived as
When a character attempts to use a skill, 1d100 is rolled. If the roll is equal to needed; it is not recorded anywhere.
or less than EML, the skill has been successfully employed; if the roll exceeds
EML, the attempt has failed. LEVELS OF SUCCESS
Each skill test results in four (4) levels of
EXAMPLE: a skill roll is made against ML 54, modified –10 to EML 44. success/failure. Any success roll ending
Any number 01 to 44 is a success, but any number 45 to 00 is a failure. with a five (5) or zero (0) is a Critical
Results of Critical Success and Critical Failure can also be generated; see Success. Any failure roll ending with a
sidebar. five (5) or zero (0) is Critical Failure:
The GM has the final say as to what skill should be tested and when. For CS Critical Success: The character has
example, if a player declares an intent to perform a climbing feat, the succeeded in the best possible way.
GM would instruct the player to “test Physique”, or perhaps a specialty MS Success: The character has
skill Climbing. In cases where success or failure may not be obvious; the succeeded, but may have been close to
failure.
GM should make the roll secretly.
MF Failure: The character has failed, but
When two characters use skills against each other, most commonly in may have been close to success.
combat, each character makes a skill roll against the Skill EMLs in question CF Critical Failure: The character messes-
and success levels are compared. The character with the highest success level up badly.
“wins.” If both characters achieve the same success level, neither party wins.
EXAMPLE: with EML44, rolls of 05, 10,
If a tie is not appropriate to the situation (GM discretion) then whoever rolled
15, 20, 25, 30, 35, 40 are critical success.
the lower number wins. Rolls of 45, 50, 55, 60, 65, 70, 75, 80, 85,
90, 95, and 00 are critical failure.
Interpretation of success level is mostly
a matter of common sense; sometimes
an explanation is given in the skill
description. In the above results, CF-95
can be assumed to be worse than CF-50.
GM discretion always governs.

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SKILL PENALTY SKILL PENALTIES

CHARACTER
A character who is injured or fatigued cannot function as well as a character Injury Points 2
in good health and well-rested. Skill Penalty is the sum of Injury, Fatigue, and
Encumbrance penalties. The total penalty is applied directly to all attributes + Fatigue Points 1
when they are tested. When any skill is tested, EML is reduced by FIVE times + Encumbrance 1
the Skill Penalty. = Skill Penalty 4
Injury Penalty (IP)
Combat, and other activities, may injure a character. Each injury is rated in
terms of Injury points: M1, S2, S3, G4, or G5. A character with, for example, Skill Penalty (Example)
Bogary, a mercenary of some repute, has
one M1 and one S3 injury, has a total of four (4) Injury points. A character’s become involved in a battle defending a
Injury Penalty is equal to the sum of all Injury points. For injury details, Luna base against pirates. He has taken
see p.40. two Minor wounds (M1 and M1) and
thus has a current Injury Penalty of 2.
Fatigue Penalty (FP) Bogary has also acquired one Fatigue
The GM may assess Fatigue Points for prolonged physical activity. In general, Level, assessed by the GM, because he
one Fatigue Point is justified for every five minutes of strenuous physical ran 2 kilometres to warn his squad of the
activity without rest. A character’s Fatigue Penalty is equal to total Fatigue impending attack.
Points. Bogary, who has Strength 14, has
Fatigue Recovery: Every TEN (10) minutes of rest allows a character to weapons and armor that weigh 15 Kg,
remove one Fatigue Point. A good night’s sleep eliminates all fatigue. and thus has an Encumbrance Penalty of
Characters in shock are not resting and do not recover fatigue. 1. His Skill Penalty therefore totals 4.
This means that Bogary must subtract 4
Encumbrance Penalty (EP) from MOVE, and from attributes when
Encumbrance Penalty is the total weight of items carried and/or worn in making an attribute test (such as DEX on
Fumble Rolls) and he has a penalty of 20
Kilograms (Kg) divided by STR. For example, a character carrying 15Kg of
(4 x 5) for all skills.
armor and weapons, with a Strength of 13, has EP 1. It is suggested that the
“normal” encumbrance for the character be recorded in this space, this being NOTE: Encumbrance Penalty may be
what the character usually wears and carries in combat. That value can then reduced by dropping heavy items, but
naturally increases if heavy items are
be adjusted under Special Penalty for varying circumstances. Encumbrance
picked up. Encumbrance Penalty is
penalty is ignored in Zero-G. Most characters will drop encumbering items in ignored in Zero-G.
an emergency, such as combat.

Special Penalty
Special Penalties are assigned by the GM to reflect temporary handicaps
not covered by Injury, Fatigue, and Encumbrance penalties. A character who
picks up and carries an awkward item, or is tied/tangled in some way, may be
assessed a special penalty of 5-30 ML. A Special Penalty applies as long as the
conditions apply. If the cause is removed, the penalty is reduced or canceled.

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SKILL DEVELOPMENT VETERAN CHARACTERS
CHARACTER

Improving skill MLs during play is a player's reward for roleplaying. This is Not all characters need be rookies just
starting a career. NPCs are typically
done by making successful Skill Development Rolls (SDRs). These rolls may be
veterans, and a campaign that starts with
earned by practice/study, some by training, and some for actual experience veteran players can be interesting.
using a skill.
A veteran character receives two (2)
Execute each SDR as a 1d100 roll against current skill ML. If the result is option points per year of experience. The
higher than current ML, increase ML by Skill Base (or Skill Index); otherwise total option points should be expended
there is no increase. If several SDRs are simultaneously awarded they are to improve OPEN skills. At GM discretion,
made one by one. Subsequent SDRs must exceed any higher MLs. new skills may be opened to OML for 2op
each, and then improved normally with
Practice/Study additional OPs.
At the end of each game month, a player gets two (2) SDRs; characters
with WILL 15+ earn three (3) SDRs. These rolls assume a Player follows the VETERAN EQUIPMENT
normal requirements of living, eating, working, and sleeping. Players with Although most income is spent simply to
substantially more/less spare time may earn more/less SDRs at GM discretion. survive, veterans may have accumulated
Characters recovering from injuries would certainly have less time for some equipment and perhaps savings.
practice/study. SDRs may be distributed among any open skills, but necessary As a general guideline, assume a veteran
tools and materials must be available. has accumulated one month of current
income per year of experience, available
A character getting four hours of personal instruction from a teacher
to spend on items (or save).
(someone whose ML is at least 20 points higher) earns one bonus SDR that
month. SDRs may NOT be accumulated; unused SDRs are forfeit.

Employment Experience
Characters receive one (1) SDR per month for each career skill listed in the
Career Table (p.9).

Stressful Experience
Bonus SDRs are justified when skills are used in dangerous or special
situations. Success or failure at using the skill has no bearing. People can learn
from success or failure.
The simplest procedure is for a Player to appeal for a SDR immediately
following resolution of the current crisis. The GM assesses the learning value
of the experience, accepts or rejects the appeal, and play continues. The GM
may award multiple SDRs in particularly stressful situations.
EXAMPLE: a mercenary earns one SDR in Rifle ML after firing that weapon
in combat. But if the target happened to be charging and about to throw
a grenade at the shooter, two or three SDRs would be reasonable.

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SKILL DESCRIPTIONS not “keep in shape”. Specialties are Climbing, Jumping,
Running, Swimming, and Throwing.

CHARACTER
All skills listed on the Skill Data Table are described in the
following pages. They cover the basic needs of science RITUAL: Six main religions exist in the High Colonies, in
fiction role-playing with a simple, expandable system. New order of strength in numbers, Christianity, Wicca, Islam,
skills can be added as specialties (p.12) of existing skills. Buddhism, Judaism, and Hinduism. There is a separate
skill for each religion. All religions have sects such as
Distances and effects given assume a skill is being tested
Catholic, Protestant, and Mormon Christians, or Sunni
once per minute of game time. However, activities may
and Shia Islam. These sects are often more hostile
be sped up by rolling for each five minutes of activity and
to each other than to members of another religion.
multiplying relevant effects by five. Similarly, if a skill is
Most small colonies have a variety of shrines and large
being used in a crisis situation, roll for each 10 seconds
colonies always have churches and a significant religious
and divide effects by six.
hierarchy. Most characters know something about their
own religion, at least enough to attend and participate in
BASE SKILLS church services without seeming too ignorant. Language
Every character has the listed Base Skills. is a limiting factor when the skill is used to communicate
AWARENESS: Sensitivity to the surrounding environment. with a congregation.
Awareness may be tested when a character says ZERO-G: Functioning in zero-gravity. All characters
something like, “I’ll look around.” It also is tested if an begin play a high level since all schools teach Zero-G
event occurs and the GM wishes to determine who gymnastics. The EML of any skill used in zero gravity,
might have noticed that something is amiss. Awareness including weapons, cannot exceed Zero-G ML. Mental
rolls are often made secretly by the GM. Awareness EML and knowledge skills are exempt.
for sleeping characters is half ML (or less).
NOTE: Zero-Gravity has nothing to do with gravity.
PSIONICS: Mental awareness, a sixth sense. Higher levels Objects in LEO stations experience Zero-G although
of Psionics allows mental powers. they are well within the gravity influence of Earth.
BARGAIN: Ability to negotiate, assess the value of an LANGUAGES: You begin play with three languages:
item, and generally make a favorable deal. All uses of
Native Tongue: determined by birthplace, at
Bargain are discretionary; if used to persuade people to
Language OML+40, +5 per year of college or university.
do something not in their interest, The GM may assess
Belter: a sign language developed by miners in
an EML penalty by multiples of the target's Intelligence.
the Asteroid Belt, but now also used by others to
Conversely, if the attempt is obviously in the target's
communicate in a vacuum when there is no radio.
best interest, EML may be increased by multiples of the
Open at OML +20.
target's Intelligence
Other Language: English is a universal second
COMPUTER: Most citizens of the High Colonies have basic language. If English is not your native tongue, open it
computer competency. Laptops are used in most careers. at OML -10, plus education bonuses as above. If English
This skill involves more advanced knowledge. is your Native Tongue, open any second language at
ML 51+ ability to write software and diagnose system OML -10. Additional languages may be opened during
errors. play at OML after one month of training. Characters are
presumed to speak their native tongues well enough to
ML 71+ knowledge of basic hacking techniques. make success rolls unnecessary. However, the ML of a
ML 81+ skill programing quantum computers. skill that uses language can never exceed language ML.
INTRIGUE: The ability to assess and/or act effectively Understanding a foreign language is best determined by
within a social/political situation. Intrigue can also be a GM skill roll:
used by the GM as a secret shortcut for information- CS: Character can pass for a local and conveys
gathering. For example, Intrigue might be tested when virtually any concept expressible in the language.
a player is sent to gather intelligence in a town or camp.
MS: Character understands what is being said.
Good information is given for success; false or misleading
Grammar may miscarry, and the character’s
information for failure.
accent may amuse (or annoy) native speakers.
PHYSIQUE: A measure of general health, stamina, and MF: Character has unknowingly misheard or said
resistance to disease, injury, and pain. This is a base skill something amusing or insulting.
that can be improved with regular physical exercise,
but is -5 per month to 50% OML when a character does CF: Character is unable to comprehend a speaker’s
words. A misunderstanding is likely to occur.

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CAREER SKILLS The Chief Botanist on a large station is an important and
well-paid official.
CHARACTER

ASTRODYNAMICS: The motions of objects in outer


space such as asteroids, moons, and planets, and CHARM: Ability to impress, negotiate, and persuade others to
man-made objects such as spacecraft and orbiting listen and follow your lead. Charm has many uses, including
colonies. a spy trying to fast-talk his way out of suspicion, a diplomat
trying to negotiate a treaty, a detective trying to interrogate
ASTRONAV: Navigation techniques between
colonies, moons, and planets, sometimes called
Astrogation. The skill Involves celestial navigation,
orbital dynamics, and trajectory calculations for
interplanetary travel.
ASTRONOMY: Knowledge of the solar system,
it’s planets and moons, and the universe. Most
colonies have an observatory for viewing, where
astronomers control optical and radio telescopes.
The “seeing” from these observatories is
usually outstanding. Twinstar, a joint American
and Russian station, is a small but specialized
astronomical station. Many exoplanets have been
discovered and recorded and this is a common
specialty for astronomers. Also see: Planetology.
ML 51+ familiar with optical telescopes.
ML 71+ familiar with radio telescopes.
ASTROPHYSICS: understanding the nature of space
and time in the universe. Most experts in this
mind-expanding field are academics employed at
universities and colleges.
AVIONICS: installation and repair of electronic
systems used on spacecraft, colonies, and artificial
satellites. Avionic systems include communications,
navigation, the display and management of
multiple systems, and the hundreds of systems that
perform individual functions.
BIOTECH: Study of the use of non-organic
components to replace damaged or missing human
body parts. Generally used to replace missing or
damaged limbs or organs. It can also be used to
increase the physical capabilities of humans, such
as the infamous creation of Ram Soldiers. Adding
biotech parts to the human body requires very high
(91+) surgical skill.
ML 51+ knowledge of DNA testing and gene
splicing.
ML 71+ knowledge of bio-genetic engineering.
BOTANY: Knowledge of plants, and techniques
to grow them. All colonies grow their own food,
mainly cereals, vegetables, and some flowers for
decoration. Plants also emit oxygen and absorb
the CO2 that humans exhale, a good symbiotic
relationship for station atmospheres.

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a suspect, a con-artist trying to manipulate and deceive, ML 51+ knowledge of space construction techniques.
or a priest explaining the mysteries of faith. Uses of

CHARACTER
ML 71+ ability to build, repair, and analyze
Charm are highly discretionary. When used to persuade sophisticated technology.
people to do something not in their interest, reduce
Charm ML by multiples of the target’s Intelligence. Specialties: Computers, Electronics, Mechanics,
Conversely, Charm ML may be increased by multiples of Robotics, and Astronautics (spacecraft).
the target’s Intelligence if it's clearly in their interest. EXPLOSIVES: Knowledge of explosives and blasting,
extensively used in construction of surface colonies and
CS: Speaker convinces the target to obey any
mining. This is dangerous work and skilled blasters are
reasonable command.
very well paid.
MS: Speaker convinces target to cease current action
such as stealing or fighting. ML 71+ knowledge of weapon explosives.
MF: Speaker has made a fool of himself and may be FORENSICS: Post mortem skills that involve the study
subject to derisive laughter. of crime scenes to help solve criminal actions. Most
lawmen have some forensic skill, and a few excel at it.
CF: Target is annoyed by what the Speaker has said
Most police forces have forensic specialists to assist with
and may (50%) take hostile action.
investigations. They are generally skilled at DNA and iris
CHEMISTRY: Study of chemical compounds with scans, and experts in toxicology.
emphasis on mixing them to create unique and superior
compounds in Zero-G. FORGERY: Ability to manufacture or alter documents
and money to pass inspection, and to recognize forged
ML 51+ knowledge of the building blocks of life on the documents.
various planets and moons.
ML 71+ EML +20 bypass electronic or computer
COMMS: Ability to operate communications equipment. security systems.
ML 61+ ability to repair comms equipment. GAMBLING: Ability to calculate odds in an honest
ML 71+ can repair most electronic equipment. gambling game. It is also the ability to detect cheating.
Some colonies have banned gambling; some encourage it
CRYPTOGRAPHY: Ability to break and make codes.
as a business. Feeling lucky?
DRIVING: Ability to operate electric wheeled internal
GEOGRAPHY: Local knowledge of surface features for
vehicles in most colonies.
a specific planet or moon, including survey skills and
ML 61+ can drive exterior wheeled vehicles. electronic cartography.
ML 71+ can drive exterior tracked vehicles. HISTORY: Knowledge of high colonies history. Earth
ECONOMICS: Knowledge of finance, production, history up to 2167 (Earthome War) is available online.
distribution, and consumption of goods and services.
LAW: Most legal research is done by computer data
Most colonies have a Treasury to handle banking,
banks. High colonies lawyers are barristers who argue a
taxation, and public spending, staffed by economists.
case for a client before a judge.
EMBALMING: Life in the High Colonies is not immortal.
MATHEMATICS: Knowledge of all math systems including
Most colonies ensure their dead are treated with respect
calculus, geometry, and trigonometry.
and honor, and provide emotional and religious support
to survivors. All churches employ embalmers, but ML 71+ understanding of spherical geometry.
there are also private embalmers for hire. Cremation is MECHANICS: Ability to use and repair mechanical
banned on all orbiting colonies, as are graveyards and equipment.
mausoleums. Deceased are encased in a casket and
launched into space on a trajectory to eventually burn MEDIC: Ability to diagnose and treat medical ailments,
up entering the atmosphere of a particular body. Earth, wounds, and diseases. Test EML to diagnose, and then
Mars, and Sol are the most popular burial atmospheres. again to aid in healing. See Healing Rules on p.42. Any
The skill includes embalming a body for viewing, death character may open this skill by tending to wounded or
registration, knowledge of local religious rites, and the sick, but cannot advance beyond ML50 without two
organizing “burial in space”. years of medical training.

ENGINEERING: Ability to design and manage the ML51+ medic can use a standard MedKit.
construction of space colonies and surface colonies, and ML61+ medic can open Veterinary medicine as a
engines. Engineers are highly paid. specialty.
ML71+ medic can use a standard LifePac.

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MINING: Knowledge of geology, prospecting, minecraft, SEDUCTION: Ability to charm, seduce, and give erotic
and smelting. Mining is a complex skill, and success pleasure. Seduction is opened when a character first
CHARACTER

should depend on the terrain and minerals sought. attempts to use it. It cannot normally be improved
Minerals exist on all planets, but extracting them has by solitary practice, although there may be books or
proven to be easiest on lower gravity asteroids and teachers available. The skill is used to assess the success
moons. Prospecting for minerals is tested against of a sexual encounter and may be used as a negotiation
Planetology or 50% Mining ML. skill in appropriate situations.
PHARMA: Knowledge of medicines and drugs to aid SOCIOLOGY: Knowledge of high colonies society and
healing and recovery from injuries and disease. Some human behaviour and relationships. This can cover
medics specialize in herbal medicines that they grow and anything from race, social class, crime and law, poverty,
compound. See Healing Rules on p.99. and education. It is most useful for characters involved
with the law, medicine, and religion.
PHYSICS: The character has studied Newtonian physics.
ML 51+ knowledge of Relativity physics. STEALTH: Tested when a character attempts to move
without being detected. It cannot be used if an observer
ML 61+ knowledge of Quantum Theory.
would automatically see the sneaker. The attempt
ML 71+ knowledge of Non-Causality Theory. presumes some cover and poor light, otherwise EML
PILOTING: The ability to control a spaceship on voyages penalties apply. Distance to target is also a factor. MF/CF
between moons, planets, and colonies. It includes implies detection although with MF it may be reasonable
docking with colonies and landing on planets. Specialties to test Awareness or Psionics of potential observers.
include specific spacecraft, see p.53. Also see: Astronav.
SURVIVAL: The skill of surviving in hostile terrain, such
PLANETOLOGY: Study of planetary atmospheres and as the surface of an icy moon, or wrecked stations. Life
surface rocks and strata. Specialties include Exoplanets, support is still essential, but a character may be adept at
Geology, Terraforming, and Volcanism. finding food, water, or oxygen when needed.
ROBOTICS: A combination of mechanical, electrical, and TOXICOLOGY: Nature, effects, and detection of poisons.
computer engineering that specializes in the design, Experts are employed by most hospitals and security
construction, and operation of robots. Characters with divisions to measure and analyze potential toxins, drugs,
this skill can analyze and repair robots, and most other and medications present in a person's body.
mechanical-electronic
devices. ML 81+ Design
of self-aware robots.
Also see Biotech.
ROCKETMAN: Ability to
don and use personal
rocket packs for travel
on the surface of
planets or to effect
external repairs to
space colonies and
spacecraft.

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COMBAT SKILLS CROSSBOW: Effective weapon because it can kill silently
indoors at range, and reduces the danger of penetrating

CHARACTER
Other than the three Base combat skills, players acquire exterior walls and causing lethal decompression.
combat skills by military training. Characters may also
open a new combat skill at the OML given on the Skills DAGGER: Most characters should possess a knife. A
Data Table the first time they use a weapon in a combat dagger has better use in combat.
situation. GRENADE: Skill in using hand and launcher grenades. See
Combat skills can be improved by practice/training as p.43 for details.
normal, but no combat skills can be developed above ENGINEERING, logistics, strategy, and tactics as taught to
ML70 except by combat experience. The GM awards military recruits. Essentially, the theory and practice of
development rolls (p.14) for specific weapons used in the Art of War in the High Colonies.
combat. More than one development roll may be justified
in very stressful combat. A weapon used in a token or GUNNERY: Character has training in using ship weapons
minor way deserves no Development Roll. such as missiles and anti-missile lasers. Generally only
taught to Marines and Pilots.
NOTE: a character with 76+ in any combat skill is
considered a veteran. To reflect greater knowledge of PISTOL: Character can use small arms such as pistols
combat and weapons, a veteran may open any new and revolvers. In a gunfight, the biggest advantage
combat skill at OML +10. any firearm can have is simplicity and reliability. That
advantage belongs to pistols, particularly the revolver.
DODGE: Base skill with an OML of AGL AGL DEX +10.
Characters must choose one pistol type for their
It is used in Combat, or when a character attempts a
gymnastic feat, including backflips, somersaults, vaults, equipment. All other pistols can be used with a special
penalty of -10.
etc. GMs may modify EML according to the difficulty
of the feat being attempted. Subject to Skill Penalty, of RIFLE: Character can use weapons such as carbines, rifles,
course. Specialties: Gymnastics. sub-machine guns, and shotguns. ML applies to the rifle
type normally carried. All other rifles are used with a
INITIATIVE: Base skill that determines the order in which
special penalty of -10.
characters take turns to act in combat or other crisis
situations. Initiative reflects battle experience, discipline, SHIELD: Mostly used by riot control troops for defense
and morale. Development Rolls are made only for against “sticks and stones”. However, shields can also
Combat (or other crisis) Experience. block or deflect powerful ballistic or energy weapons.
UNARMED: Base skill used to punch or kick an opponent, Defender may use a higher Shield skill instead of Dodge
in combat.
applying hand or foot impact to determine injury. The
impact of an unarmed strike may be enhanced with SWORD: Marine officers may carry a saber, but generally
items such as boots and brass-knuckles. The skill is also only for ceremonial display. Pirates, on the other hand,
used to wrestle an opponent when grappling. favor them as a terror weapon.
o Martial Arts: Unarmed specialty that may be opened WARCRAFT: Engineering, logistics, strategy, and tactics
with training by a qualified teacher. See: p.14. as taught to military recruits. Essentially, the theory and
ARMOR: Skill at operating powered hardsuits (p.47). practice of the Art of War in the High Colonies.
This expensive equipment is generally available only to
marines and mercenaries.
AXE/CLUB: A fireaxe or any item that can be used as a
club such as a rifle, wrench, or saucepan. The GM needs
to assign an impact value for the "club" being used.
BAZOOKA: Skill with a hand-held rocket launcher. Bazooka
is the preferred common name for these weapons,
although they are much superior to the original weapons
of the 20th Century. They are highly destructive weapons
for attacking vehicles and fortified positions and, being
rocket-propelled, they are particularly useful in the
vacuum of space.

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EQUIPMENT GEIGER COUNTER: 1 Kg, €120
CHARACTER
Indicates the presence and intensity of radioactivity.
There is an endless variety of equipment that characters
may use; only a selection is given below. GOGGLES: 1 Kg, €200
Binocular goggles that amplify available light and
AMMUNITION CLIP: 0.2 Kg+, (5% of weapon cost) magnify images.
Bullets for conventional weapons. Most weapons have
their own unique ammunition. Number of bullets vary GOGGLES INFRARED: 1 Kg, €300
from 6–48, depending on weapon. See: p.46. Allows wearer to see heat sources in the dark. Battery
powered (12 hours); recharge with a solar cell.
AMMUNITION, PACK: 1 Kg, (10% of weapon cost)
Battery power pack for energy weapons. These packs HANDCUFFS: 0.2 Kg, €20
are rated for wattage and specific to each weapon. Durasteel handcuffs with magnetic locks. A package
Rechargeable in two (2) hours with power supply. of four (4) synthetic one time use handcuffs are also
available for the same price and weight.
ANTI-BUGGING POD: 1 Kg, €300
An anti-surveillance device that detects most forms of HARDSUIT: 20 Kg, €1800
electronic listening devices. The standard spacesuit, pressurized and protects
against vacuum and dangerous atmospheres, but still
BULLHORN MIKE: 0.5 Kg, €60 allows good mobility. The hardsuit is available in three
A voice amplifier. Range 400 metres. standard sizes: small, medium, and large, but they are
COMM, Radio: 1 Kg, €300 usually custom-fitted for an extra 10% cost. Powered
A VHF radio. Range depends on transmission power, hardsuits costing €4000+ are equipped with air-
height of antenna, and line of sight. Available in a style recyclers, which give an indefinite supply of air. Also see
that clips to a helmet. Max range 50 Km. Armor Data Table, p.47.
COMM, Watch: 0.1 Kg, €500 HELMET, MOXIE: 2 Kg, €400
A smart-watch phone that is also a mini-computer. A mezyn helmet that produces its own oxygen from
Maximum range is about 50 Km, line of sight. Carbon Dioxide (CO2). Miniature fuel cells in the helmet
COMPUTER, LAPTOP: 1 Kg, €200+ lining convert CO2 to breathable O2. Requires a carbon
Portable computer. The standard model has four dioxide atmosphere such as is found on Mars.
terabyte (TB) RAM, and 16 TB storage. More powerful KNEEPADS: 1 Kg, €40 (2 pads)
models are available at higher cost. Mezyn or Kevlar knee protectors.
COMPUTER, QUANTUM LAPTOP: 1 Kg, €800+ MAG-BOOTS: 2 Kg, €300 pair
Portable quantum computer. The standard model has Synthetic leather boots with an electro-magnetic sole.
128 TB RAM, and 16 PB storage. They are essential for walking in Zero-G environs, and
DISTRESS BEACON: 2 Kg, €75 can be easily controlled by the wearer increasing or
A powerful radio homing beacon popular with Rovers, decreasing heel pressure. Some boots have a safety-lock
Miners, and other wanderers. When activated the to prevent both boots releasing at the same time. This
beacon transmits a distress signal and guides a rescue must be deactivated to jump.
party to its location. Beacon range is line of sight, MASK, FILTER: 1 Kg, €30
maximum distance 100 km. The beacon's battery pack A filter set for contaminated air for 2-4 hours. Filters do
will last up to 90 days. not provide their own air/oxygen.
DRONES: Personal rocket-powered drones are available MEDKIT: 2 Kg, €1800
in a wide variety of models. Most are equipped with A sophisticated diagnostic and treatment tool. The
cameras and spotlights. They can operate in space and effects of medkit are given in the healing rules. Requires
all atmospheres. Drone cost includes one radio control. a minimum Medic ML51 to use.
Effective operation is a specialty of Pilot skill. MEDKIT, LIFEPAC: 4 Kg, €12,000
Short Range, 10 Km Range, 2 Kg cargo, €600. A highly sophisticated device that can keep a dying or
Mid Range, 20 Km Range, 3 Kg cargo, €800. near dead organism alive for 48 hours. The Lifepac will
continue to keep the body alive longer than 48 hours
Long Range, 100 Km Range, 5 Kg cargo, €1,200. These
but irreversible tissue and brain damage will occur.
drones are capable of carrying explosives.
GMs can determine the exact effects at their discretion.
NOTE: pilot controlled, long-range, military grade Requires a minimum Medic ML71 to use.
drones that carry missiles also exist, but prices are at least
five times more.

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MICRO-LIBRARY: 3 Kg, €800 – €2500 SWITCHBLADE: 0.3 Kg, €200
Miniature audio-visual archives containing large A high speed, powerful switchblade designed

CHARACTER
amounts of data on a specific subject. Micro-libraries to penetrate most types of Armor. It is powered
require display hardware to function, typically a by a battery that gives 30 minutes continuous
Comm-Phone or laptop. They enable the user to gain use. Battery takes one hour to recharge.
considerable knowledge about a particular skill in a
relatively short time. A micro-library can improve the
subject skill by 2d6 points, after 24 hours of study. A
character may only benefit from a specific Micro-Library
once, and no skills may be improved above ML60 with
them. Price varies at GM discretion.
VEHICLES
OXY-JACK: 3 Kg, €200
An oxygen inflated life-jacket intended for emergency 2-man Rover
use during life support failure. One inflated Oxy-Jack
can support one person for eight (8) hours. They can be
refilled in 1d3 minutes with available oxygen.
OXY-TANK: 5 Kg, €80
Extra backpack tank for hardsuits. They last eight (8)
hours. Price includes one filled tank; refills cost €10.
OXY-TANK (Cryogenic): 7 Kg, €110
Extra backpack tank for hardsuits containing cryogenic
oxygen. They last twenty-four (24) hours. Price includes
one filled tank; refills cost €20.
SCOPE: 1 Kg, €150
A standard rifle scope that amplifies available light and
magnifies the targeted image.
SCOPE, INFRARED: 1 Kg, €250 A wide variety of electric ground vehicles are available.
This scope allows the user to see targets in the dark Small 2-4 person, battery-powered vehicles exist for
with IR illumination. When "active" the scope's IR internal use in stations. External rovers (mostly called
beam is visible to other infrared equipment, revealing Moon Buggies) have reliable life support to move on
the location of the user. Battery powered (12 hours); planetary surfaces. The following is a guide to available
recharge with a solar cell. choices; many variations exist:

SCOPE, LASER: 2 Kg, €600 2-man internal, Range 25 Km, 400 Kg, €12,000.
A scope that projects a red spot on a target for accurate 6-man internal, Range 20 Km, 600 Kg, €16,000.
sighting. The sight compensates for range. Since the red 2-man rover, Range 50 Km, 600 Kg, €20,000.
spot is visible, the target may become aware that the 4-man rover, Range 100 Km, 900 Kg, €25,000.
sight is in use. Battery powered (6 hours); recharge with
an integrated solar cell. 6-man rover, Range 200 Km, 1200 Kg, €30,000.
NOTE: Rovers are also available as half-tracked vehicles,
SCOPE, LOK: 2 Kg, €800
costing 30% more. They are essential in rough, cratered
A highly sophisticated scope that "locks on" to targets
terrain. Range can be extended by carrying extra batteries.
with infrared sensors. Devastatingly accurate, its
primary drawback is fragility. Battery powered (12 WEAPON HARNESS: 3 Kg, €50
hours); recharge with an integrated solar cell. A body harness designed to hold heavy weapons for
firing without a bipod or tripod support. Without
TOOL KITS: 10 Kg+, €300+
support, use of heavy weapons has -20 EML penalty.
Separate tool kits intended for repair of electronic,
mechanical, or plumbing equipment. These add 10-20
to Mechanic EML as appropriate.
TOOL KITS, ZERO-G, 12 Kg+, €500+
Specialized tool kit for Zero-G activity. The tools use
impact and vibration forces over rotation forces which
are difficult to operate in Zero-G.

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COURTESAN COURTESAN
CHARACTER

EDUCATION: High School ATTRIBUTES


Brothels have long been accepted in most colonies, provided they register, STR 11 AGL 13 INT 13
pay taxes, and meet health standards. They are usually subject to irregular END 14 EYE 14 WIL 14
inspections. Most larger colonies (100,000+) have at least one House of DEX 14 HRG 15 CHA 15
Courtesans with names such as House of Seven Joys, or Palace of Venus.
These are essentially high class brothels, although courtesans are not to SKILLS
be considered common prostitutes. They are highly skilled companions, 75 Awareness Languages
who nurture long-term relationships with a few "friends". Each courtesan is 52 Psionics 92 Native
essentially self-employed, negotiating her own fees, usually split 50/50 with 62 Bargain 86 Other
her house. Most courtesans live a life of luxury and usually receive valuable 57 Intrigue 76 Belter
gifts from their "friends", who are invariably prominent and/or wealthy 51 Physique
members of the colony. 42 Ritual (Wicca)
67 Zero-G 51 Initiative
Male companions can also be found in some houses.
78 Charm 55 Dodge
52 gambling 43 Unarmed
72 Seduction 51 Dagger
EQUIPMENT
Robe, Tunic, Sandals, Purse,
Dagger (switchblade stiletto).

SALARY (monthly)
Tyro: €1200 + gifts
Mistress: 1800 + gifts
Companion: 2400 + gifts

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CRIMINAL CRIMINAL

CHARACTER
EDUCATION: High School
ATTRIBUTES
A shadowy underworld exists in most large stations, from petty pickpockets
STR 14 DEX 13 INT 12
to powerful organized crime syndicates. Criminal characters are members
END 13 EYE 14 WIL 13
of a gang who may engage in smuggling, manufacture and distribution of
AGL 12 HRG 12 CHA 12
narcotics, gambling, prostitution, and other illicit activities. Some gangs have
hundreds of members and own their own spacecraft, often masquerading as SKILLS
legitimate traders. 61 Awareness Languages
Ambitious characters can start building an organized crime empire for 44 Psionics 82 Native
themselves, eliminating competitors as their network grows. Powerful 56 Bargain 80 Other
organized crime groups in the largest stations represent a considerable 56 Intrigue 79 Belter
economic and political faction, typically able to purchase immunity from the 37 Ritual (One Faith)
law by providing the central government with services and information that 62 Physique 65 Initiative
would otherwise be near impossible to obtain. Bribery of some government 62 Zero-G 64 dodge
officials is of course rampant. 53 Forgery 62 unarmed
43 Gambling 74 pistol
Syndicate bosses rarely retire voluntarily. Generally, a subordinate attempts 34 Law 76 Rifle
a coup, one of which will eventually
succeed. EQUIPMENT
Jacket (leather), Pants (cloth),
Vest (Kevlar), Boots (leather),
Dagger, Pistol (9mm),
Rifle (assault).
SALARY (monthly)
Soldier: €1200
Lieutenant: 2400
Capo: 3200

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LAWMAN LAWMAN
CHARACTER

EDUCATION: College or Military


ATTRIBUTES
Most stations have their own police force, led by a marshal. Routine police
STR 13 DEX 14 INT 13
work rarely makes interesting play, but players can be involved in tracking
END 13 EYE 15 WIL 14
down criminals and also participate in rescue operations aboard stations.
AGL 13 HRG 14 CHA 13
Players may find themselves opposed not only by local criminals, but also by
corrupt lawmen and administrators. SKILLS
Lawmen should be able to cover most situations from firefights to rescue 64 Awareness Languages
operations and counter-intelligence. Most have received training in firearms 38 Psionics 85 Native
and combat tactics through prior military service. Special character skills 61 Bargain 80 Other
include forensics, law, and tracking, all of which reflects the basic training 59 Intrigue 70 Belter
received by lawmen. 41 Ritual (One Faith)
62 Physique 67 Initiative
Law enforcement in the High Colonies are either provided by large
68 Zero-G 66 Dodge
corporations (GENSTAR
53 Forensics 67 unarmed
or Amazon Blue
48 Law 77 pistol
to name two),
46 Stealth 71 Rifle
or directly by
48 Sociology
government
authorities, such as
the American Union, EQUIPMENT
Russian Federation, and Cap (cloth), Jumpsuit (cloth), Vest
other member colonies of (Kevlar), Kneepads (mezyn), Boots
the Terran Commonwealth. (leather), Dagger, Pistol (9mm),
Esteemed lawmen might be Rifle (sniper).
rewarded with an assignment
SALARY (monthly)
on a highly populated station like
Copper: €1000
Aldrin, whereas those with sullied
Sergeant: 1500
reputations are often sent to more
Lieutenant: 2400
distant colonies.
Captain: 3600
Lawmen characters get paid Marshal: 4800
moderate but regular wages, and
may also earn bonuses for good
results. Extra money can, of course,
be made by bring corrupt. DETECTIVE
A specialty of Lawman. While
lawmen oppose criminal activity,
detectives investigate crime scenes,
and carry out surveillance on criminal
activity. Requires four years Lawman
experience, and minimum Law 60.
Some individuals, usually called
Sleuths, work as private investigators.
Despite a glamorous image, they are
mostly employed to trace stolen goods
or to collect evidence of adultery.

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MARINE MARINE

CHARACTER
EDUCATION: High School
ATTRIBUTES
Marines are the only permanent soldiers in the High Colonies. They are
STR 12 DEX 14 INT 13
employed by Leagues, or large colony groups like the American Union or
END 13 EYE 15 WIL 14
Russian Federation.
AGL 13 HRG 14 CHA 15
In addition to ground troops, marines may also have limited light tanks
and artillery, and operate and command all military spacecraft. They mainly SKILLS
conduct search and destroy missions against pirates or other hostiles. 65 Awareness Languages
Marines may also assist local law enforcement as needed. Marines are, in 36 Psionics 84 Native
effect, mercenaries with better job security. 52 Bargain 78 Other
Marines enlist for periods of four years. Only those who have graduated 54 Intrigue 72 Belter
from high school and completed their two year civic service may join. 41 Ritual (One Faith)
Wages and benefits are noted in the sidebar. 62 physique 72 warcraft
71 Zero-G 68 initiative
Characters are typically members of one Marine Company, 20 men
53 Comms 67 dodge
strong at full strength, ideally composed
43 Driving 66 unarmed
of one captain,
36 Medic 56 bazooka
one lieutenant, and three
58 Survival 70 Dagger
squads, each containing five
72 pistol
privates commanded by a
75 rifle
sergeant. The company will
be stationed on defense at a EQUIPMENT
colony, or attached to a military Visor Helm, Jumpsuit (cloth), Vest
spacecraft on patrol. (Kevlar), Kneepads (mezyn), Boots
(leather), Dagger, Pistol (9mm),
Rifle (assault), Ammo-belt.

SALARY (monthly)
Private: €1200
Sergeant: 1800
Lieutenant: 2400
Captain: 3600
Room & Board provided
Marine lieutenants nearly always come
from a Military College, but promotion
from sergeant to lieutenant does occur
for merit.
ENLISTMENT BONUS
A bonus of one month base salary
is paid to enlist. This bonus doubles
to re-enlist for another 4 year term.
Marines with a lower rank than captain
must retire after their third term, but
receive a half-pay pension for life. Many
marine retirees become mercenaries,
lawmen, etc.
UNIT SIZES
Squad 12, Platoon 40,
Company 120, Battalion 360.
A temporary grouping of two or three
battalions into a Brigade has sometimes
been created.

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MEDIC MEDIC
CHARACTER

EDUCATION: University
ATTRIBUTES
Medic is the common name for medical doctors in the High Colonies. Most
STR 12 DEX 14 INT 13
medics are colony-based general practitioners (GPs), medical researchers,
END 13 EYE 15 WIL 14
or hospital surgeons, but some specialize in roving operations and rescue
AGL 13 HRG 14 CHA 15
services. Roving medics have college level medical diplomas and are highly
trained in emergency procedures to keep patients alive until hospitalization. SKILLS
Medics can recognize drug effects and diagnose injuries quickly with 57 Awareness Languages
ultrasound sensors. They usually carry a sophisticated Lifepak (see sidebar). 45 Psionics 91 Native
Medics save many lives and often can count on powerful and grateful people 48 Bargain 75 Other
to advance their careers. 52 Intrigue 68 Belter
Colony based GPs and surgeons require a university level medical degree. 56 physique
They are always well-paid, especially those who specialize in biotech research 41 Ritual (One Faith)
and critical surgery. Such medics rarely leave the confines of their medical 64 Zero-G 48 Initiative
laboratories or hospitals. 52 Charm 46 Dodge
Medical practice in the high colonies has always been challenged by the 74 Medic 54 Unarmed
impact on humans of zero or low gravity, artificial atmospheres, and solar 45 Pharma
radiation. Untreated effects include muscle atrophy, body fluid redistribution, 51 Sociology
decreased production of red blood cells, reduced bone density, balance 42 Toxicology
disorders, a general weakening of the immune system, and numerous sensory
EQUIPMENT
problems with eyesight and hearing. There is no sound in the vacuum of
Jumpsuit (cloth), Boots (leather),
space, but within colonies, the need for continuous operation of life support
Medkit, Dagger.
equipment keeps sound levels unavoidably high.
Medics have learned over the years that the best defense against most SALARY (monthly)
medical problems is regular exercise. Every colony has extensive gym facilities Intern €2400
and nearly everyone except the infirm follow at least 30 minutes of strength Medic 3600
training and aerobic exercise each day, habits long established by mandatory Surgeon 4800
physical activity in schools.
Salaries for hospital administrators, and
medical research scientists vary from
€3600–4800, or higher.
NOTE: Medic characters should
be very familiar with the Healing
rules that start on p.42.
Medkit
A handheld device that uses ultrasound
to diagnose medical problems and then
recommends and monitors treatments.
They give +10 to First Aid or Medic
treatment rolls.

Lifepak
Backpack equipment that maintains
automatic life support to a severely
wounded victim for up to 48 hours.
Effective use requires Medic ML 50+.
Apply a special penalty of –10 to
attempted use below that ML.

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MERCENARY MERCENARY

CHARACTER
EDUCATION: High School
ATTRIBUTES
Characters are members of a mercenary company, sharing the profits
STR 13 DEX 14 INT 13
according to their rank and skills. Mercenaries are typically ex-marines with
END 12 EYE 15 WIL 14
high combat skills, but a successful company also needs other skilled recruits,
AGL 13 HRG 13 CHA 12
a techie or two, a medic, and someone with the social and business skills to
deal with potential employers. Some wealthy companies own a space hauler SKILLS
for transport of personnel and cargo and these require skilled pilots. 61 Awareness Languages
Mercenary companies are hired on a mission-basis to handle some aspects 34 Psionics 86 Native
of police work, counter-espionage, bounty hunting, transport of risky or 42 Bargain 76 Other
valuable cargoes, bodyguard duties, and station defense. They are generally 52 Intrigue 69 Belter
employed by individual colonies or by corporations, sometimes by wealthy 40 Ritual (One Faith)
individuals. When the company is doing well, the characters prosper, but jobs 67 physique 75 Warcraft
can be sporadic and often dangerous. 69 Zero-G 69 initiative
52 Comms 65 dodge
Mercenary companies can vary a lot in size, but ideally are composed
44 Driving 68 unarmed
of three 40-man platoons, and a headquarters unit. Individual platoons
34 Medic 72 dagger
tend to mimic marine ranks and
59 Survival 76 pistol
organization. Salaries are about
78 rifle
half of marine pay, but there
is less bull, more varied EQUIPMENT
work, and generous Visor Helm, Jumpsuit (cloth), Vest
bonuses when jobs (Kevlar), Boots (leather), Dagger,
are completed. Pistol (9mm), Rifle (assault).
Most mercenary Ammo-belt.
units have two or
SALARY (monthly)
more companies,
Private: € 600
formed into a
Sergeant: 1200
brigade.
Lieutenant: 1800
Captain: 2400
Room & Board provided

Salaries will likely vary from company


to company. Generally, a bonus of one
month salary is paid to enlist or re-enlist.
Promotion is nearly always internal, such as
from corporal to sergeant. Company leaders
have the rank of “captain”
MERCENARY COMPANIES
The seven major companies of the
High Colonies are listed below:
• Cammarata's Irregulars
• Jermyn's Privateers
• Mombala's Brigade
• Orchid Gunners
• Solarsoldat
• Triton Free Company
• Van Owen's Rangers

Info on each company can be found


in the Soldex.

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MINER MINER
CHARACTER

EDUCATION: High School ATTRIBUTES


Mining is the essential business for the high colonies. Only after space STR 14 DEX 14 INT 12
mining began could the high cost of space exploration make economic sense. END 13 EYE 15 WIL 14
Successful prospecting ventures on distant planets and moons led to an ever AGL 12 HRG 12 CHA 11
expanding number of colonies in the solar system.
Because the Asteroid Belt is the center of mining activity, "Belter" is a SKILLS
common name applied to miners everywhere. Calling someone a "belter" is 66 Awareness Languages
something of insult since miners, although well-paid, are generally a rough 40 Psionics 79 Native
breed. 42 Bargain 71 Other
The Coristan Mining Corporation was the first major company to enter 48 Intrigue 84 Belter
space in 2047, paving the way 49 physique
for others such as Genstar 38 Ritual (One Faith)
Corporation, whose subsidiary 76 Zero-G 49 Initiative
Outland Minerals developed 52 Comms 52 Dodge
the first mining colony on the 45 Explosives 57 Unarmed
Jovian moon of Io in 2075. 47 Gambling 57 Dagger
49 Mining 51 Pistol
Mining is a complex skill
48 Survival
which relies on targeted
prospecting and suitable EQUIPMENT
terrain conditions. These Visor (lifer), Jumpsuit (cloth),
ventures payoff when the Vest (Kevlar), Boots (leather),
minerals sought validate the Dagger, Pistol (9mm).
financial commitment of the
investors. Miscalculation is costly and SALARY (monthly)
not an option for corporations such as Miner: €1800
Genstar. Foreman: 2400
Supervisor: 3600
As a career choice, mining often
attracts rugged individuals with above
average strength and Zero-G skills.
Miners on the more distant outposts
are often only one step above
a criminal class, reflecting
the unethical and
questionable practices of
the major corporations
who employ them in
highly dangerous
conditions.
A growing number
of miners are more
technically skilled as
operations adopt robotics
to handle this hard and
dangerous work. Players
may wish to choose this
route for characters
who have abilities and
career skills appropriate
for managing a team of
robots.

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PILOT PILOT

CHARACTER
EDUCATION: Military (4 yrs)
ATTRIBUTES
Most pilots get their training from the various armed forces in the
STR 11 DEX 13 INT 13
High Colonies, such as the American Spaceforce or Russian Red Guard.
END 13 EYE 15 WIL 14
Operation of military Cruisers, Carriers, Frigates, and Jokka Landers is done
AGL 12 HRG 12 CHA 13
by Marine pilots, often specialists on a specific class of spacecraft. The actual
commanders of military spacecraft are always veteran pilots and they are SKILLS
in charge of the ship even with a higher ranking officer aboard. For more 56 Awareness Languages
information, see Marine, p.25. 46 Psionics 88 Native
Retired frigates and landers are operated by para-military units such as 42 Bargain 79 Other
mercenary companies (p.27) and pirate bands (p.30). 48 Intrigue 63 Belter
52 physique
All civilian pilots are ex-military pilots hired as co-pilots for smaller Shuttles 39 Ritual (One Faith)
and Landers that operate in both space and atmosphere. With training they 66 Zero-G
will move up as co-pilot to larger spacecraft such 54 Astronav 56 Initiative
as Cyclers and Haulers. After about five years 48 Astronomy 49 Dodge
experience, co-pilots may be given their 55 Comms 49 Unarmed
first command, typically starting again on 56 Computer 55 Pistol
smaller craft and moving up to larger craft 58 Piloting 50 Gunnery
over time.
Aware of the threat of pirates, EQUIPMENT
commercial pilots typically take every Helmet (lifer), Jumpsuit (cloth),
opportunity to increase their proficiency Boots, Dagger, Pistol (6mm).
with firearms (Pistol) and Unarmed
SALARY (monthly)
fighting. Some commercial
Co-Pilot: €1800
spacecraft are lightly armed
Pilot: 2400
so Gunnery is also a useful
Commander: 3600
skill.
As with other careers NAVAL OFFICERS
in space, pilots are better Essentially, pilots aboard warships. They
compensated the more have higher (+5) combat skills to those
dangerous the work. Piloting a listed above. Given the importance of
Cycler (such as the Mars Clipper) will warships, naval officers are as much
politicians as they are war-fighters,
earn 25-30% above base salary.
especially at higher ranks. They have
Piloting a mercenary frigate which implanted ID chips that allow access
has been hired to seek and destroy into a facility of their navy and use of
pirates certainly involves a great available services. Naval facilities are
deal more risk, and therefore greater generally located in high security areas
reward, possibly as much as double of spaceports.
pay.
Chief pilots are generally called
Commanders.

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PIRATE PIRATE
CHARACTER

EDUCATION: High School


Pirates are essentially criminals who operate a spacecraft, generally one ATTRIBUTES
they "borrowed" or acquired by hijack. Frigates are often their ship of choice. STR 13 DEX 13 INT 12
The maneuverability of these smaller craft make them ideal for quick strikes END 13 EYE 12 WIL 13
on fast light haulers that often carry valuable cargo. AGL 14 HRG 12 CHA 14
Often pirates began their career in a different line of work. SKILLS
From regular criminal types on distant outposts, to former 64 Awareness Languages
mercenaries who discovered a lucrative career in piracy, 42 Psionics 78 Native
characters will often bring with them skill sets 42 Bargain 65 Other
found in these other professions. 48 Intrigue 72 Belter
Pirates are also known for their 64 physique
prowess with the sword, often 37 Ritual (One Faith)
using the archaic weapon in 66 Zero-G 78 warcraft
close combat. They are also 53 Astronav 65 Initiative
noted for their piloting skills 45 Astronomy 55 Dodge
and knowledge of tactics 29 Law 72 Unarmed
& warfare – both 56 Piloting 68 sword
considered to be equal 46 Stealth 68 pistol
or superior to formal EQUIPMENT
military training. Jumpsuit (leather), Boots (leather),
The most Vest (Kevlar), Dagger, Pistol, Rifle
successful Pirates (assault).
in the High SALARY (monthly)
Colonies are Swab: €1200
notorious, with Mate: 1800
their reputation Captain: 3000
made on risk taking
and ruthlessness.
Pictured is
Jack McGraw, the
flamboyant captain
of the Meed, a
Bounty class frigate
with a crew of 82
well trained pirates.

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PRIEST/PRIESTESS PRIEST

CHARACTER
EDUCATION: College
Organized religion and faith in the supernatural have waxed and waned over ATTRIBUTES
the last two hundred years of expansion into the solar system. There are six STR 11 AGL 13 INT 15
prominent religions in the High Colonies: Christianity, Wiccan, Judaism, Islam, END 14 EYE 13 WIL 15
Buddhism, and Hinduism. Christianity and Wicca have the most adherents; DEX 14 HRG 15 CHA 14
the last four tend to be found on stations that reflect those faiths. SKILLS
The first four denominations are members of the Ecumenical Council of 68 Awareness Languages
Sol, an alliance of traditional churches founded in 2184. Headquartered at 64 Psionics 92 Native
ESAU, the Council includes various member colonies such as St. John (Roman 49 Bargain 80 Other
Catholic), High Zion (Jewish), and Hegira (Sunni Muslim). The liberal Christian 48 Intrigue 70 Belter
humanist sect Church of the Lifeline also belongs to the Ecumenical Council. 54 Physique
55 Ritual (Acolyte One Faith)
Priest skills include Astronomy, Charm, and
60 Zero-G 48 Initiative
History, reflecting the typical training and
46 Astronomy 47 Dodge
religious formation which accompanies these
48 Charm 54 Unarmed
professions. Awareness and Psionics are
50 History
invariably high in priests, and they are often
55 Sociology
more perceptive of both natural and
supernatural phenomena. EQUIPMENT
The newest and most fractious Robe, Sandals, Dagger.
religious sect in the High Colonies
is the Band SALARY (monthly)
of Humanity, Acolyte: €1500
founded in Priest: 2000
2204 on Genesis Bishop: 3000
by self-styled
"right thinkers".
Members include
the most reactionary elements in the
High Colonies, including Christian
fundamentalists, paranoid survivalists,
and racist extremists. The Band of
Humanity can also be found on other
colonies such as Destiny, Eden,
Lazarus, Kruger and Revelation.
Wicca is also rapidly growing,
second only to Christianity. Wiccans
of the High Colonies worship natural
phenomena such as Sol and Luna,
who they sometimes personify
as deities. Their faith is similar
to that once practiced by
pre-Christian, Celtic druids,
and the Mongols of Old
Earth. The other
major religions
consider
Wiccans to be
pagan witches and
warlocks. Britannia, located in Luna's Tycho Crater, has the largest presence
of Wiccans of any colony.

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ROVER ROVER
CHARACTER

EDUCATION: High School


ATTRIBUTES
The Solar System is vast. Planets and moons have been extensively mapped STR 13 DEX 13 INT 13
by orbital survey. But who knows what might physically be found in the END 14 EYE 15 WIL 14
wastelands of Mars, mountains of Titan, glaciers of Europa, or icy plains of AGL 14 HRG 13 CHA 12
Triton and Pluto.
SKILLS
Rovers are usually working for a corporation and have a ship and lander at
67 Awareness Languages
their disposal. They are typically searching for natural resources, although that
50 Psionics 89 Native
may just be a cover for more covert activities. Rovers are most likely to make
39 Bargain 74 Other
first contact with anything unusual.
48 Intrigue 68 Belter
ML 60+ Character has caught the attention of various commercial interests 40 Ritual (One Faith)
and has usually no problems convincing them to sponsor his ventures 55 Physique
provided there is a good chance for profit. 65 Zero-G 55 initiative
61 Driving 52 dodge
51 Geography 46 unarmed
38 Piloting 44 dagger
42 Tracking 46 pistol
EQUIPMENT
Moxie Helm, Jumpsuit (leather),
Boots (leather), Gloves (leather)
Rover (2-Man), Axe, Dagger, Pistol.

SALARY (monthly)
Journeyman: €1500
Lieutenant: 2000
Captain: 3000

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TELEPATH TELEPATH

CHARACTER
EDUCATION: College
ATTRIBUTES
Most stations and colonies have individuals skilled in issues of mental
STR 12 DEX 14 INT 15
health and relationship counseling. Telepaths focus on treating emotional
END 13 EYE 13 WIL 14
and mental problems in patients with compassion and empathetic
AGL 13 HRG 13 CHA 14
communication. They can assist those suffering from stress, anxiety,
depression, bipolar disorder, and various other mental conditions. Telepaths SKILLS
are familiar with drugs and potions that moderate these conditions. 75 Awareness Languages
Although often considered to be quackery, most telepaths have high 72 Psionics 93 Native
psionic skill. Telepaths believe that all individuals have latent psionic powers. 48 Bargain 82 Other
Development of such powers is viewed as the "next step" in human evolution. 46 Intrigue 65 Belter
42 Ritual (One Faith)
43 Physique 44 Initiative
62 Zero-G 46 Dodge
61 Charm 42 Unarmed
56 Medic 44 Pistol
52 Sociology

EQUIPMENT
Jumpsuit (cloth), Boots (leather),
Pistol (6mm).
SALARY (monthly)
Assistant: €2000
Associate: 3000
Master: 4000

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TRADER TRADER
CHARACTER

EDUCATION: High School


ATTRIBUTES
Traders keep the High Colonies economy functioning, buying and selling STR 13 DEX 14 INT 13
cargoes that allow colonies to specialize in products that favor their available END 13 EYE 14 WIL 13
resources and labor. Most trade is handled by large corporations who own a AGL 14 HRG 13 CHA 13
fleet of cargo ships that may also carry passengers. Rogue traders do the same SKILLS
on a much smaller scale, often unlawfully. Some may engage in smuggling or 63 Awareness Languages
pirate activities. 45 Psionics 88 Native
Characters in this role typically are crew of a spaceship, engage in trade 65 Bargain 75 Other
as they travel around the Solar System, looking for business opportunities, 58 Intrigue 68 Belter
buying cheap where they can, and selling at a profit elsewhere. Salvage and 39 Ritual (One Faith)
rescue opportunities may bring quick profits. Some characters on such a ship 56 Physique
must be able to pilot a spacecraft, some need to be able to repair it, and 64 Zero-G
some ought to be veteran mercenaries to keep competition honest. Trader 61 Comms 52 Initiative
characters may need to design and build a spacecraft, or buy one from a list 51 Driving 56 Dodge
supplied by the GM. Funds to buy a ship may be financed, etc. 45 Piloting 48 Unarmed
Highly successful traders 58 Survival 54 Pistol
usually have access to prominent EQUIPMENT
politicians, corporate bosses, Cap (cloth), Jacket (leather),
and organized crime leaders, Pants (cloth), Boots (leather),
although none will help for Pistol (6mm).
free.
SALARY (monthly)
Assistant: €1500
Associate: 2000
Master: 3000

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THE CHAKON CHAKON

CHARACTER
The Chakon are highly intelligent and possess
significant psychic abilities. Although smaller and ATTRIBUTES
frailer than humans, they are much longer lived, STR 11 DEX 13 INT 15
with an average life expectancy of 175 years. END 10 EYE 14 WIL 14
They reach maturity after about three decades. AGL 14 HRG 14 CHA 08
Although they can breathe Earth-Standard SKILLS
atmosphere for short periods of time, it 75 Awareness Languages
makes them uncomfortable. Humans 75 Psionics 90 Chakon (native)
have similar problems in Charon-Standard 48 Bargain 76 English (other)
atmosphere which contains 32% Oxygen, 55 Intrigue 72 Belter
68% Nitrogen, and zero Argon. 43 Ritual (Chakon)
Chakon traders proved to be as 58 Physique 65 initiative
adventurous as humans and were 76 Zero-G 66 dodge
soon a common sight throughout 52 Medic 54 unarmed
the High Colonies. They can learn 62 pistol
most human languages with Additional Career Skills vary.
relative ease, but their own tongue
is extremely difficult for humans to EQUIPMENT
master. Most communication between Jumpsuit (leather), Kneeboots
the races takes place in English or (leather), Pistol (laser).
Belter. Chakon technology is on a similar
level to humans. Trade in technology SALARY (monthly)
items has largely eliminated what minor Varies by career.
imbalances existed when the Chakon
More details on the Chakon appear
arrived, except the Chakon refuse to
in their own Soldex entry.
share the secrets of their starship
drive.
Charon-Human relations remained
good until the attack on Titan by
the Band of Humanity during
the Purge War (2217-23). To
the surprise of Band forces the
Chakon annihilated their attackers
and then attacked and vaporized the Band headquarters station. Although the
Chakon know their attackers were a fanatical element of human society, they
have shown increasing distrust of humans since then.
Chakon society is often described as “endless talk”. The Chakon seldom
make any decision quickly. Their leaders usually have titles that translate
as “Facilitator”, “Blender of Ways” or “Speaker of the Decision”. Individual
Chakon are chosen to perform specific tasks and always resign once the job
is complete. The major exception to this practice is a concession to human
sensibilities. The Chakon have appointed a station head at each of their
colonies, but they fulfill an entirely ceremonial role.
Players can roleplay Chakon, but reflecting their alien characteristics and
attitudes will be a challenge.

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BIO-GENS BIO-GENS
CHARACTER

Bio-genetically engineered humans, often called Androids, were first


created a century ago in 2137. They evolved from humans getting bionic BIO-GEN ATTRIBUTES
arms and legs, and artificial organs. Despite many improvements the LABORER
original two types, miner and laborer, remained the basic forms for almost STR 2d6+7 INT 2d6+1
eighty years. The laborer type, which was originally intended for dangerous END 2d6+9 WIL 2d6+6
or monotonous work, underwent the most dramatic changes. Numerous AGL 2d6+6 CHA 2d6+3
specialized forms were created, including factory drudges, service workers, DEX 2d6+8
entertainers, and prostitutes. A system wide Bio-gen Treaty forbade arming EYE 2d6+6
them. HRG 2d6+6 COST €30,000+
Bio-gens are almost indistinguishable from real humans except to a trained MINER
observer like a lawman. A scanner or medical examination will certainly STR 2d6+8 INT 2d6+3
expose a Bio-gen, and they tend to be somewhat larger and less physically END 2d6+9 WIL 2d6+7
attractive than real humans, but this is only a very general rule. Some very AGL 2d6+6 CHA 2d6+2
attractive bio-gens work the sex trade. Their most obvious traits are a DEX 2d6+7
tendency towards literal mindedness and not to show fear. They are sterile. EYE 2d6+5
Initially, the cost of producing Bio-gens was almost prohibitive, but HRG 2d6+5 COST €50,000+
more efficient production techniques steadily lowered costs. Their primary SOLDIER
advantage is that they are “born” fully trained STR 2d6+8 INT 2d6+6
and better suited to their intended tasks END 2d6+9 WIL 2d6+8
than real humans. They are also cheaper AGL 2d6+8 CHA 2d6+3
(over time) than employing humans to DEX 2d6+8
do the same work. Their drawbacks are EYE 2d6+7
relatively short lives (average nine years) HRG 2d6+7 COST €70,000+
and considerable difficulty to re-program
for new activities if that is wanted. SKILLS: Most bio-gens are highly
trained (71+) in one or two specific
Laws regarding the purchase and skills related to their function.
use of bio-gens vary widely from
station to station. They are illegal COST: average price. Actual price can
on some stations and subject be plus/minus 50% depending on
skills and availability.
to termination if discovered. On
the majority of stations they are
tolerated, but always with special laws
restricting their uses and ownership.
The development of the Ram-
Soldier by the Band of Humanity
in 2214 not only led to the Purge
War but also to the collapse of the
Bio-gen Treaty. Most of the larger
stations now have specialized
armed bio-gens for security and
police work. The Purge War
supposedly exterminated all
Ram-Soldiers owned by the
Band of Humanity. But there
are persistent rumors that
some still exist. Players
could choose to play a
bio-gen character at GM
discretion.

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ATTACKER OPTIONS

COMBAT
Attacker can declare any ONE of the
following actions per combat turn.
• Fire Weapon: declare one target
and make one Attack roll.
• Aim & Fire Weapon (–10 ML).
• Raking Fire: declare multiple
targets, –10 ML per target.
• Throw: Weapon or Grenade.
• Draw or Holster Weapon: may also
fire at –10 ML.
• Reload Weapon.
• Kneel: drop to one or both knees;
may also fire at –10 ML.
• Prone: fall prone.

C
• Rise: from prone or knee.
ombat is far from rare in the High Colonies. Decades of • Move: Crawl, Walk, or Run.
war and unrest have caused a tendency to settle disputes • Walk & Fire: –10 ML.
at gunpoint. While players can often talk their way out of • Engage: make a half-move into
trouble, sometimes words fail. So, the characters grab their close combat (within one metre).
weapons and the GM brings out the combat rules. and fire.
Most combat is Fire Combat which involves Pistol, Rifle, Bazooka, or • Disengage: make a half move away
Crossbow skills. Melee Combat involves Unarmed, Dagger, Axe, etc. from close combat.
• Fix Jammed Weapon: roll 3d6
COMBAT TURNS against Weapon Quality (WQ).
Combat is resolved in turns which represent 10 seconds of real time. During • Shock Recovery: unconscious
each turn characters can perform various Actions. The list of possible actions character makes a Shock Roll to
given in the sidebar covers most reasonable activities. Players, however, tend recover.
to be inventive, and GMs can rule on other actions during a combat tum.

INITIATIVE MULTIPLE TURN ACTIONS


When combat (or another dangerous situation) occurs, the GM ranks all These actions take more than one
characters, including NPCs, according to their Initiative EMLs. Characters turn to perform. They cannot be
perform actions during each turn in the order of their Initiative EML (high to combined with other actions.
low) for the duration of the combat. • Ready Satchel Charge (2 turns).
o Option: Initiative EMLs can be recalculated at the start of each Combat • Add/Remove Weapon Harness
Round to reflect a character's fatigue, wounds, etc. (2 turns).
When characters have identical Initiative EMLs, the character with the • Administer First Aid
highest Awareness EML acts first that round. (3 turns minimum).
Characters that are unconscious before their turn, forfeit any actions until
they recover.

SURPRISE
When there is doubt as to whether a character has been surprised, roll
1d100 against a character’s Awareness EML. Success means the character
is not surprised but has a –10 skill penalty throughout the first combat turn.
Ignore this penalty with Critical Success (CS). Failure means that character
forfeits the first combat turn and automatically takes an Ignore defense.

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FIRE COMBAT HAND-TO-HAND COMBAT
COMBAT

Fire Combat is resolved in a sequence of six (6) steps. Treated the same as “Fire Combat”
except the skill used is “Unarmed” with
fist or foot impact, or a weapon like Axe,
[1] ATTACKER DECLARATION Club, Dagger, or Sword. A Rifle can be
The character with the highest Initiative EML chooses a weapon and target, used as a club with impact 3.
which must be in line of sight. Attacker may choose an Aiming Zone (High or
o SHOTGUNS
Low) with an Aim & Fire Action. See Combat Table.
Shotguns attack all targets within a
30 degree cone with equal effect. The
[2] DEFENDER DECLARATION Attacker makes only one attack roll. All
Defensive options available depend on whether the target is aware of defending targets within the firing cone
the attack (or not). An unengaged target is generally aware of any attack. (GM discretion) each make a Defense roll
However, the GM may request an Awareness test in conditions of poor (or Ignore).
visibility, ambush, surprise, or when the target is busy performing a task o FIRING MODES
requiring concentration. Targets engaged with another enemy require an Most guns can be fired with one of two
Awareness test to sense an attack from another enemy. modes. Automatic fire triples ammo-
expended if this is being tracked.
BLOCK:  An attempt to block or parry an attack with a shield. The skill
used is Shield ML. At GM discretion, especially in hand-to-hand combat, Single Fire (Ammo x1)
a weapon may be used to block. Automatic (Ammo x3)
Automatic fire allows raking fire on
DODGE: A target aware of the attack can attempt to Dodge. The multiple targets. The attacker makes one
Defender is really ducking or dodging the attacker's aim, not bullets or roll with a penalty of –10 per Target, but
an energy beam. Also used to evade a thrown weapon. The skill used each target has a separate defense roll.
to defend is usually Dodge EML, but Shield EML can be used if higher. Example: Player fires a pistol at three
IGNORE: If the target is unaware of the attack, this defense is automatic. pirates. The attacker makes one roll
It may be chosen by a brave target who wishes to impress someone. with a penalty of -30 for the three
targets. Each pirate has a normal
This defense does not involve a Defender roll. If a hit occurs (Attacker
defense roll to determine three
SU/CS) the body location struck may be covered by armor or some separate results.
obstruction.
GUNS IN SPACE
Guns in Zero-G work, though not quite
[3] SKILL TESTS like they do in atmosphere and gravity.
Once the attacker and defender have declared their options, each makes Ballistic weapons of 2238 have their
a 1d100 skill roll against their appropriate skill. The basic skill for firing is own internal oxidizers to ignite the
the appropriate weapon EML. Any thrown item uses Physique skill. ML is gunpowder that fires the bullets.
adjusted by any/all of the following modifiers. A bullet fired in orbit will move into
a higher orbit, perhaps reaching escape
RANGE: Determine range to target, short or long. See Weapon Data velocity and continuing onward until it
Table. hits something.
Nobody will hear the sound of the
SKILL PENALTY: Each character subtracts Injury, Fatigue, and
gun since there is no air in space to carry
Encumbrance penalties. sound waves. Engines are soundless too.
ATTACKER MOVING: Subtract 10 from ML if the Attacker moves and Lastly, Newton's third law says
fires. that for every action there is an equal
and opposite reaction. That means in
TARGET SIZE: The larger the target, the easier it is to hit. There is no Zero-G, the recoil of a gun will push you
modification for man-sized targets, except –10 if the target is kneeling, backward unless you are restrained in
and –20 if the target is prone. some way. Ditto if you punch someone
on the nose.
SPECIAL PENALTY: Each character adjusts ML by whatever Special
Penalties/Bonuses the GM deems applicable.

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[4] COMBAT RESULTS JAMS & MALFUNCTIONS

COMBAT
Compare the results of skill tests on the combat table (p.48): Equipment sometimes malfunctions
at the most inconvenient times.
AH HIT: The target is hit. The number after the star is the number of d6 Weapons jam, powerpacks overload,
rolled to determine Strike Impact. For effective impact, see below. and mechanisms seize. Jams and
malfunctions occur in combat when a CF
FUMBLE: Attacker (AF) makes a Fumble roll (see: p.40).
is generated on a weapon combat roll.
(•) MISS: The attack has failed; turn ends. Roll 3d6 against Weapon Quality (WQ);
STUMBLE: Defender (DS) makes a Stumble roll (see: p.40). (p.46 sidebar) if the result exceeds
WQ, the weapon malfunctions. To fix a
DTA: Defender gains a tactical advantage to immediately execute any malfunction, roll against the character’s
bonus Attacker Option, such as Fire or Run. The Attacker is now the skill in the weapon next turn. CF on a roll
Defender. Either player also earns a tactical advantage when the to fix a weapon destroys it, although it
opponent fails a Shock, Stumble, Fumble, or Weapon Damage roll. might later be repaired.
COVER
[5] HIT LOCATION & IMPACT If the target body part has cover (crate,
wall, etc.) the hit is on the covering
STRIKE LOCATION: Roll 1d100 to generate the location of each hit on item. At GM discretion, the fire might
the appropriate Strike Location table (p.48). The table has columns for penetrate the covering item and still hit
three Aim Zones. If attacker has declared the Aim & Fire action option, the target, but with lesser impact.
strike locations vary with the declared High or Low choice. Otherwise,
Example: Character is kneeling
the MID Zone is the default. The dice-roll automatically generates right behind a low metal wall and firing
or left for Arm, Thigh, and Leg. That is, a roll of 16 (even) is Right Arm, at an enemy. Because the wall is
and 17 (odd) is Left Arm. heavy enough to stop penetration,
GM rules that only the character’s
STRIKE IMPACT: Strike Impact is determined by adding the dice roll
head, shoulders, and arms can be hit
from the combat table to the declared weapon impact on the Weapon by enemy fire. Arm hits have a 50%
Data Table, (p.46) Weapon impact should already be recorded on your chance of striking a target's held
character profile. weapon.
ARMOR PROTECTION: Effective Impact is the force actually delivered o DETAILED STRIKE LOCATIONS
through any intervening armor. Calculate effective impact by Optional breakdown tables are provided
subtracting Armor Protection Value (see Armor Data Table) for on the Combat Tables (p.48) for Head,
the generated Hit Location. Armor protective values shown apply to Arm, and Leg. This may be significant if
average quality materials. These values may be modified for inferior or the target has leather boots that do not
superior armors. protect the Knee.
INJURY: If the effective impact is 1+, cross-index Hit Location and
Effective Impact on the INJURY TABLE.
EXAMPLE: Cardin scores a A*2 hit with Pulse Rifle, impact +7e. Hence,
weapon impact is 2d6 + 7. Assuming the generated strike location is
Chest, protected by Cloth + Kevlar Jacket (2+7=AP9) the effective impact
is 2d6 + 7 – 9, an average of 5. That gives a Serious S2 chest wound.

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[6] INJURY TABLE Strike Location
COMBAT

Strike location is important for two main


Injury Points (IP) reasons. First, only the armor worn at
Wounds are identified (p.42) as Minor (green), Serious (yellow), Grievous the location struck is relevant. Second,
(orange), or Mortal (red). They are also rated from one (1) to five (5) which injury effects vary by location; a blow to
is their value in Injury Points (IPs). Thus M1 is a Minor wound (1ip), G4 is a the Head is more serious than the same
Grievous Wound (4ip) and so on. blow to the Leg. Characters can influence
Strike Location by aiming high or low
Example: A character is struck with an effective impact of 6 on the Head.
with a –10 EML penalty.
This gives a Serious Wound (yellow) valued at S2.
A Stab in the Back
Injury Points modify any attribute roll, and any skill roll with a penalty of 05 Although characters instinctively turn to
per point. That is, a character with 6ip has a modifier of –6 to attribute rolls face the most imminent threat, there is
and –30 (6 × 5) to skill rolls. See p.13. a 25% chance that a Chest strike hits the
Each new injury is recorded in the injury section of the Character Profile. victim's Back. Armor may be different in
For example, a S2 wound to the Head is recorded as S2 in the top (head) line. that location. Back strikes will be higher,
perhaps 75%, if the target is moving away
Additional wounds to the head are recorded on the same line.
from the Attacker, or is unconscious, etc.
Shock Rolls o Graphic Injuries
Each time a character takes a new Serious or Grievous injury, roll 1d6 for Injuries can be described in graphic
terms, such as a “crushed thigh",
each accumulated Fatigue and Injury Point. If the roll exceeds Endurance,
"serious chest wound, or "grievous gut
the character is downed from trauma, bloodloss, or pain.
stab". Guidance is given in the Injury
Example: a character with one Fatigue Point and two M1 injuries takes description Table, p.42.
a S2 wound. The accumulated penalty is five (1 Fatigue Point + 4 Injury o Knockbacks
Points) so a 5d6 roll is made. Assuming an Endurance of 14, the character A character struck to the body or head
is downed with a roll of 15 or more. zones with effective impact in excess of
Strength is also knocked back one metre
Characters who fail a Shock Roll are unconscious, or functionally so
and makes an immediate Stumble Roll.
with nausea, incoherence, or gazing helplessly at their injuries. Unconscious
characters automatically choose Ignore defense if attacked, and must choose o Amputations (^)
Shock Recovery Roll with added injury points (if any) for their turn option. The Some wounds require an Amputation
Roll with the indicated number of d6.
character recovers consciousness if/when a successful roll is made. Recovered
Ignore dice for other injuries or fatigue.
characters function normally with their current Skill Penalty.
If the result is 13 or more, the body
part is severed! Amputation of a Limb
Mortal Wounds (K) is an automatic stumble or fumble and
Some wounds may be immediately fatal. Where a “K” result is noted, a Bleeder occurs. A Head amputation is
record that wound and make a normal Shock Roll. If this roll exceeds somewhat more serious!
Endurance, instant death occurs. Otherwise, the character is considered to o Bleeders
have a Mortal wound, and is functionally unconscious until they recover using Three wounds result in B1, B2, or B3
the Healing rules. Bleeders. See: p.42. A character acquires
the BPs given for each bleeding wound
Fumbles & Stumbles every 10 second turn. If BPs exceed END,
Any Serious injury to the Arm requires a fumble roll, and one to the Leg or character falls unconscious and dies in
Thigh requires a stumble roll. A fumble implies an item carried is dropped, 1d6 minutes. Bleeding is stopped with a
successful Medic treatment, which can
and a stumble renders a character prone this combat round.
be attempted each 10 second turn.
Any Grievous injury to a limb is an automatic fumble or stumble and
renders the limb unusable. A character with an unusable limb, may be able to MS: Bleeding stopped. Total BPs heal
at 1bp per day, until reduced to zero.
rise or walk with the aid of a crutch/etc. Unusable limbs become usable when
they heal to M1. CS: Bleeding stopped. Total BPs heal
Fumble: roll 3d6 + current Injury Points against DEX. at 2bp per day, until reduced to zero.
Stumble: roll 3d6 + current Injury Points against AGL. Bloodloss is treated as a separate
injury with a penalty of B2 with BPs up
to half END, and B3 if BPs are higher. A
bloodloss healing roll is made normally,
every five (5) days.

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GRENADES GRENADE INJURIES

COMBAT
In enclosed spaces, grenades are among the Injuries from a grenade hit are
deadliest anti-personnel weapons available. determined normally.
Possession of explosive grenades is almost always Explosive Shrapnel Hit: Roll the AH
restricted because of their potential for causing d6 strike impact, add grenade impact,
structural damage to stations. then reduce by ballistic armor value
for the Strike Location. The result is
Grenades are either designed to be thrown by
effective impact. If effective impact
hand or fired from a grenade launcher. The same is 1+, determine wound on the Injury
skill applies to either use. There are three common Table. If an injury is a serious wound
grenades: or worse, victim must also make a Shock
EXPLOSIVE: Fragmentation grenades that injure or kill unprotected characters Roll (p.40).
within a 3-metre radius. Price: €60 each. Example: Player A, Grenade ML62,
attacks with an explosive hand grenade.
TEAR–GAS: Riot control grenades intended to incapacitate targets within a
Measure distance to target after the
5 metre range. Tear gas dissipates in 1d6 turns and affects all unprotected grenade is thrown. That distance cannot
targets moving into its area until it dissipates. Spacesuits or gas masks exceed STR x4 metres.
provide protection. Price €50 each.
Attacker aimed for Mid Zone. Defender
SMOKE: Grenades that provide a smoke screen. Smoke dissipates in 2d6 elects to Dodge the attack. Dodge ML
turns and gives a ML penalty of –10 to all actions requiring sight into or 58, but 10 is added for an EML 68.
through the smoke. Spacesuits or gas masks provide protection against the Attacker rolls 43 (MS) for the Mid Zone,
smoke, but do not improve visibility. Price €50 each. Defender rolls 75 (CF). The result from
the Dodge Combat table is an AH2
Esoteric grenade types also exist, such as sonic, nerve gas, phosphorus, and
strike on the Defender's head!
poison gas. These are rare and typically cost at least €100, often more. Effects
vary at GM discretion. Strike impact equals 2d6 + 6. Defender
head is protected with Cloth balaclava
(AP 2). Assuming a 2d6 roll of 8,
Throwing Grenades effective impact is 8+6–2 = 12. Injury
Characters throw grenades using their Grenade ML, up to a maximum Table gives an S3 (Serious Wound 3)
range of STR x4 metres. Normal conditions assume the character is standing, result for this effective impact, almost a
has room to swing his arms, and is not wounded or distracted. GMs should K4 kill wound.
modify Grenade ML for adverse conditions. Against a grenade attack, Shock Rolls: Since the injury is a Serious
Defender defenses are: Wound, a shock roll (p.40) is also
Dodge at +10, against a thrown grenade. required.
Interception is not possible, but Ignore may be justified. Tear-gas and smoke grenades do not
inflict shrapnel damage. However, in
When a hit is scored, the grenade is assumed to have exploded near the addition to their normal effect, they do
defender and will (50% chance) injure all exposed characters within a five have 50% Impact if they strike a target
(5) metre range. For each injured character, roll on the Mid Zone for Strike directly with a CS hit.
Location, but use the same Effective Impact.

Grenade Launcher
Rifle grenades are fired from grenade launchers that attach to rifles. Their
main advantage is no need to arm, and greater range that is not subject to
the attacker's STR. Arming a rifle grenade requires the spin imparted by the
launcher over a distance of at least ten metres, hence this is a minimum
range. Rifle grenades typically cost the same as hand grenades.
Rifle grenades cannot be armed and thrown manually, and hand grenades
cannot fit grenade launchers. Defender defense options are the same as for
thrown grenades.

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INJURY DESCRIPTION TABLE HEALING TABLE
COMBAT

Injury Description & Treatment Test Medic EML within 4 hours, then
once per five (5) days.
Bruise Welts/Swelling – Clean, Dress.
CF: +1 to wound level. Make a shock
Fracture Simple Fracture – Set bone, Splint.
roll. An open wound is also
*Crush Bleeder 2 bp/Compound Fracture – Surgery, Splint. infected.
*Minor Cut/Puncture Cut 1 – 2” – Clean, Dress. MF: No healing.
*Serious Cut/Puncture Bleeder 1bp/Cut 2 – 6” – Stop bleeding, Suture, Dress. MS: Reduce wound level by one.
*Grievous Cut/Puncture Bleeder 3 bp/Spurting Blood – Stop bleeding, Suture, Dress. CS: Reduce wound level by one; roll
Minor Burn 1st Degree Burn/Blisters – Apply Cold Compress. again.
*Serious Burn 2nd Degree Burn/Open blisters – Clean, Dress. Wound is healed when reduced to zero.
*Grievous Burn 3rd Degree Burn/Charred Skin – Surgery, Clean, Dress. For Shock Roll and effects, see p.99.
Minor Frost Chilled Flesh/Shivering – Warm wound gently.
Serious Frost 2nd Degree Frostbite – Wrap victim in blanket 2d6 hours.
Grievous Frost 3rd Degree Frostbite – Amputate, Suture, Dress, Pray. HEALING ROLL (Example)
Healing roll for a Fracture (S2) is made by
*Open wound, subject to infection.
a Medic 60 who has a medkit (+10). EML
A Radiation/Energy wound is treated as a Burn injury.
is thus Medic 70. A roll of 62 is Success,
so the wound is reduced from S2 to M1.
HEALING Another Healing Roll for this wound can be
Each wound is treated and healed separately. That is with three wounds, made in every five (5) days.
M1, M1, and S2, three Healing Rolls are made, one per wound. Healing Rolls BLOODLOSS
are made on the Healing Table against the treater's Medic EML every FIVE (5) Three wounds result in bloodloss that must
days, except the first healing roll per wound can (and should) be made within be quickly stopped to avoid death.
four (4) hours of injury. See p.40 sidebar.
MEDKIT: A first-aid bag available in all spacecraft and vehicles, and INFECTION
normally carried by a medic. They contain bandages, compress pads, Open wounds can become infected when
adhesive tape, sharp knives, needles and suture thread, medical a CF Healing Roll is made. A bandaged
thermometer, and a variety of antiseptic balms and painkillers. Provided or stitched wound is still considered an
open wound. An infected wound is –20 for
a medkit is available, healing rolls are +10 to Medic EML.
future Healing Rolls for that wound, and CF
MEDILABS: found in large spacecraft and all colonies, typically staffed on an infected wound rolls causes +1 to the
with one senior medic, and one junior medic per ten beds. These are wound and the infection to spread to an
hightech facilities with sophisticated electronic equipment, computer adjacent wound (if any).
databanks, medication and pills, and extra medkit. Healing rolls in a CAUTERIZATION
medilab are +30 to Medic EML. A treatment to sterilize and close an open
NOTE: every character may open Medic skill at OML just by cleaning and wound, but does not cure an existing
dressing a wound, including a self-wound (at 50% OML). Bandages and infection. A metallic object and fire are
water must be available. This is a "first aid" skill applicable to the first required. Make a shock roll (p.40) for
pain and then a healing roll, even if
healing roll only. Characters must complete 4 years medical school to
unconscious:
advance beyond Medic 50.
CS: Reduce wound level by two.
Diseases (Daily Roll) MS: Reduce wound level by one.
MF: Cauterization fails; no effect.
Infectious diseases were eradicated in most civilized countries by 2100, but CF: Wound +1.
exist in the high colonies due to less vigilant and competent medical services.
When exposed to a contagious disease (GM choice) a character tests: POISONS/TOXINS
Poisons are P2, P3, or P4 wounds. They can
END x 5: Minor (D2): Influenza, Rubella, Mumps, etc be fatal in minutes, so Healing Rolls must
END x 4: Moderate: (D3): Chickenpox, Measles, Polio, etc. be made every minute; victim survives at
END x 3: High (D4): Anthrax, Typhoid, Venerian Flu, etc. PØ, but dies at P5.

If the roll exceeds the END Target Level, the character catches the disease
and soon displays appropriate symptoms. Record the disease name and
points such as Typhoid D4 on the Character Profile. A Healing Roll is made
daily on the Healing Table. At DØ, the patient recovers, at D5 the character
dies. Any CF result also requires a Shock Roll.

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6mm Light Pistol: small caliber 15kw Laser Pistol:
automatic pistol popular fires short duration

COMBAT
because of its small size. Shown beams of coherent
is the 6mm Austora by Jantia light. They are
Munitions. Price €250. normally loaded by a
power pack “clip” of
20 charges. Power packs holding 120 charges are
available but these must be carried on the user’s belt,
9mm Pistol: efficient and and have a power cable connecting the pack to the
capable of carrying more weapon. Pistol shown is the EL-21 by General Ordnance
ammunition than revolvers, Division. Price: €995. Restricted.
auto pistols are the most
common sidearm in the High
Colonies. This pistol is the
9mm HA-21 by Hawkler
Armaments. Price: €400.

8mm Sniper Rifle: single fire rifle designed for long


11mm Revolver: less range and high accuracy. Shown is the 8mm Jantia
efficient than automatic produced by Jantia Munitions. Price: €825.
pistols, but reliable WQ
14. The cylinder rounds
are loaded individually.
Shown is the 11mm
Star Gazzer by Hailey-
Parker Armaments, an updated Colt-45. Price: €300.

5mm Flechette Pistol: An


automatic pistol that fires narrow 6mm Assault Rifle: small caliber, rapid fire rifle. Although
metal darts, and is often called a designed as a military weapon, they are widely used
"needlegun". It is popular with by criminals, and are probably the most popular item
security forces because of its non- in military surplus catalogs. Shown is the HA-27c by
lethal “riot control” potential. Hawkler Armaments. Price: €1200.
Shown is the 5mm FT-100 by
General Ordnance Division.
Price: €450. Restricted.

12mm PAP Pistol: The


Propulsion Assisted Pistol is
designed to punch through
armor at close range. Shown
is the Nova 36 by Hailey-
Parker Armaments. Price: 5mm Flechette Rifle: same as flechette pistol except
€540. Restricted. for range and impact. Rifle shown is the 5mm FT-200 by
General Ordnance Division. Price: €960. Restricted.

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COMBAT

6mm Sub-Machine Gun: small caliber, rapid fire weapon,


designed primarily for military and security forces. Shown 20kw Flash Rifle: A riot control weapon that delivers a
is the 6mm Cranston-2 with folding stock by Hailey- low-voltage burst of energy. This energy mostly delivers
Parker Armaments. Price: €1250. minor physical damage, but causes 10-60 minutes of
pain, confusion, and nausea. The weapon is useless
against Kevlar armor. Shown is the EL-27 “Mobstopper”
by Jantia Munitions. Price: €1800.

7mm Light Machine Gun: infantry weapon fired with a


bipod or tripod. May be either belt or clip fed. Shown is
the HP-18 by Hailey-Parker Armaments. Price: €1400.
30kw Laser Carbine: Sometimes called laser rifles, these
Restricted.
carbines fire short duration beams of coherent light.
They are loaded by a power pack “clip” which holds 40
charges. The illustration shows the CER-30 by General
Ordnance Division. Price: €2275. Restricted.

19mm Auto Shotgun: favored by security personnel for


short range combat. Capable of firing a variety of pellet
types, with buckshot being the most common. Illustrated
is the 19mm (12 gauge) Vanda by Hailey-Parker 36kw Pulse Carbine: similar to the pulse rifle, but with
Armaments. Price: €960. Restricted. shorter range and a much higher rate of fire. Illustrated is
the Kaliskin-36 by Hailey-Parker Armaments.
Price: €2550. Restricted.

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45

COMBAT
9mm Machine Gun: heavy weapon generally fired with a bipod or tripod support. Usually belt fed,
although clip fed versions are available. Infantry units generally designate two man teams to operate
this weapon. Illustrated is the SK-30 by Hawkler Armaments. Price: €2150. Restricted.

38kw Pulse Rifle: This powerful long range pulse rifle fires superheated hydrogen fuel pellets.
Shown is the JM-38 Lomet by Jantia Munitions. Price: €3750. Restricted.

48kw Pulse Rifle: The deadliest (and most expensive) weapon available, this rifle is nicknamed the
“Doorknocker” for its ability to burn holes through the thickest armor plating. The 48kw Pulse Rifle is
designed to be fired with a bipod or tripod, but can be operated slung from a body-harness. Illustrated
is the EPR-48 by General Ordnance Division. Price: €5650. Restricted.

Grenade Launcher: grenade launchers exist as “slide-


mounts” that attach to an infantry rifle. Shown is the
30mm Parno-3 slide-mount by Hawkler Armaments,
attached to a 5mm FT-200 flechette rifle. Price €820
(plus rifle and grenades). Restricted.

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46 WEAPON DATA TABLE
WEAPON DATA
SKILL RANGE WT
COMBAT

WEAPON IMPACT AMMO PRICE Weapons listed are the most


(Class) (Metres) Kg
common types; there are many
PUNCH/KICK 1 UNARMED 1 1 • • • variations. Weapons with an (R) are
Restricted meaning most colonies
DAGGER2 DAGGER 1 4 • 0.3 €20 reserve this firearm for military or
SWITCHBLADE2 DAGGER 1 5 • 0.3 €300 official use; possession of them
requires a license and is strictly
AXE/CLUB 2 CLUB 2 8/5 • 3/2 €30/10 regulated.
SHIELD SHIELD 1 2 • 2 €100 SKILL: Each weapon class is
a separate skill. A character's
SWORD SWORD 2 6 • 2 €300
recorded ML applies to the weapon
CROSSBOW X-BOW 40 4 24 6 €300 normally carried. Other weapons in
the same class are –10 ML.
GRENADE, Hand GRENADE STR x 4 6 • 0.8 €60
RANGE: Weapons may fire up to
GRENADE LAUNCHER GRENADE 10–90 3 • • 1 €820 the given range (short range) with
6mm PISTOL PISTOL 30 3 18 0.4 €250 no penalty. Maximum effective fire
(long range) is double range with a
9mm PISTOL PISTOL 40 4 12 0.7 €400 –10 EML penalty.
11mm REVOLVER PISTOL 60 5 6 1 €300 IMPACT: The number added to
the damage roll for a hit with this
5mm FLECHETTE PISTOL (R) PISTOL 30 2 48 1 €450 weapon. Short Range +1; Long
12mm PAP PISTOL (R) PISTOL 30 5 6 2 €540 Range –1. Energy weapons deliver
energy impact, noted "e".
8mm SNIPER RIFLE (R) RIFLE 200 7 8 5 €825
AMMO: The normal magazine or
6mm ASSAULT RIFLE (R) RIFLE 100 5 48 4 €1200 power pack charges of the weapon.
5mm FLECHETTE RIFLE (R) RIFLE 40 4 48 3 €960 WEIGHT: The kilogram weight of
the weapon, fully loaded with its
6mm SUB-MACHINE GUN (R) RIFLE 80 7 24 7 €1250
standard ammo.
7mm LIGHT MACHINE GUN (R) RIFLE 150 5 48 9 €1400 PRICE: The retail price for a
9mm MACHINE GUN (R) RIFLE 180 6 48 12 €2150 standard quality weapon. Higher
quality weapons are rare and
19mm SHOTGUN 4 RIFLE 10 2 8 3 €960 expensive. Cheaper, lower quality
15kw LASER PISTOL (R) PISTOL 10 4e 20 1 €995 weapons are often available.
WEAPON QUALITY (WQ)
20kw FLASH RIFLE (R) RIFLE 20 2e 30 5 €1800
Standard weapon quality (WQ)
30kw LASER CARBINE (R) RIFLE 50 5e 40 4 €2275 is 13. Tests against the WQ are
made at GM discretion. Inferior
36kw PULSE CARBINE (R) RIFLE 40 6e 50 4 €2550
or superior WQ can be generated
38kw PULSE RIFLE (R) RIFLE 100 7e 40 7 €3750 with a 2d6+6 roll. Record WQ on
Character Profile. Higher quality
48kw PULSE RIFLE (R) RIFLE 120 9e 20 8 €5650 weapons naturally cost more, and
ROCKET LAUNCHER (R) BAZOOKA 120 8 3 7 €800 lower quality weapons cost less.
Lower quality weapons also are
SATCHEL CHARGE 5 EXPLOSIVES 1 15 • 1 €90 more likely to jam. Buyer beware!
1 Punch/Kick are +2 impact for "brass knuckles, steel capped boots, etc.
2 Range & Impact are for close combat. Range can double, but Impact is -1 if weapon is
thrown. The switchblade is a stabbing weapon for close combat only.
3 Grenade Launcher has minimum range of 10 metres. Grenades for these launchers cost
the same as hand grenades.
4 Shotgun Range/Impact is for buckshot; solid shot doubles both Range/Impact.
5 Must be placed and activated with timer. 10% chance of malfunction.

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ARMOR DATA TABLE 47
ARMOR DATA TABLE
ARMOR PROTECTION

COMBAT
WT Armor: The type of armor. For a
ARMOR COVERAGE
Kg
PRICE
BALLISTIC ENERGY description of armor materials, see below.

CAP/BERET 1 1 Head/Scalp 0.5 €30 Armor Protection: protection value of the


armor against Ballistic or Energy weapons.
BALACLAVA 2 2 Head 1 €50 These values reduce weapon impact.
CLOTH

SHIRT/BLOUSE 1 1 Arms, Chest 0.5 €30 Coverage: The body parts covered by this
armor.
JACKET/ROBE 2 2 Arms, Chest, Gut 1 €50
Weight: The normal weight of the armor in
PANTS 2 2 Legs, Thigh 1 €50 Kilograms (Kg).
JUMPSUIT 2 2 ALL except Head 2 €80 Price: The normal price of the armor
for inner colonies. Prices for the Outer
BOOTS (knee) 5 6 LEG 2 €100 Colonies Jupiter+) are generally 20% to
50% higher. Some armors are restricted;
VEST 4 5 Chest 2 €100
LEATHER

black market prices may double. Price


JACKET/ROBE 3 4 Arms, Chest, Gut 3 €150 assumes average quality; higher or lower
quality materials may modify prices and
PANTS 3 4 Legs, Thigh 3 €150 protection values at GM discretion.
JUMPSUIT 3 4 ALL except Head 6 €250 Helmets: Almost all helmets have clips to
attach equipment such as infrared goggles,
VEST 6 8 Chest 3 €200 radios, etc. The visor helmet does not have
MEZYN

JACKET/ROBE 6 8 Arms, Chest, Gut 4 €300 life-support.


The lifer helm includes a backpack
PANTS 6 8 Legs, Thigh 4 €300 tank with two hours of air supply. Extra
two hour tanks are available for €100 and
JUMPSUIT 6 8 ALL except Head 7 €500 2Kg weight.
HELMET, Visor 8 7 Head 2 €150 The Moxie helm creates its own
Oxygen from carbon dioxide atmospheres.
HELMET, Lifer 8 7 Head 5 €300 Most useful on Mars.
KEVLAR

HELMET, Moxie 7 6 Head 4 €400

VEST 8 7 Chest 2 €400

JACKET 8 7 Arms, Chest, Gut 4 €600

HARDSUIT, Lifer 10 9 ALL 20 €1800

HARDSUIT, Power 12 11 ALL 40 €4000

CLOTH: Synthetic fabric used for uniforms or clothing. Can be worn under other
armors, adding it's Armor Protection Value (APV) to that armor.
LEATHER: Soft synthetic leather. Can be worn under other armors, adding it's APV
to that armor.
MEZYN: A quilted cloth padding that provides good protection against energy
weapons. Mezyn can be worn over a cloth jumpsuit.
KEVLAR: a lightweight polymer, stronger than steel, but can be woven into articles
of clothing. The result is a flexible, lightweight, "bullet-proof" armor that has
changed little over the past two centuries other than to get better and cheaper.
Kevlar is usually worn over a cloth jumpsuit.
HARDSUIT: full body, Kevlar armor, articulated, with life support and sealing
capacity. Suit has a 4-hour air supply. The power hardsuit is the same except it is
made with thicker materials and eliminates all encumbrance when operating. The
suit is battery powered and must be recharged after 4 hours of operation. A full
recharge takes two hours. Any hit which penetrates (exceeds hardsuit armor value)
requires a damage roll of 3d6 + the number of Injury Points received for this hit:
03-12 No Effect
13-18 Hardsuit power failure; weight added to encumbrance.
19+ Life Support Failure; unconscious in one minute.

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COMBAT TABLES

DEFENDER
COMBAT

BLOCK DODGE IGNORE


CF MF MS CS CF MF MS CS No Roll

● ● DTA DTA ● ● ● DTA DTA Attacker

CF
CF

AH Strike

ATTACKER
ATTACKER

MF
MF

● ● ● DTA ● ● ● ● • Miss/Standoff

MS
MS

AH2 AH1 ● ● AH1 AH1 ● ● AH2


Defender
DTA Tactical Advantage
AH3 AH2 AH1 ● AH2 AH1 AH1 ● AH3

CS
CS

AIMING ZONE STRIKE INJURY TABLE


LOCATION
HIGH MID LOW EFFECTIVE IMPACT
EML –10 EML +0 EML –10 1+ 5+ 9+ 13+ 17+
01 – 45 01 – 15 ● HEAD M1 S2 S3 K4 K5^
46 – 85 16 – 33 01 – 12 *ARM M1 M1 S2* S3* G4*^
86 – 95 34 – 60 13 – 35 CHEST/BACK M1 S2 S3 G4 K5
96 – 00 61 – 75 36 – 50 GUT M1 S2 S3 K4 K5
● 76 – 88 51 –80 *THIGH M1 S2* S3* G4* K4*^
● 89 – 00 81 – 00 *LEG M1 M1 S2* S3* G4*^
* ODD/Left MINOR WOUND KILL/MORTAL WOUND
* EVEN/Right SERIOUS WOUND ^ AMPUTATION ROLL
GRIEVOUS WOUND * STUMBLE/FUMBLE ROLL

EXTRA LOCATIONS ARM


Same Injury Points 01-30 Shoulder HEALING TABLE
HEAD 31-55 Upper Arm
Test Medic EML within 4 hours, then once per
01-40 Scalp 56-65 Elbow five (5) days.
41-50 •Cheek 66-85 Arm/Wrist
CF: +1 to wound level. Make a shock roll.
51-56 •Eyes/Nose 86-00 Hand
An open wound is also infected
57-70 Jaw/Mouth LEG MF: No healing
71-00 Neck 01-20 Knee MS: Reduce wound level by one (–1)
21-65 Calf/Shin CS: Reduce wound level by two (–2)
66-80 Ankle Wound is healed when reduced to zero. For
81-00 Foot Shock Roll and effects, see p.99.

COMBAT SEQUENCE
1. Attacker Declaration
2. Defender Declaration
3. Skill Tests
4. Combat Results
5. Hit Location & Impact
6. Injury Determination

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49

P
sionics is a base skill that all characters possess. Determine PSIONIC TALENTS

PSIONICS
the OML and record on the Character Profile. The skill may Psi Talent Difficulty# Random
then be used instead of Awareness as a mental sixth sense. Charm 1 01-03
With a successful roll, the GM should reveal to the invoker Clairvoyance 1 04-10
Disembodiment 3 11-13
hints of danger or other appropriate knowledge. Psionic talents
Healing 2 14-25
are supposed to work unpredictably and add a touch of mystery Hex 2 26-29
to the game. The GM should try to make sure a talent does not Mental Bolt 3 20-39
work exactly the same way every time. Negation 3 40-51
Prescience 2 52-62
Developing Psionic ML Psychometry 3 63-71
After each use of Psionics, even if the attempt fails, a character gets one Pyrokinesis 3 72-78
Skill Development Roll (SDR). Characters also earn one SDR by practice/study Sensitivity 1 79-87
(p.14) if they meditate for 25 – Wil hours. Bonus development rolls may also Telekinesis 2 88-91
be earned when psionic episodes are revealed by the GM. Telepathy 2 92-99
Unique (GM) • 00
PSIONIC TALENTS
Psionics ML also give characters access to a range of specific psionic talents.
These are listed in the sidebar and described later. Characters cannot invoke GM NOTE
any of these psionic talents until they have Psionics ML 51+. Psionic talents are included in the game
at GM discretion. High Colonies works
Invoking a Psionic Talent fine with or without them. Some GMs
[1] Declaration: Characters may attempt to invoke any psionic talent will likely consider their inclusion in
provided they have Psionics ML 51+ and they are conscious. The the game as a move away from hard-
character informs the GM of the talent to be invoked. Only one talent science; others may support the idea
can be attempted each 10 second turn. that psionics represent the future
evolutionary development of human
[2] Talent EML: Each talent has a difficulty level rated 1, 2, or 3. This brain powers.
value times 5 is a negative modifier to Psionics ML. That is Healing
MIND READING BLUES
2 has a negative modifier of 2 x 5 = 10. Like all skills, Psionics ML is
Jane's life is fine until she gains the
subject to Skill Penalty, see p.12. The GM may add a special penalty to ability to read minds. That's when she
reflect the situation, such as surprise, combat, etc. discovers that the vast majority of the
[3] Success Roll: Once the Psionics EML is known, a skill roll is made. people around her have rather disturbing
Success at using a psionic talent is often ambiguous, particularly with thoughts. Some "friends" often think of
her with barely-contained malice. Her
critical results. Suggestions are given in each talent.
lover has been cheating since day one.
[4] Fatigue: Invoking talents is fatiguing. Fatigue Points gained depend And every man she meets wonders what
on the success level achieved. she looks like naked.

CS: None MS: +1 MF: +1 CF: +2


Add Fatigue Points received to Skill Penalty.

Joint Invocation
Two people may wish to pool their efforts to invoke a talent. This may be
done when skin contact is established and maintained by grasping hands
throughout the 10 second invocation turn.
One success roll is made against a joint EML, equal to the EML of the
superior party PLUS half EML of the inferior party. The normal fatigue is then
accumulated by both participants.
Example: Dar and Kalin jointly invoke Pyrokinesis. Dar’s ML is 64; Kalin’s is
48. Their joint EML is 64 + 24 = 88. With a difficulty rating of 3, a negative
modifier of 15 applies giving Psionics EML of 88-15=73. One skill roll is
made against this ML, assuming no further skill penalties apply. Fatigue
acquired (if any) is given to both characters.

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50
TALENT DESCRIPTIONS DISEMBODIMENT [2]
PSIONICS

The descriptions that follow are intended as guidelines. The ability to detach the ethereal spirit from the body,
The number in [ ] is difficulty, which reduces chances of which is left in a state of metabolic suspension. The
successful invocation. disembodied spirit is referred to as an astral entity.
Disembodiment is achieved by making one’s body very
CHARM [1] relaxed (similar to falling asleep) for one minute. The
A psionic talent to influence the mind of another effect begins on the next invoker turn.
person (victim). The usual effect is to “freeze” the victim CS: It is difficult to remain in a disembodied state for
in place for a limited period of time. long. The talent lasts for ML minutes, after which the
In order to invoke the talent successfully, eye contact astral entity instantly returns to its body and a Shock Roll
between the invoker and the victim is necessary, but only is then made.
for a momentary glance. The maximum distance at which MS: Disembodiment lasts ML x 30 seconds.
effective eye contact can occur is equal to the invoker’s SI
metres. Reduce Invoker's Psionics EML by 5 for difficulty, MF: No Effect.
and by target's Will x 2. That is, if the target has WIL 12, Misfire (CF): Extreme weakness, dizziness,
the invoker's Psionics EML 60 is -5 and -24 = EML 31. disorientation, and loss of balance. Sometimes the
Charm Attempt invoker simply falls asleep.
CS: Target is frozen in place for 10 second and must Psionic Episodes: Sleepwalking, dreams of floating
choose the Ignore defense if attacked. A random through space, various “altered mental states,” Jamais-
person/animal nearby, may (50%) also get the effect. vu, lightheadedness, peculiar shivers, dizziness, or a
feeling of being watched.
MS: Target acts confused. All skills – 10 this round.
MF: Target is unaffected, but may have a mild
HEALING [2]
headache.
Requires skin contact between the healer and the
CF: Target is unaffected. Invoker suffers a psionic patient (who may be the healer). Four options exist:
episode.
[1] Empathy: An attempt to diagnose the patient’s
Psionic Episodes: Brief illusions, dizziness, or headaches. emotional state and/or physical well-being.
Information depends on success level at GM
CLAIRVOYANCE [1] discretion.
The ability to visualize events currently occurring at a [2] Restoration: An attempt to remove fatigue.
remote location. A target may sense the attention of a CS eliminates 4 Fatigue Points; MS removes 2.
clairvoyant; test the target’s Psionics ML.
[3] Bloodloss: An attempt to clot a single bleeding
The clairvoyant enters a trance for one turn to transfer
wound. Any success stops bleeding; CS also reduces
their point of perception to a location up to ML metres
bloodloss by 1 point (–1bp).
away. The location must be familiar to the clairvoyant.
The effect begins on the next invoker turn. [4] Heal: CS decreases a wound by 2ip, MS by 1ip.
CS: Clairvoyant can watch and listen for SI minutes. Misfire (CF): Sometimes the healer acquires some or all
of the patient’s ailments.
MS: Clairvoyant can watch and listen for ML seconds.
Psionic Episodes: Emotional empathy (crying at the
MF: False or random information is given to the distress of others) and sympathy pains (someone else
clairvoyant. hurts their hand and the invoker feels the pain).
Misfire (CF): Same as MF, plus clairvoyant suffers
severe headaches that cause temporary blindness
for 1d6 minutes.
Psionic Episodes: Vivid dreams of faraway people and
things, confusion, sleepwalking, and blurred vision.

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HEX [2] PRESCIENCE [2]

PSIONICS
Sometimes called “the evil eye.” Hex is the ability to An attempt to assess danger in a specific location. The
“curse” a victim, causing them to have bad luck. If the invoker enters a trance for about a minute. MS gives
invoker has a part of the victim (nail parings, lock of hair, a vague feeling of danger if there are traps or lurking
etc.) increase EML by 20. Such items cannot be used dangers within ML metres. CS improves detail and/or
more than once. range.
At the time the talent is invoked, the maximum GM Note: Prescient visions can be symbolic in nature.
distance between the invoker and the intended victim Some priests specialize in interpretation of prescient
depends on whether the invoker has a part of the visions.
victim. If a part is available, the maximum distance is SI
Kilometres. If a part is unavailable, the maximum distance Misfire (CF): False or random information is given to
is line of sight. the invoker.
With MS, the victim’s next attempt to use any skill or Psionic Episodes: A kind of passive triggering of the
talent is made at half EML. With CS, halve the EML for all sense of danger. Violent dreams and/or nightmares
the victim’s skills rolls for the next ML minutes (MS). about loved ones dying or having severe difficulties
are also common.
Misfire (CF): The invoker suffers the effect.
Psionic Episodes: The character and/or companions have PSYCHOMETRY [3]
unusual periods of bad luck. The ability to divine information about persons by
touching an object with which they have been in contact.
MENTAL BOLT (2) Psychometry requires the invoker to hold the object and
The ability to project a blast of mental energy at a enter a trance for (15 – SI) minutes.
single mind within 10 metres and line of sight. After Psychometry is most often used to determine the age
accruing the fatigue, the victim makes a Shock Roll (p.40). or history of an object, or the identity of the object’s
CS: The victim accrues 4 Fatigue Points. maker or owners, etc. Another use is to determine a
MS: The victim accrues 2 Fatigue Points. person’s location. Psychometry can never be used to
predict the future. It works best when queries concern
MF: No Effect. the present or recent past. EML should be reduced for
Misfire (CF): The invoker suffers a psionic episode. inquiries in the distant past.
Psionic Episodes: Devastating headaches or dizziness, for MS: Will answer any reasonable yes/no question.
both characters or innocent bystanders. CS: Gives bonus information.

NEGATION [3] MF: No Effect.


The invoker enters a trance for (25 – SI) seconds and Misfire (CF): False or random information is given to
makes a skill roll. Success creates a spherical psionic field, the invoker, or an object held crumbles to dust.
centered on the invoker’s head, radius WIL metres. Psionic Episodes: Feelings of Jamais-vu in connection
The field lasts for SI minutes, but may be dissolved with various objects are common.
instantly by its creator. The field requires great
concentration to maintain; the invoker is limited to simple
activities, like walking.
Any psionics entering or within the field are affected,
and target rolls are reduced by one level (CS=MS, MS=MF,
and MF=CF).
Misfire (CF): Fairly harmless with this talent.
Psionic Episodes: Talents tend to go wrong in the
character’s presence.

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PYROKINESIS [3] TELEPATHY [3]
PSIONICS

Raises the temperature of a combustible, inanimate The power to transmit thoughts or emotions to the
object to flash point and starts a fire. The object must be mind of another individual (target). Transmission range
within SI metres and line of sight. Time to invoke is one is SI kilometres, but clarity diminishes with range. The
turn, or two turns if the object is chilled or wet. Once the talent is invoked by concentrating on the thought or
object begins to burn, the invoker has no control over the emotion for one turn.
fire.
The target is specified at the time transmission is
The talent may be used to warm objects to a desired attempted; the target’s location does not need to be
temperature less than the flash point, but CF may cause known by the invoker. The intended target must have a
ignition. minimum INT of 11, and is usually someone the invoker
Misfire (CF): The wrong object(s) ignite. knows quite well (EML is reduced by 10–50 if not).
Someone who receives an emotion will feel it—this can
Psionic Episodes: When the character is under stress, have interesting effects.
nearby objects may smolder or burst into flame.
Misfire (CF): Transmission goes to the wrong person,
releasing the wrong thought and/or emotion, etc.
S ENSITIVITY [1]
Sensitivity is used to scan for nearby psionic residue or Psionic Episodes: Sharing dreams is very common.
active effects. EML may be adjusted to reflect the source Broadcast of thought or emotion to nearby people can
and strength of any such effects. Maximum detection also occur.
range is normally SI metres.
Misfire (CF): False or random information is given to the
invoker.
Psionic Episodes: Shivers associated with feelings of
Deja-vu are common. Sometimes physical discomfort
must be endured or a telepathic message intended for
someone else is received.

TELEKINESIS [2]
The invoker can move objects up to SI Kg in weight
without physically touching them. The talent takes two
turns to invoke, and the effect lasts for ten (10) seconds.
It is not possible to move part of an object, unless the
parts can move independently. Two or more objects
cannot be made to occupy the same volume of space.
CS: Allows instant transfer (teleportation) if desired. The
object to be moved must begin and remain within
ML × 10 metres in line of sight.
MS: Allows objects to be moved up to SI metres per
second.
MF: No Effect
Misfire (CF): Objects move/teleport in odd directions
and at unpredictable speeds.
Psionic Episodes: Objects move by themselves.

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S
pacecraft in common use in 2238 are listed SPACECRAFT TABLE

SPACECRAFT
below. Sub-classes of each type also exist. Type Military Civilian € COST
Military and Civilian spacecraft numbers, and
Shuttle 34 205 5–10
prices are given on the Spacecraft Table.
Cycler • 3 20-30
1. SHUTTLE: Small, maneuverable craft found at almost every
Hauler 18 74 10–20
space station and aboard larger military vessels. They are
designed to carry 8–12 passengers and/or a small cargo. Lander 21* 32 10-15
Generally crewed by two, pilot & co-pilot. Frigate 35 • 20-30
2. CYCLER: transports carrying 80-120 passengers and small Carrier 10 • 30-45
cargoes on fixed solar orbits between two planets. Cruiser 12 • 40-60
3. HAULER: Large interplanetary vessels that carry a large cargo TYPE: Registered spacecraft as of 2238. Many
payload. Crew size varies with hauler size and distance to travel. more unregistered spacecraft also exist, crewed
4. LANDER: Dual function craft that can operate in space and in by pirates and covert security agencies.
atmosphere. There are civilian and military versions of these * Landers onboard carriers are not included.
spacecraft. Military landers carry 20 marines or one battle tank. MILITARY: Spacecraft operated by military units,
They are rarely used as spacefighters because abrupt maneuvers including Mercenary bands.
at orbital speeds involve g-forces fatal to human pilots. Landers
CIVILIAN: Spacecraft operated by private
can easily handle landings on Ceres, Mars, Mercury, Pluto, and all
corporations or governments. Some may be
large moons. under military charter.
5. FRIGATE: Small, fast warships found in all navies, and COST: Spacecraft are expensive, even when old.
commonly used by mercenary companies and pirates. They also need constant repair. Cost is given in
6. CARRIER: Essentially a Light Cruiser with six attached Landers millions of € for a new spacecraft. Carrier and
that are loaded/unloaded via an airlock. Frigate cost does NOT include attached landers.
Players will rarely own a spacecraft, but they can
7. CRUISER: The largest ships in the High Colonies. hope to crew one that is owned by a mercenary
band, government, corporation, or rich trader.

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SHIP PROFILE SHIP QUIRKS (1d100)
SPACECRAFT

When the GM or players own or operate a spacecraft, a Space Profile


Generate one quirk.
is required. Starting on p.56, seven types of spacecraft are illustrated and
described. The data required for a Ship Profile can be found on those pages. 1d100 QUIRK
REGISTRY 1-5 Battle Scarred: Hull
Name: Registered name and identity number. Owner choice. emblazoned with 2d6 battle
Class: Record given class. symbols. Hull +1.
Colony: Place of registry, meaning home spaceport. 6-10 Maiden: Ship has never cruised
Length: record length in metres. except for her space trial. Crew
Beam/Wingspan: Record given beam (width) in metres. Only shuttles skills are reduced 10 ML.
and landers with atmospheric capability have wings. 11-15 Unlucky Ship: Your ship has
Burn Hours: record hours. This is the amount of fuel that can be carried a reputation for being in the
measured in hours. Fuel is needed to accelerate or decelerate while wrong place at the wrong time.
traveling and to execute maneuvers in combat. Lucky to be alive.
Height: record height in metres. Important for vertical clearance. Hull –1. Cost 10% less.
Builder: Name of spacecraft builder. Also record the builder location 16-20 Salvaged Hulk: This ship was
since this is where replacement parts will be most readily available. a salvaged wreck. Hull -2, but
CREW she is cheap (50% price).
Record actual crew aboard, which can be less than the number given. 21-25 Government Contract: Ship
Also record listed Crew skills, taken from Character Profiles. ML60 is the chartered by a government
default in any skill unless a character aboard has higher skill. agency for 1d6 months. All
LOAD: Weight is expressed in tonnes. 1,000 Kg = 1 metric Tonne. expenses paid + 20%.
Net Mass: Spacecraft mass when empty; includes crew and supplies. 31-35 Unsafe at any Speed: The
Payload: Maximum passenger and/or cargo mass. most recent safety inspection
Gross Mass: Total of Net Mass + Payload. revealed several engine
Payload Manifest: Record special details on passengers and cargo. problems. Burn hours 20% less
until repaired.
WEAPONS
36-40 Prize Ship: A former pirate ship
Missiles: Record number of missiles aboard. Fire 1-3 missiles per turn.
available for 20% cost. Hull -1.
Boka Lasers: Record number of charges. Boka lasers can destroy enemy
missiles or mines, but cannot damage enemy spacecraft. 41-45 Superior Weapons: Ship has
Mines: Record number of Mines aboard. Deploy them as wanted. 20% more missiles.
46-50 Superior Engines: Ship has 20%
SKILL RANGE
WEAPON IMPACT Ammo PRICE extra Burn hours.
(Class) (Km)
51-55 Superior Hull: Ship built with
MISSILE GUNNERY 300 1 1 €2,400 a 93% titanium, 5% aluminum,
BOKA LASER, 96 kw GUNNERY 300 1 12 €12,000 and 2% tin alloy. Hull +2.

MINE GUNNERY 10 2 1 €800 56-60 Ship "stretched": 3 metres


longer but beam and height are
Ammo: Boka Lasers gain 6 charges per hour when ship is under engine power, up
same. Increases Payload 10%.
to original capacity.
Mines: Defensive weapon, activated by a power source within range, and then it 61-70 GM discretion.
moves to attack.
HULL: Record value given by checking appropriate box. Hits on a ship are 71–00 No Quirks
Shield hits until Hull 10, after which hits cause Hull damage that results
in EML penalties.
PLAN: A drawing or plan of the spacecraft may be made if desired.
Most spacecraft have multiple decks.
QUIRKS: No two spacecraft are truly identical. Some might be above
average quality as might be their cost; some might be almost wrecks, but
cheap. Generate variations by making one roll on the Ship Quirks Table.

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SPACECRAFT PROFILE 55
REGISTRY CREW_______ CREW SKILLS / INJURIES

SPACECRAFT
SPACECRAFT NAME COMMANDER
Initiative
TYPE CLASS PILOTS
Piloting
LENGTH COLONY ENGINEERS
Engineering
BEAM/WINGSPAN BUILDER MEDICAL / OTHER
Medic / Other
HEIGHT BURN HOURS MARINES / GUNNERS
Gunnery
STEWARDS/STEVEDORES
LOAD (Tonnes) GM Discretion

NET MASS
SKILL RANGE IMPACT AMMO/
WEAPON
PAYLOAD MAX (Class) (Km) (Hits) CHARGES

GOBAR MISSILE GUNNERY 300 1


GROSS MASS
BOKA LASER, 96 kw GUNNERY 300 1
MINE GUNNERY 10 2
LANDERS PILOTING • 1
HULL/SHIELDS
20 15 10 PAYLOAD MANIFEST

9 5 1 WRECK
Ship Skill
-5 -10 -15 -20 -25 -30 -35 -40 -45 EML Penalty

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SHUTTLE SHUTTLE
CHARACTER

Shuttles are small, maneuverable craft found at almost every space station Comet Class
and aboard larger vessels. They are the primary method of moving colonists
SHIELDS/HULL: 12
and materials between nearby orbiting stations. They can also function as BURN: 24 hours
landers for moons and planets, subject to their delta-v. Some ships use them
as "lifeboats", although smaller escape pods are more common. DIMENSIONS
Length: 13.0 metres
Comet class shuttles are designed to carry 12 passengers, each rated at Beam: 2.6 metres
100 Kg payload, plus 1,200 Kg of general freight. Passenger seats can be Wingspan: 5.9 metres
added or removed to change configurations from 16 seats to all cargo. Height: 3.3 metres
Shuttles are generally crewed by a pilot & co-pilot, and sometimes a Builder: James Engineering
steward or stevedore to handle passengers or freight. They do not carry LOAD
engineers or medics, but generally the pilot and co-pilot have basic training in Net Mass: 5.6 Tonnes
these skills. Payload: 2.2 Tonnes
WEAPONS
SPACE TUGS Rarely armed, but possibly:
Most orbiting colonies have engines to control gravity rotation, and to 6 Boka Laser Charges
make minor adjustments to their location. If a major move is needed, or when
new sections are added or removed, Space Tugs are used. These are small CREW (3)
Pilot Captain
but powerful shuttle craft, that attach themselves to the section or station
Co-Pilot
being moved. In effect they push their attachments, not tow them. In most Steward or Stevedore
jurisdictions, towing a station that is inhabited requires a special license, and
the presence of one reserve space tug for each working tug.

SHUTTLE
Comet Class

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CYCLER CYCLER

SPACECRAFT
Space Tourism is big business, and several haulers with deluxe Orient Class
accommodations make "Journey into Space" cruises that visit Luna, Mars, and
several space stations. SHIELDS/HULL: 15
BURN: 60 Hours
One specialized form of passenger spacecraft are Cyclers, most notably
the Mars Clipper operated by Universal Transport. These are passenger DIMENSIONS
liners that travel elliptical Solar orbits that pass close to Earth and Mars, and Length: 48 metres
Beam: 12 metres
sometimes close to Venus or Mercury. Each clipper carries a crew of 40, and
Height: 12 metres
has a rated payload of 30,000 Kg, capable of carrying up to 200 passengers Builder: Commonwealth Engineering
and their baggage, each rated at 100 Kg, plus 10,000 Kg of cargo.
The three clippers are located one third of the orbital path apart. They LOAD
never stop, following a free-return trajectory that gives them a gravitation Net Mass: 346 Tonnes
Payload: 138 Tonnes
boost from each bypassed planet or Sol with little need for fuel. Engine burns
are made only for course adjustments or emergency maneuvers as needed. WEAPONS
Shuttles rendezvous with a Mars Clipper to exchange passengers and None
cargo. Travel time between Earth and Mars varies from 6-21 days depending CREW (35)
on the relative distance between the planets. A clipper inbound from Mars 1 Commander
can sometimes take passengers and cargo to Venus or Mercury, and vice- 4 Pilots
versa. 6 Engineers
One way fares from Earth orbit to Mars range from €6,000 for a single 18 Stewards
cabin to €30,000 for a four-person deluxe cabin. Meals and shuttle fares for 6 Stevedores
linking to the clipper are included. Cargo rates vary between €50 and €300 per
Kg depending on the cubic volume required.
Universal Transport plans to extend the cycler network to Ceres to serve
the Asteroid Belt within the next year.
The three existing Cyclers are: UT Helix, UT Nexus, and UT Locus.

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HAULER HAULER
SPACESHIPS

Most spacecraft in the High Colonies are freighters of varying size, Neptune Class
collectively called "Haulers". They vary slightly in construction depending on
their primary cargo. SHIELDS/HULL: 16
BURN: 96 hours
Water Haulers transport liquids and gases, always within smaller internal
tanks that prevent total loss of cargo should one section of the hull be DIMENSIONS
breached. This also allows different cargoes to be carried. Length: 96 metres
Beam: 24 metres
Bulk Haulers carry mineral ores and small rocks to the location of smelters. Height: 24 metres
A bulk hauler is illustrated below. Builder: Commonwealth Engineering
Freight Haulers are used to carry general freight. They tend to be smaller
LOAD
in size, commonly just 120 metres in length, but will have two or three cargo Net Mass: 2,765 Tonnes
decks to increase "floor space". Payload: 1,106 Tonnes
WEAPONS
12 Boka Laser Charges
CREW (15)
1 Pilot Captain
3 Co-Pilots
3 Engineers
2 Gunners
1 Cargoboss
5 Stevedores

BULK HAULER
Neptune Class

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LANDER LANDER

SPACECRAFT
The Jokka lander is a small, maneuverable SSTO (single-stage-to-orbit) Jokka Class
spacecraft. The Jokka looks very similar to a 20th century space shuttle,
but has much more powerful fusion engines, superior hull materials, and SHIELDS/HULL: 13
BURN: 48 hours
advanced electronic systems.
The Jokka lander can engage enemy ships in orbital space, or in low DIMENSIONS
Length: 18 metres
atmospheres, where it can also use its Boka lasers to support ground troops,
Beam: 3.6 metres
but otherwise, they rarely act as fighters. This is because manned fighters Wingspan: 9.2 metres
need to carry enough fuel to get to their objective, enough to maneuver and Height: 4.5 metres
engage the enemy, and enough to return to the mother ship or base. And, Builder: James Engineering
of course, they need life-support equipment. Compared to one way missiles, LOAD
a human crewed fighter needs about four times as much fuel. In addition Net Mass: 14.6 Tonnes
crewed fighters have very limited combat ability due to maneuver g-forces. Payload: 5.8 Tonnes
Missiles (and drones) do the job much safer and cheaper. But the lander is
WEAPONS (if military)
essential for marine landings.
6 Gobar Missiles
The Jokka has a net mass of 14.6 Tonnes. Cargo bay is 8m x 4m x 3m. 12 Boka Laser Charges
Maximum payload from Mars surface to high orbit is 5.0 Tonnes (5,000 Kg).
CREW (4)
but increases to a maximum of 5.8 Tonnes (5,800 Kg) on small, low gravity 1 Pilot Captain
moons. Each lander has a four man crew and can carry 24 marines and their 1 Co-Pilot
equipment. Some landers carry two 6-man rovers, with 12 marines, or one 1 Steward/Gunner
battle tank and its 3 man crew. The landers are built by James Engineering on 1 Stevedore/Gunner
Palme, a Swedish station located at Earth-Luna L4. 24 Marines (if Military).
Civilian versions of the Jokka are used to move people and cargo between
orbits and surfaces of planets or moons. Passenger versions have 18-24 seats,
with luggage and cargo stored below the passenger cabin.

JOKKA
Lander

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FRIGATE FRIGATE
SPACECRAFT

The most common type of military ship, frigates are essentially light Mercury Class
carriers. They mostly operate independently, but are also attached to cruiser
or carrier squadrons to form a task force. SHIELDS/HULL: 16
BURN: 120 hours
Frigates are the spacecraft of choice for marine forces like the American
Spaceforce or Russian Red Guard. They are also used by some mercenary and DIMENSIONS
Length 80 metres
pirate bands. The Band of Humanity also have two frigates.
Beam: 20 metres
There are thirty-five registered frigates operating in the High Colonies: Height: 15 metres
American Spaceforce (8): USS Washington, USS Adams, USS Jefferson, Builder: James Engineering
USS Madison, USS Jackson, USS Harrison, USS Lincoln, USS Grant. LOAD
China (3): CNS Yangtze, CNS Amur, CNS Songhua. Net Mass: 1,200 Tonnes
Payload: 240 Tonnes
Germany (2): DSS Prussia, DSS Bavaria.
WEAPONS
India (3): INS Ganges, INS Brahmaputra, INS Indus. 12 Gobar Missiles
Russian Red Guard (6): RSS Volga, RSS Oka, RSS Kama, RSS Samara, 24 Boka Laser Charges
RSS Yeruslan, RSS Sura. 6 Mines
2 Jokka Landers
Outstation League (3): OLS Cheviot, OLS Grampian, OLS Hieland.
CREW (135)
Band of Humanity (2): BH Pike, BH Trident. 1 Commander
Jermyn's Privateers (1) JP Red Dragon. 6 Co-Pilots & Navigators
12 Engineers
Mombala's Brigade (1): MB Congo. 12 Cooks & Stewards
Orchid Gunners (2): OG Kali, OG Nemesis. 8 Medical Crew
12 Gunners
SolarSoldat (2): SS Aryan, SS Teuton. 12 Security Marines
Van Owen Rangers (2): VR Liberty, VB Pegasus. 12 Lander Crew
48 Lander Marines
Note: Pirate-manned frigates are usually unregistered, but may identify
themselves as known registered spacecraft.

FRIGATE
Mercury Class

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CARRIER CARRIER

SPACECRAFT
Carriers are essentially light cruisers that carry four to six landers, which are Condor Class
attached to the carrier externally. This class also has an internal landing bay
SHIELDS/HULL: 18
where up to two landers can be berthed for maintenance and repairs. Some BURN: 120 hours
commanders use the landing bay to transport two additional reserve landers.
DIMENSIONS
Carriers actually have more crew than the larger Cruisers because they
Length: 140 metres
carry substantial crews and marines for their six attached landers. Living Beam: 36 metres
space aboard can get cramped, and some landing crew and marines use their Height: 24 metres
landers to avoid "hot bunking". Builder: James Engineering
Carriers generally operate in squadrons, each escorted by one or two LOAD
Frigates. A large squadron of one Cruiser, one Carrier, and two Frigates is Net Mass: 6,050 Tonnes
often formed when needed, most often for offensive action against a surface Payload: 1,210 Tonnes
colony.
WEAPONS
There are five registered Condor Class carriers operating in the High Colonies, 6 Gobar Missiles
but also five smaller light carriers (Sparrow class) that carry only four landers. 24 Boka Laser Charges
The light carriers are a Chinese design built by Zhonghua at Fu-Yu. 6 Jokka Landers
American Union Spaceforce (3): USS Eagle, USS Hawk, USS Robin (light). CREW (238)
China (2): CNS Máquè (light), CNS Yunnan (light). 2 Commanders
8 Pilots & Navigators
Germany (1): DSS Falke. 12 Engineers
India (1): INS Vishal (light). 24 Cooks & Stewards
12 Medical Crew
Russian Red Guard (3): RS Kiev, RS Moskva, RS Neva (light). 24 Gunners
12 Security Marines
24 Lander Crew
120 Lander Marines

CARRIER
Condor Class

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CRUISER CRUISER
SPACECRAFT

The largest warcraft in the high colonies, there are only twelve operational Orion Class
cruisers in 2238. All of them are Orion class cruisers, although the oldest one
(USS Orion) was built in 2021, and the newest one (RS Diana) in 2036. SHIELDS/HULL: 20
BURN: 120 hours
Two new cruisers are being built, one for the American Union and one for
Japan. Most operational cruisers were built by James Engineering. The new DIMENSIONS
Length: 160 metres
American cruiser, planned for 2239 launch, is also built by James Engineering,
Beam: 40 metres
but the new Japanese cruiser, scheduled to be completed later this year, is Height: 40 metres
being built by Commonwealth Engineering. Builder: James Engineering
Cruisers generally operate in squadrons composed of one cruiser escorted
LOAD
by two Frigates, or one cruiser escorted by one Carrier and one Frigate. Net Mass: 12,800 Tonnes
Formations of two or more squadrons are called Task Forces. Payload: 2,560 Tonnes
The twelve (12) registered cruisers are: WEAPONS
American Spaceforce (3): USS Orion, USS Rigel, USS Betelgeuse. 18 Gobar Missiles
36 Boka Laser Charges
China (2): CNS Zhànshì, CNS Yǒngqi.
12 Mines
India (1): INS Delhi.
CREW (164)
Japan (2): JAS Kyoto, JAS Edo. 2 Commanders
Russian Red Guard (4): RSS Avrora, RSS Diana, RSS Kremlin, RSS Gorky. 12 Pilots & Navigators
18 Engineers
24 Cooks & Stewards
12 Medical Crew
48 Gunners
48 Security Marines

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SPACEFLIGHT Travel Times

SPACECRAFT
To travel in space the general practice is for spacecraft
Characters normally travel between colonies either
to accelerate at 1g for one day, then coast for a number
by buying commercial passage on a shuttle, lander, or
of days, then decelerate at 1g for one day to match the
cycler, or aboard their own craft. Approximate costs of
orbital speed of the destination. One day's acceleration at
commercial passage are €100 per day, or €5 per hour of
1g yields a coasting speed of over 3 million kilometres per
travel. Characters may also serve aboard a warship, or a
hour (KPH). This is very fast, but still only about 0.03% of
mercenary or pirate frigate.
lightspeed.
Space Navigation Higher velocities can be accomplished from faster
acceleration (the crew will suffer higher g forces)
Every spacecraft traveling in the solar system is orbiting
and/or expending extra fuel for longer burn times. But
something, be it an asteroid, moon, planet, or Sol. Hence,
remember that slowing down at a destination also takes
a journey from Luna to Mars, requires a spacecraft to
the same amount of fuel, space, and time.
reach escape velocity from Luna, then journey to Mars
With enough fuel and space Spacecraft can "fast
along a Sol orbit, then decelerate to drop into a Mars
cruise" at 1g for 2 days, coast at approximately 6.25
orbit, and finally land on the planet. Traveling to any
million KPH, then decelerate for 2 days. At this cruising
destination requires a pilot or navigator to determine and
speed, spacecraft cover about 1au per day (24 hours).
choose the appropriate orbits. Alas, where the gravity
Acceleration for three days achieves a coasting speed of
effects of multiple bodies in three dimensional space are
10.5 million KPH, roughly 1% of lightspeed.
involved, the required orbits are complex and getting it
right requires sophisticated navigation software. Getting it Fusion fuel is expensive. Because of fuel capacity, longer
wrong may cause a flyby of the intended destination with burns to accelerate and decelerate are rare.
not have enough fuel to get back. The relative distance between planets is measured in
Astronomical Units (AU), 1au is the distance from Sol to
Fusion Drive Earth, approximately 150,000,000 Km. The au Distance
Nuclear Fusion drive in 2238 has allowed the design Table (p.64) gives the AU between the planets and dwarf
of extremely fast spacecraft and most interplanetary planets. Distances are computed for locations of planets
transport is now made with this propulsion. Fusion drive on Jan 1, 2238.
converts hydrogen to helium, the same process that Sol
uses to make its heat and light. G-Forces
High speed doesn't produce harmful g-forces; high
The main advantages of nuclear fusion drive are its very
acceleration or deceleration is the killer. The common
high specific impulse, and its helium exhaust is inert and
term "g-force" is a measure of acceleration, not force.
not radioactive. Engineers have known for over a century
Everything is said to feel normal at 1g, twice as heavy at
how to build a fusion rocket, but could not do so because
2g, and weightless at 0g. Above 1g, blood and oxygen
the engine size required a massive spaceship.
are driven down to the legs, with eventual blackouts and
This changed when Helium-3 (H3) became readily death. Humans can survive up to 16g for a few minutes
available as a power source. H3, an isotope with two with the aid of a G-suit, which applies pressure to the legs
protons and one neutron, ican be fused with deuterium in and lower abdomen, but is everyone aboard wearing one?
a reactor. H3 was scarce on Earth, but abundant in Luna's Without a G-suit, 4g is the human limit to avoid blackouts.
regolith, deposited by several billion years of solar wind.
The reality for interplanetary travel is that humans
The fuel used is Deuterium-Helium 3 (D-H3) pellets, aboard spaceships cannot accelerate or decelerate much
ignited by powerful laser beams that heat and compress above 1g for extended periods of time.
the fuel to temperatures and pressures sufficient to trigger
nuclear fusion. The resulting energy is expelled out the Turning G-Forces
back of the spacecraft resulting in an equal and opposite G-forces also occur when a spaceship traveling at high
force that accelerates or decelerates the spacecraft. speed makes a turn, perhaps to avoid space junk or an
attacking missile. A safe turn at fast speeds must be a
slow, wide turn. Sharp turns at high speed are fatal to
humans.

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TRAVEL TIME (DAYS)


SPACECRAFT

375.0 202.4 69.2 88.1 101.7 60.5 61.7 39.2 19.2 11.4 6.6 4.3 3.0 2.3 1.6 sun

375.9 203.0 69.9 89.0 102.5 60.4 62.6 38.6 19.9 12.0 6.9 4.7 3.8 3.2 mercury 0.4

373.4 201.3 67.8 87.0 100.1 60.5 60.4 40.3 18.3 11.0 6.8 3.7 1.9 venus 1.1 0.7

373.5 201.9 68.1 86.0 100.5 61.5 59.5 41.2 17.4 9.9 5.7 4.8 earth 0.6 1.4 1.0

372.1 199.1 65.9 88.3 98.8 57.7 61.0 38.5 20.5 13.7 9.4 mars 1.9 1.4 1.9 1.7

376.3 206.1 53.5 84.7 103.4 66.4 59.5 44.0 15.3 6.4 ceres 4.2 2.4 2.9 3.0 2.8

373.7 206.3 71.3 79.5 101.4 70.3 55.0 49.4 10.1 jupiter 2.7 6.4 4.5 5.0 5.5 5.2

366.8 203.3 67.9 70.5 95.7 74.8 46.0 57.7 saturn 4.6 7.2 9.8 8.2 8.6 9.5 9.1

392.6 204.4 84.5 125.7 121.3 41.0 97.1 uranus 28.4 24.2 21.5 18.8 20.1 19.6 18.8 19.1

328.0 183.9 57.8 33.0 67.4 99.4 neptune 48.1 22.5 27.0 29.3 30.0 29.3 29.7 30.8 30.4

362.3 166.6 63.3 131.2 99.0 pluto 49.2 20.0 36.9 34.6 32.7 28.4 30.3 29.8 29.7 29.8

274.4 136.5 37.9 86.8 haumea 49.0 33.2 60.2 47.4 50.2 51.2 48.9 49.8 49.6 50.8 50.4
make-
326.6 203.1 87.2 make
42.9 65.1 16.0 62.4 34.8 39.3 41.9 43.6 42.5 43.0 44.0 43.6

309.7 118.0 eris 43.1 18.5 31.2 28.4 41.8 33.5 35.2 35.5 32.5 33.6 33.4 34.5 34.1

309.7 sedna 58.5 101.1 67.8 82.8 91.5 101.7 101.2 102.6 102.6 99.1 100.5 100.2 101.0 100.7

minerva 108.0 154.4 162.8 136.7 180.6 163.5 195.8 182.9 186.4 187.6 185.6 186.3 186.2 187.5 187.0

AU DISTANCE ON JANUARY 1, 2238


AU DISTANCE
The lower part of the table gives relative distances in AU, Travel times for most routes are given with acceleration
calculated from orbital positions of the planets in 2238. at 1g (9.81 m/s2) for 1 day (24 hours) and matching
See p.80 for map of inner planets in 2038. deceleration near the destination.
1 AU = 150 million km (Sol to Earth distance). 1 day of acceleration at 1g results in a speed of
TRAVEL TIME approximately 3.25 million kph. Cruising at that speed,
The upper half of the table lists travel time in days a ship travels approximately 1 AU every 2 days with
between any two planets & dwarf planets. minimal burns to maintain course and speed.
Travel times are calculated as the sum of: Acceleration Travel times for routes of 1AU or less are calculated with
Time (burn) + Cruising Time + Deceleration Time (burn). acceleration and deceleration at 1g for 18 hours and a
correspondingly lower cruising speed of 2.5 million kph.
If a ship does not have enough fuel, depots are generally
found at orbiting or surface colonies.

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SPACESHIP COMBAT [3c] SKILL ROLLS: Once the Attacker and Defender have
declared their options, each makes a 1d100 skill roll

SPACECRAFT
The potential for complexity in spaceship combat is against their appropriate modified skills.
very high, but this is not a spacefleet battles game. The
following rules are designed to resolve spaceship combat NOTE: Skill MLs are reduced ship-wide by Hull
between a few spacecraft in a fast, skill-based manner. damage below 10. Each such hit causes a –5 penalty
to all future skill rolls until repaired. Injuries further
COMBAT SEQUENCE reduce EMLs (–5 per IP to the affected crew/skill).
[4] COMBAT RESULTS: CS, MS, MF, or CS results are
[1] SPACE ENCOUNTER (GM ROLL): Use the Encounter
cross-indexed on the Spacecraft Combat Tables, p.66:
Tables found on p.68 to generate a space encounter that
can lead to combat. The target is revealed as hostile or M# Missile Hits: The number is damage points.
benign at GM discretion. Record damage on the Spacecraft Profile by
Ships are encountered at 200-300 Km range. This is well checking off Hull boxes. Mines inflict 2 damage per
beyond visual detection, so it's sensor-detection. Rarely is hit.
line of sight (LOS) an issue unless targets are obscured by (•) MISS: No Effect
planets, moons, or other space objects.
R#: Range Moves: move 1 (MS) or 2 (CS) if desired.
[2] INITIATIVE: Sort the ships involved by Initiative EML to
DTA: Defender Tactical Advantage: With some CS
determine which ship acts first, second, etc.
results, a ship gains a tactical advantage (bonus
[3a] ATTACKER OPTIONS: turn) to Fire or Maneuver. The Attacker is now the
Fire: Name the Range and intended target(s) of 1-3 Defender for this exchange. Maximum 1 DTA per
missiles. Keep track of available number of missiles. ship turn.
Apply range modifier to Gunnery ML and roll for [5] CREW INJURIES: Injuries to the crew are determined
each missile fired. by rolling on the Crew Damage Tables for each hit below
Maneuver: Attacker roll only. Declare intent to ten (10). For example, with two hits, bringing HULL down
move closer or away. Roll against Initiative EML to 8, two rolls are made on the Crew Damage Table.
to determine result. Burns 1 hour of fuel even if Record injuries on the ship profile; they contribute to skill
the roll fails. Moving away from Long Range is a penalty on subsequent rolls.
Disengage (No Combat). [6] NEW ROUND: Initiative EMLs are recalculated at the
start of each Combat Round to reflect ship damage and
Range Gunnery ML
crew injuries.
0–1 Km Close +10
Combat Example: Cruiser "Bountiful" is engaged with
1–10 Km Short +0 2 enemy Frigates at Short Range. Bountiful has the
11–100 Km Medium -10 highest initiative and uses it's turn to Fire 3 missiles,
101–300 Km Long -20 2 at one ship and 1 at the other, recording ammo
usage. Each target ship tries to evade and records 1
301+ Km Unengaged • hour of fuel burned. Bountiful's first gunnery roll is
MF, while the first enemy Evade (Piloting) roll is a CS.
[3b] DEFENDER DECLARATION: The target now makes its That missile misses the target, who gains a DTA to
own declaration or may choose IGNORE to conserve fuel fire/maneuver (this is still part of Bountiful's turn).
or charges. Bountiful's second missile roll on the same target
Intercept: Expend 1 Boka Laser charge and roll is MS, while the second target rolls MF to Evade,
against Gunnery EML vs. each incoming missile. resulting in one hit. Bountiful's third missile on the
second target is MS to Evade MS resulting in a Miss.
Evade: Expend 1 hour of fuel and roll against Piloting After the DTA is resolved, the 2 frigates each have a
EML to avoid the enemy missile. turn during which Bountiful is the defender.
Maneuver Example: Lander "Damocles" is engaged
at Medium Range. It uses it's turn to attempt to
Maneuver to Long Range and records the 1 hour of
fuel consumed. Damocles' piloting roll is MS so it can
move 1 Range level as planned. With CS, it could (if
desired) move 2 Ranges allowing it to be Unengaged.

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SPACECRAFT SPACECRAFT COMBAT

DEFENDER
INTERCEPT EVADE MANEUVER IGNORE
Gunnery EML Piloting EML No Roll No Roll

CF MF MS CS CF MF MS CS

● ● ● ● ● ● DTA DTA DTA DTA


Fire or Maneuver

CF
CF

ATTACKER
ATTACKER

MF
MF

● ● ● ● ● ● ● DTA • •

MS
MS

M2 M1 ● ● M1 M1 ● ● R1 M2

CS
CS

M3 M2 M1 ● M2 M1 M1 ● R2 M3

MISSILE HITS Missile is intercepted or misses / No Effect


M# Mine hits do double damage ●

RANGE CHANGES DEFENDER


R# 1 or 2 range levels. DTA Tactical Advantage

CREW INJURY TABLE (1d6) SHIP REPAIR TABLE


Roll 1d6 per hit when hull factor is 9 or less. Test Engineer EML every four (4) hours.

1-2 NO CREW INJURIES CF: –1 Hull

2 ENGINEERS/STEWARDS +1ip MF: No Repair

4-5 WEAPONS/GUNNERS +1ip MS: +1 Hull

6 COMMANDER/PILOTS/MEDICAL +1ip CS: +2 Hull

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67
amemasters should not force their PLOYS, TRICKS, AND NASTINESS

GAMEPLAY
players into particular courses of Consider hidden obstacles for the players. Perhaps
action, but it is best not to leave them the person who recruited the players has no intention
wandering about aimlessly. Most of paying an agreed sum, perhaps sending someone
adventures are some variation on a theme of along to observe the players and take action to avoid the
necessity of payment. These kinds of plot twists can make
going somewhere, doing something, and coming an adventure more interesting, but use restraint. If the
back, alive. Filling in the details with energy and players are not devious, unrelenting treachery may kill
intelligence is what makes a great adventure. them quickly.
GMs should consider the interests and capabilities of It is often interesting for the players if they acquire one
players when planning scenarios. If none of the players or more long term enemies during play. Flash Gordon
have characters with effective weapon skills, a mission needs Ming the Merciless and Luke Skywalker needs Darth
to defeat a band of marauding pirates would not likely Vader. If a dark, malevolent figure often robs the players
succeed. Similarly, a subtle, intellectual mystery may not of total victory, they may be annoyed, but their interest
appeal to players who take a “make my day’’ approach to will be maintained.
their role playing. Players can be recruited to find and exterminate a
Scenarios may be planned with as much or as little hideout of Ram-Soldiers, investigate an abandoned space
detail as the GM feels is necessary. At the very least, the station, or follow up rumors of a pirate base. They might
GM needs an outline of what the scenario involves, what hear tales of a mineral rich asteroid while relaxing in one
dangers are involved, what help the player’s might receive, of the bars of a station, or find themselves enmeshed in
and any other relevant information. Maps or plans, if deadly political intrigue.
needed, should be drawn, and important NPCs should be Players might carry an important message or cargo
prepared. Once the scenario is prepared, the GM must from one place to another, only to find there is someone
introduce it to the players. There are many ways to do who does not want it delivered. Powerful individuals and
this; job offers and rumors are only the most common. organizations often wish to acquire information without
taking direct risks, and may recruit players to this end.
INCENTIVE There are always robberies to correct or commit
Surprisingly, players sometimes have to be convinced to and pirates or outlaws catch, kill, or become. There are
undertake a challenge posed by the GM. Some players are mercenary bands to join, colonies to be guarded, and
motivated by pity for the helpless, or a desire to do good. wrongs to be righted.
Others are more interested in the accumulation of wealth.
“Down those mean streets a-man must go who is not
The key is offering the players something of interest for
himself mean; who is neither tarnished nor afraid. “
their characters.
Raymond Chandler
The Simple Art of Murder

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ENCOUNTERS
GAMEPLAY

Encounter tables for five types of environment are given. As a general rule, encounter tables are best
used to stimulate GM imagination, or to add excitement to a game session. GMs should never feel bound
by encounter tables; nothing is worse than a rigid schedule of “random” events. To determine whether
an event or encounter occurs, roll 1d100 once per time interval noted for the appropriate locale.

ENCOUNTERS IN SPACE 1d100 OUTER SYSTEM (Beyond Jupiter) Roll once per 24 Hours
Three tables are given for events and 01-60 No Encounter
encounters in space. 61-70 Character Ship [1]
71-75 Freighter, roll for origin/destination on Birthplace table [*]
Outer System applies to deep space
tracts from Jupiter to Pluto and beyond. 76-78 Shuttle, roll for origin/destination on Birthplace table [*]
Very low activity beyond Pluto would 79-81 Military, roll for origin/destination on Birthplace table [*]
justify one roll every two or three days. 82-83 Small Station (see Station Design Tables)
84-85 Pirate/Raider
Inner System applies to deep space
tracts from Sol outward to Jupiter. Traffic 86-90 Chakon Trader
between Sol and Mercury is rare. 91-95 Abandoned Spacecraft, Wreck
96-98 Radio Communication, Distress Signal, etc.
Near Colony indicates any area within
99-00 Uncharted Small Asteroid
8 hours travel time of a colony.
1d100 INNER SYSTEM (Jupiter to Sol) Roll once per 12 Hours
Most of the events and encounters
01-50 No Encounter
are self-explanatory. Some encounters
51-60 Character Ship [1]
[*] require a further roll on Subtable, or
61-67 Freighter, roll for origin/destination on Birthplace table [*]
a further percentage roll to narrow the
event. 68-73 Shuttle, roll for origin/destination on Birthplace table [*]
74-78 Military, roll for origin/destination on Birthplace table [*]
Wrecks can be relatively intact
79-83 Small Station (see Station Design Tables)
spacecraft, or the flotsam from a space
84-88 Pirate/Raider
battle. Some wrecks may have electronic
counter-measures which make them 89-92 Chakon Trader
difficult to detect, or board, and might 92-93 Abandoned Spacecraft, Wreck
(10%) be explosive or otherwise harmful. 94-99 Radio Communication, Distress Signal, etc.
00 Uncharted Small Asteroid
Radio communications may be anything
from commercial broadcasts to coded 1d100 NEAR COLONY (8 hours distant) Roll once per 4 Hours
military instructions to a distress signal. 01-40 No Encounter
41-55 Character Ship [1]
Subtable 56-68 Freighter, roll origin/destination [*]
Breakdown indicates partial or total 69-75 Shuttle, roll origin/destination [*]
failure of one or more onboard systems. 76-80 Military, Local 80%; Foreign 20% [*]
GMs can take their choice between 81-82 Pirate/Raider
life-support, navigation, power-drive, etc. 83-85 Chakon Trader
Crew illness may be severe with deaths 86 Abandoned Spacecraft, Wreck
aboard and ship may be quarantined. 87-90 Defensive Satellite, Mine
Labor unrest has a 25% chance of a 91-00 Radio Communication, Traffic Control, Distress Signal, etc.
strike aboard, possibly violent. 1d100 SUBTABLE
01-60 No Special Circumstance
Mutiny has a 20% chance the ship is
commanded by the mutineers (who are 61-80 Breakdown (Life-Support, Navigation, Power-Drive
unlikely to be friendly). 81-90 Crew or Passenger Illness, Quarantine 20%
91-97 Labor Unrest, Strike (25%)
98-00 Mutiny Aboard, Mutineers in Command 20%

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ENCOUNTERS IN COLONIES ACTIVE COLONY – Roll once per 10 minutes

GAMEPLAY
Tables for both active and abandoned colonies are 01-50 No Encounter
given. The abandoned colonies table can be used for entire 51-60 Technician [1, 5]
colonies, or for segments of larger colonies that have 61-65 Professional [1, 6]
suffered population loss. 66-69 Official [1]
Six subtables are also provided for station encounters. 70-77 Security [1, 2]
A number in square brackets after the encounter name 78-80 Mercenary [1, 2]
indicates a subtable. The subtables are used to amplify the 81-85 Trader [1]
nature and motivations of individuals. When two subtables 85-87 Entertainer [1]
are shown, roll on both. Ignore or re-roll any unsuitable 88 Thief
results. Most encounters and events are self explanatory. 89-90 Crowd [1, 6]
Crowd indicates an incident or event that has caused a 91-94 Public Announcement [1, 6]
group of people to congregate. Among the many possibilities 95-96 Bio-gen [1, 4]
are accidents, fights, and public speakers. 97-99 Bot [3]
Public announcements are those intended for colony or 00 Chakon
sector wide broadcast; their subject may be anything from ABANDONED COLONY – Roll once per Hour
the shift change at a nearby factory to a critical failure in 01-40 No Encounter
colony life support. 41-50 Squatters
Squatters are survivors of a colony wreck, or vagabonds 51-60 Looters
who have made the colony their temporary or permanent 61-75 Rovers
home. 76-80 Pirates
Looters are scavenging for any useful material; they may be 81-90 Ram-Soldier
violent. 91 Bio-gen [4]
Rovers are “just looking around”, much like the players. 92-98 Bot [3]
Latent security indicates surveillance cameras, card access 99-00 Latent Security
systems, sealed sector doors, etc.

SUBTABLE 1 SUBTABLE 2 SUBTABLE 3 – Bots


01-20 Recruiting 01-10 Investigating Crime 01-40 Service Bot
21-30 Seeking Employment 11-25 Training 41-65 Factory Bot
31-75 Going to/from Work 26-75 On Guard/Patrol 66-80 Mining Bot
76-85 Leisure Time 76-98 Off Duty 81-95 Security Bot
86-90 Seeking Directions 99-00 AWOL 96-00 Heavy Security Bot
91-00 On Errand

SUBTABLE 4 – Bio-gens SUBTABLE 5 – Technician SUBTABLE 6 – Professional


01-20 Miner 01-20 Comms 01-10 Astronomer
21-60 Manufacturer 21-40 Computer 11-20 Biologist
61-90 Security 41-42 Cryptographer 21-40 Engineer
91-00 Ram Soldier 43-65 Electronics 41-55 Geologist
66-70 Energy 56-75 Teacher, Professor
71-72 Explosives 76-85 Physicist
73-90 Mechanic 86-90 Telepath
91-00 Miner 91-00 Medic

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STATION DESIGN FUNCTION
GAMEPLAY

The following tables are intended as a guide for GMs to 01-20 Industry (Population +10%)
design their own space colonies. They may also be used to 21-40 Mining (Population -10%)
generate a randomly encountered small station. 41-50 Science (Population -20%)
FUNCTION: The primary economic activities for the 51-60 Military (Pop -10%)
station. Those with two economic activities list the major 61-75 Commerce (Pop + 10%)
one first. Most colonies have several secondary activities 76-00 Roll Again, twice
that do not show, bars and restaurants being most POPULATION
common. All colonies, surface or orbit, may claim a 20km 01-10 100 + 1d100
exclusion zone, that increases by 1Km diameter per 1000 11-30 200 + 1d100x2
population. Roll on the Function table first, or choose a 31-70 300 + 1d100x4
desired function. 71-90 700 + 1d100 x2
POPULATION: The maximum population for the current 91-00 (900 + 1d100
size and life support of the station. Actual population LEAGUE MEMBERSHIP
will probably be less at GM discretion. Note that it is 01-25 Terran Commonwealth
not possible to generate population figures in excess of 26-45 Pan System Enterprise
1,000. All colonies with a population of 1,000 or more 46-50 Ecumenical Council of Sol
are shown in the SOLDEX. If you wish a new station larger
51-55 Solar Federation of Labor
than 1000 population, choose the size.
56-60 Band of Humanity
LEAGUE: Modify League Membership die roll by +20 if the 61-70 Independent
station is in the outer system (Beyond Jupiter), and by 71-80 Belt Miners' Association
–10 if the station is within the inner system; Jupiter itself 81-85 Independent Commercial Organization
is +0. 86-00 Outstation League
GOVERNMENT: For a description of the terms used, see GOVERNMENT
page 49. GMs should keep the station Function in mind 01-25 Democracy
when rolling on the Government and Attitude tables and 26-30 One Party State
adjust as necessary. For example, a military base is more 31-35 Dictatorship
likely to be Praetorian or governed by a military junta 36-40 Military Junta
than a multi-party democracy. With Dependency, a ruling 41-45 Praetorian
station needs to be assigned, and the two governments 46-70 Dependency
are likely to be similar. 71-75 Theocracy
76-80 Anarchy
SPACE TUGS 81-00 Corporation
Most orbiting colonies have engines to control gravity ATTITUDE
rotation, and to make minor adjustments to their location.
01-20 Open
If a major move is needed, or when new sections are
21-60 Wary
added or removed, Space Tugs are used. These are
61-85 Insular
small but powerful shuttle craft, that attach themselves
to the section or station being moved. They push their 86-00 Closed
attachments, not tow them. Moving a large station will
require multiple tugs, and a station that is inhabited
requires a special license, and the presence of one reserve
space tug per two working tugs. Very large stations may
have to be dismantled into smaller sections to be moved.
Stations can generally only be moved to higher or lower
orbits, or between Lagrange Points.

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GOVERNMENT DEMOGRAPHICS

GAMEPLAY
The High Colonies have no central government. This table gives some guidance for developing a colony.
Blocs of colonies have joined various leagues and
other support groups, the largest being the Terran COLONY DEMOGRAPHICS
Commonwealth, but things are always in flux. Territorial Government 4% Regional & Colony
and economic competition drives activity. Embassy Staff 2% International Relations
Governments of individual colonies vary from Robotics 2% Sales & Maintenance
democratic to autocratic. The SOLDEX gives the current Security 3% Marshal, Detectives, Police
government for each colony. Law 3% Judges, Lawyers, Staff, etc.
Medical Care 8% Medics, Nurses, Surgeons.
ECONOMICS Finance 2% Accountants, Bankers, etc.
Communications 3% Radio, Internet, MPS, etc.
The economic structure of a colony varies with its Construction 6% New Construction & Repair
history, political leaning, affiliation, and current activity. Manufacturing 5% Local Manufacturing Jobs
The Enterprise Credit (€) is the most stable and Fuel Operations 1% Manufacture & Distribution
universally recognized currency created and managed Mining 5% Miners, Marologists
by Terrabank from its HQ on O'Neill Station. Gold and Rovers 1% Prospectors, Surveyors, etc
other rare metals are also traded, and the gold-backed Power Grid 4% Generation & Distribution
Outer Station Star is a rival currency. There are also stock Sanitation & Waste 3% Sewage, Street Cleaning
markets operating on a few colonies, such as Bernoulli. Retail Owners & Sales 3% Retail Stores & Staff
On stations built and funded by corporations, Transportation 5% Colony Transport & Spaceport
residents are mainly employees and their families, Import & Export 2% Wholesale Distribution
receive room and board as part of their working Life Support 4% Oxygen, Airlocks, etc.
compensation. Most of the residents' daily needs are Food Supply 5% Agriculture, Food Processing
met by a centrally-planned corporate structure. Surplus Restaurants 2% Frozen & Dried food
disposable income is saved or spent on entertainment. Arts & Entertainment 1% Casinos, Music, etc.
Income taxes are uncommon, but sales taxes are high. Hotel Staff 4% Catering to tourists
Education K-12 9% Students & Staff
On other colonies, such as those in the American
Education College 4% Students & Staff
Union or Russian Federation, residents may work for
Retired 6% Some Part Time workers
a wide variety of companies that provide goods and
Unemployed 3% Habkeepers, Disabled, etc
services for locals, and in some cases, exports to other
TOTAL 100% PERMANENT RESIDENTS
nearby or off-world colonies. Income and sales taxes
are also more commonly seen on "national" colonies. Most colonies will have an additional 10-20% visitors, composed mainly
of tourists, students, temporary workers, and layover spaceship crew.
Special taxes, such as the Martian €50 annual poll tax
to fund terraforming are also levied from time to time.
HOUSEHOLD BUDGET
Supply and Demand CATEGORY DETAILS %
Trade and mercantile activity is driven by supply and Housing Mortgage or Rent 30%
demand. Few colonies are fully self-sufficient. Most Food Groceries, Restaurants 8%
require imports to survive. Household Toiletries, Supplies, Tools 3%
Utilities Electricity, Water, Internet, etc. 5%
Real Estate Medical Primary Care, Dental, Medicine 6%
On most colonies it is possible for a resident to own Clothing Personal and Work 4%
"real estate". This is commonly a condominium-type Personal Memberships, Hobbies 2%
unit in a residential block or, rarely, a freestanding Transportation Fuel, Fares 4%
structure. There is frequent buying and selling of Entertainment Fun and Games 3%
units with financing coming from banks or private Insurance Life, Liability, Fire 4%
lenders. The concepts of mortgages, title insurance, Education College Fees, books 5%
and excise taxes have not changed since spacefaring Gifts Birthday, Holiday, Charities 3%
began, but property laws and regulations are much less Taxes Income, Sales, Poll, Transaction 20%
bureaucratic. Property taxes provide funds to maintain Surplus Savings, Investment 3%
life support, roads, and other common areas of a TOTAL 100%
colony.

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GAME ROUTINES CAMPAIGN TIME
GAMEPLAY

Play consists of cycles, during which the GM determines (in order): The current game year for all High Colonies
[1] Environ, [2] Timetick, [3] Weather, [4] Encounters, [5] Movement, and material is 2238. Once players begin moving
through time, the GM extends the published,
[6] Mapping.
historical framework. Since the possibilities of
future history are endless, every GM will be
[1] ENVIRON operating a unique version of the universe.
The Environ is the kind of place in which the PCs are located. It determines Players can read High Colonies, and other
publications, to find out what has happened,
the general routine, including the likelihood/nature of encounters, and the
but they will never know what will happen.
movement rate. See p.69.
Realtime & Gametime
[2] TIMETICK When running a campaign, it is useful to draw
a distinction between realtime and gametime.
The rate at which gametime passes. The most common Timetick is the four- Gametime usually passes faster than realtime,
hour Watch. The first watch runs from midnight to 4 AM, the second from sometimes slower. During mundane periods
4 AM to 8 AM, and so on. However, in crisis situations, such as combat, the of the characters’ lives, several game months
Timetick changes to 10 seconds. may pass in a few minutes of realtime; during
combat or other crisis activity, five minutes
[3] WEATHER of gametime can take an hour of realtime to
resolve.
If weather is likely to be significant, a weather report should be provided
at the beginning of each watch to apply (generally) throughout the watch. Multiple Groups
Weather will generally apply to surface locations, such as Mars dust storms, Although it is best to keep all PCs in a group
but solar flares in space are often referred to as Space Weather. as close together in time as possible, groups
may get split up and then operate in different
gametimes. GMs must struggle to keep groups
[4] ENCOUNTER with different gametimes from meeting each
Encounters vary by location, see p.68/69. They may occur instantaneously other.
in some Environs, but can be future events in others. At the beginning of Time must be manipulated to "slow-
each watch, the GM rolls to determine if an encounter will occur. If so, the down" or "speedup" gametimes as needed.
GM may roll 1d8 to determine in which half hour it will occur; 1d30 can When glossing over two or more periods of
gametime, there should be a rationale for
generate the precise minute (if needed).
different gametimes to become the same.
[5] MOVEMENT Different recovery rates for wounded
characters is always a good rationale. But it
The GM asks the players if they wish to travel and then calculates how far is easiest to catch up at the beginning of a
they can travel, allowing for Environ, weather, and transportation mode, gaming session: “Since your last session two
until the next scheduled encounter or the end of the watch. game-months have passed. Here are the
events that have occurred". Players are then
given any monthly skill development rolls they
[6] MAPPING have missed.
Accurate maps are generally available on hand-held displays or laptops,
but often not at detailed scale. Players may wish to make detail maps to
document where they have been and what they have seen.

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2055 Russia announces plan to build two space colonies, one at
each of the Earth-Luna Lagrange Points L4 and L5.

TIMELINE
2058 European Space Agency (ESA) builds Monnet on Luna.
2061 Russia founds Gagarin, a military base to celebrate 100
years of "First Man in Space".
2062 Genstar Corporation completes Vulcan. Fear of Russian
and American adventurism spurs many nations to contract
with Genstar to build their own high colonies. Within the next
decade, 24 countries have colonies.
2063 Russia completes Kastrovo at Earth-Luna L5, the largest
orbital colony built to that time.
2064 U.S. founds Kennedy base, the first American surface
colony on Luna.
2066 Allanson Robotics develop a series of industrial robots for
mining and construction in space.

1903 Russian physicist Konstantin Tsiolkovsky publishes his 2067 Genstar Corporation begins mining operations in the
brilliant "Rocket Equation". Asteroid Belt.

1926 Robert Goddard launches first liquid fired rocket in USA. 2068 Russia founds Mokos on Luna, settled with 500 colonists.
Hostilities soon erupt between Mokos and Coristan
1942 Germany launches the V2 rocket prototype. prospectors.
1961 Russian cosmonaut, Yuri Gagarin, becomes the first man 2069 The United Nations builds Skivaal on Luna.
into space, orbiting the Earth on Vostok 1.
2070 Amazon Blue builds Avalon at Earth-Luna L4.
1969 American astronauts Armstrong and Aldrin land on Luna,
in Mare Tranquility. 2071 Joint Russian/U.S. project to build Twinstar on the far side
of Luna. Completed 2080.
1973 American Skylab placed in low earth orbit until 1979 .
2072 U.S. President Diane Brewer officially opens Shepard
1976 American robotic Viking 1 lands on Mars. colony, becoming the first head of state to visit space.
1977: Voyager 1 and Voyager 2 spacecraft launched. Both made 2075 USA builds Outland on Io, the first colony on any Jovian
it into interstellar space before loss of contact. moon.
1981 First flight of the American Space Shuttle. 2077 General Ordinance Division, a subsidiary of Genstar
1987 Space shuttle Challenger explodes two minutes after Corporation, develops a series of hand held energy weapons.
launch, killing all seven astronauts aboard. 2078 The Russian Federation announces development of an
1998 International Space Station (ISS) built in low earth orbit. interplanetary shuttle that reduces travel time from Earth to
Jupiter to five weeks. Bases on the Jovian moons now become
2000: Blue Origins, the first private space corporation, founded economically feasible. James Engineering, a subsidiary of
by Jeff Bezos of Amazon. Amazon, soon develops a similar vessel. Teach Construction, a
subsidiary of Genstar, begins operations on Luna.
2012 Space-X Falcon-9 rocket and Dragon capsule dock with the
ISS to complete a private resupply mission for NASA. 2079 Coristan Mining and Amazon Blue begin mining
operations in the Asteroid Belt. Within two years, four other
2015: USA Commercial Space Launch Competitiveness Act is corporations, IronCor, Kyakov-Hanadi, Allanson Robotics and
passed, supporting NASA's right to share competitive federal
Lumin Electronics, begin operations in the Belt. These six
funding with private companies for space exploration.
companies, together with Genstar, assume a stranglehold on
2019 China robotic lander to far side of Luna. industry and mining in space; they become collectively known
as the Seven Witches.
2027 Space-X founds first colony on Mars with 220 settlers.
2080 The Vulcan Strike.
2042 U.S. Government passes the Morgan-Kolson Act, to fund
three high colonies. This eventually results in the building of 2081 Russia completes Zhukov in Briault crater on Mars, their
Armstrong (2049), Glenn (2053), and Shepard (2062). first permanent Martian colony.

2047 Coristan Mining begins digging on Luna. 2082 Eugene Sterne, leader of the Evangelic Church of the
Chosen, announces the construction of Genesis and Lazarus
2054 Russia builds Zhukov on Mars. colonies.

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2084 The Orion Strike and Labor War. Foundation of the Solar Australia, new Zealand, and Hawaii and initiated climate
change that creates the Great Famine.
TIMELINE
Federation of Labor.
2086 The U.S. completes Aldrin at Earth-Luna L5 to serve as a 2167 Earthome War. After decades of tension between
spaceport for flights to Luna and the planets. The colony is superpowers due to global warming, the impact of Asteroid
built to accommodate 5,000 settlers. X-207 in China triggered a disastrous famine. Desperate for
food, China invaded her neighbors, prompting a war that
2088 Adam Stembridge Associates, an amusement and gambling quickly escalated to involve nine superpowers. The ravages of
combine, builds Xanadu, a lavish amusement colony. chemical, biological and nuclear warfare sterilize Earth. Only
2089 The U.S. builds Brockway prison colony. the 20.5 million who lived in the High Colonies survived.

2090 Lumin Electronics Corporation defeats a hostile takeover 2169 An expedition from Tranquility descends to Earth's upper
by Genstar Corporation. atmosphere, finding lethal levels of radiation and the presence
of deadly bio-chemicals. The expedition does not land but
2091 Genstar forces attack Electra, a Lumin Electronics colony concludes that all life on Earth has likely ceased.
on Ceres, sparking the Corporation War.
2178 Several colony leaders meet at High Plains to form the
2093 Gabriel Marketing builds Starmall, a ''high adventure in Outstation League.
shopping'' in Low Earth Orbit (LEO).
2184 The Esau Council brings the leadership of the "traditional"
2099 Cassandra, built in 2097 at Sol-Earth L4 by alienated churches together for the first time. Concerned by the
survivalists, is destroyed by an asteroid strike. All colonists growing power of reactionary Christian churches and the
perish. fundamentalist Islamic movement, the theologians found the
2104 The Howard-Fry Society, an organization devoted to penal Ecumenical Council of Sol.
reform, builds New Hope in orbit around Saturn. 2185 The Lunar War begins when Kyakov-Hanadi and
2105 Russia and the USA construct Nevsky-Lincoln, a deep-space Coristan Mining security forces attack three small Terran
research colony orbiting Neptune. Commonwealth bases.

2106 A group of small American corporations, led by Adam 2187 Kyakov-Hanadi security forces, led by Gerald Carter, attack
Stembridge Associates, found the Independent Commercial Sherilor during the Lunar War. The colony is destroyed and
Organization. over four thousand men, women and children are killed.

2108 Gateway Declaration. The Seven Witches announce their 2190 Treaty of Champlain ends the Lunar War and a memorial
cross is placed at Sherilor's former location.
independence from all United Nations taxes and laws.
2193 Sack of New Vermont by Gerald Carter.
2109 Twenty Minute War. A joint American and Russian strike
force attempts a "surgical decapitation" by attacking Genstar 2196 The Terran Commonwealth, which had ignored the Barbary
Corporation headquarters at Gateway. The strikeforce is Wars for three years, becomes involved when Carter attacks
repulsed by corporation security forces. After three years of Harmony.
uneasy peace, the Treaty of Gateway ends the war.
2198 Terran Commonwealth intelligence agents discover a
2112 Terran Commonwealth founded. possible link between Carter and the Pan-System Enterprise
League. But with no conclusive evidence, the Terran
2124 Bentham, orbiting Uranus, suffers a deadly prison riot.
Commonwealth declines to provoke the Seven Witches.
2130 Vicente Enrique Alvarez, Governor of Tranquility Base,
2199 The Outstation League and the Terran Commonwealth
becomes the 64th president of the United States.
jointly pledge to fight Gerald Carter.
2137 Twinstar astronomers discover Minerva, formerly called
2201 The Battle of the Trojans. Gerald Carter killed.
Planet X. Kodama Bio-Systems announces creation of the first
android which they call a bio-gen. 2202 Brigit Jermyn, eldest daughter of General Alicia Jermyn,
founds Jermyn's Privateers, an elite mercenary band of
2138 Russia and USA announce Ares Project to terraform Mars.
demobilized troops.
2142 Russia and the US co-fund Project Demetre to terraform
2204 Foundation of the Band of Humanity by a collection of
Venus, a project expected to take at least 200 years.
extremist, paranoid Christian fundamentalists at the Council
2143 The long anticipated first contact with alien life occurs of Genesis.
when a Chakon generational starship enters the Solar System.
2210 Radio telescopes at Twinstar detect faint microwave
2154 Marden colony established by Golden Ventures on Eris, a signals from the direction of Rigel, 600 light years away. The
near earth asteroid. signals are unlike any known natural radio emissions, and are
repetitive. Many astronomers conclude that the signals come
2164: Asteroid AK-548, 7 km diameter, plunges into Taiwan from intelligent life. Attempts to translate the signals have
Strait. The resulting tsunami and seabed impact destroy been unsuccessful.
most of coastal China, Japan, and all Pacific islands, including

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2212 After years of intrigue, purges and assassination, Ivan the plague. Total deaths in the system exceeded five hundred
Gamal of Kephri emerges as the uncontested leader of the thousand (2.5%) which has caused widespread social and

TIMELINE
Band of Humanity. Gamal uses his charm and eloquence economic upheaval.
to convince most colonies of his peaceful intentions. Band 2229 Another expedition from Tranquility lands on Earth. It finds
rhetoric becomes considerably less hateful and violent. that radiation levels have dropped since their last visit, but the
2214 Kathryn Hamelin, a bio-geneticist at Khepri, develops a atmosphere is still lethal to animal life, except for some hardy
new strain of bio-gen. Hamelin's discovery is the result of a plants and insects. The expedition's report ends any hope of
secret program to produce a bio-engineered soldier for the returning to Earth for many years, if ever.
Band of Humanity. The Band begins to mobilize for war. 2230 Attempting to broaden their power, the space unions
2217 The Purge War begins when the Band of Humanity attacks provide significant funding to all independent colonies that
Horus colony with several hundred Ram Soldiers. After the pledge their support to the Solar Federation of Labor.
fall of three member colonies, Terran Commonwealth leaders 2232 The second outbreak of Venerian Flu occurs. Although far
finally become convinced that the Band intends to conquer less serious than the first epidemic, it still caused 90,0000
the entire system. Aided by Kodama Bio-Systems which begins more deaths. In an atmosphere of frenzied hysteria, all Venus
to produce Bio-gen soldiers, the Allied side forces the Band to colonies have been quarantined for the past six years.
an uneasy truce in 2220.
2234 IronCor Chairman, Tristram Haynes, refuses to pay a
2221 The Band of Humanity attacks Chakon settlements on twenty million Enterprise Credit gambling debt to Xanadu
Titan, but underestimate the aliens. The Chakon annihilate casinos. Adam Stembridge Associates, attempting to collect,
invading troops, including a battalion of Ram-Soldiers. The seeks a judgment from the Pan Enterprise League. The league
Chakon counter-attack is swift and ruthless. At the Battle of demands payment within 30 days. When Haynes refuses to
Hyperion, a nearby moon, the Chakon intercept and destroy pay, the League sends a Marshal to arrest him. The result is a
70% of the Band's fleet. The Chakon then attack the Band brisk but inconclusive clash. Although the Marshal withdraws
base at Khepri and vaporize the colony and leader, Ivan without arresting Haynes, the blow to his prestige is so great
Gamal. The Band begins to collapse although some fanatical that IronCor directors force his resignation.
members continue to fight.
2237 The independent trader Gulliver's Luck finds the wreck
2223 As the scale of Band atrocities becomes known, outrage of the cargo freighter Shahrazad in the Asteroid Belt. To the
spreads throughout the system. An Outstation League brigade surprise of the salvage crew, they find a single survivor, half
destroys two Band colonies, Forrest and Drexler, without mad from thirst and hunger. The survivor claims that pirates
asking for surrender. By the end of the year the Band's ram- attacked his ship without warning.
soldiers are exterminated and resistance ends.
2238 The present. The recent Purge War and Venerian Flu have
2226 Venerian Flu, a virulent respiratory disease, spreads created rifts among many colonies that have yet to heal.
throughout the High Colonies. Fortunately, the disease is Worse, the Chakon have shown a greater degree of distrust
transmitted only by contact and quarantine measures curb and relations between the two races have deteriorated.

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67
SOLDEX ATTITUDE
SOLDEX

Open: No significant restrictions on immigration or


An annotated, alphabetical index of the High
visitors.
Colonies, it’s planets and moons, major colonies, history,
corporations, and governments. Wary: Careful checks of visitors and immigrants.
The SOLDEX lists every colony with 1,000 or more Insular: Restrictive immigration laws and extremely
population, plus some smaller ones of special importance. careful checks of visitors.
GMs may add colonies, bearing in mind that the total Closed: Only “invited” immigrants and no casual visitors.
population of the High Colonies is just over 20.5 million.
GOVERNMENTS
LOCATION Democracy: An elected legislative body, with two or
The orbital or surface location of a colony. Lagrange more political parties. There may be restrictions on
points give the two orbital bodies involved, such as Earth– numbers and types of political parties.
Luna L4. Many locations are planetary moons, given with
their planet reference, such as TITAN (Saturn VI). One Party: One political party controls all levels of
legislative and executive power. Another party is illegal.
FUNCTION Party members may compete for elected office.
The primary purpose of the colony; many have Dictatorship: Arbitrary government by an absolute ruler.
multiple functions, listed in order of importance. Opposition and dissent are discouraged or illegal.
Agriculture: colony that specializes in growing food and Military: A military junta rules with martial law.
raising domestic animals for export to other colonies.
Praetorian: Joint military/civilian government, usually
Commerce: banking & financial services, trade and with military personnel holding primary power. Limited
transport services, entertainment, etc. political participation, often just one party.
Industry: industrial factories, manned or unmanned. Dependency: Semi-independent, but ultimate control is
Military: a military base, sometimes manned and exercised by another colony.
governed by a mercenary organization. Theocracy: Religious leaders control all legislative and
Mining: mineral extraction and smelting. executive branches of government. There may be
limited democracy.
Science: research and development.
Anarchy: no colony-wide government, each sector being
POPULATION & SIZE controlled by any of the other forms of government.
Orbital colonies are typically large torus (ring) or A colony-wide council usually meets on a regular
cylindrical structures that slowly rotate to simulate the schedule to determine overall policy.
gravity of Mars. Torus colonies, up to 4 Km diameter, have Corporation: Executives of a corporation control the
a central hub, with four to eight main spokes that function government. There may be limited democracy.
as passageways. The space between the spokes can be
open or filled with linking passageways and multiple
chambers. Larger ring colonies may have two or three
stacked rings, separated by extended hubs.
Cylindrical colonies can be up to 8 Km long, and 2 Km
in diameter.
Surface colonies may be mostly underground, which
often have irregular layouts due to excavation difficulties.
There will be surface access for a spaceport or escape
portals.
Current populations are from the 2231 census. The
maximum population for the current size and life support
can be determined by dividing the current population
by the percentage in brackets. Colonies exceeding 90%
capacity usually have plans to expand. Colonies have
about 50 square metres per individual, half for private
habitat space.

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ABEL manufacturing equipment for solar energy. Together
Location: Pluto with Harmony and Lowe, Adler makes up the Republic

SOLDEX
Function: Mining of Germany. Adler is guarded by one company (120 men)
Population: 8,700 (58%) of Mombala's Brigade. Chancellor Heinrich Holtz is the
League: Solway Group, Outstation League colony head.
Attitude: Insular AGONY
Government: Cooperative Location: Ganymede (Jupiter III)
Abel is home to the Newstart Association, a group of Function: Mining, Prison
disaffected settlers from Heartland. Built in 2208, the Population: 36,000 (72%)
colony is governed by a Committee of 12, one quarter League: Outstation League
elected each year. The most senior committee member Attitude: Closed
serves as colony head. Government: A prison colony built in 2192, administered
ADAM STEMBRIDGE ASSOCIATES by the Outstation League. Residents are about 10%
Easily the largest and most influential guards and support staff, and 90% inmates. Those
member of Solway, this gambling and imprisoned for violent crimes work the deeper mines and
entertainment combine once operated Agony lives up to its reputation of being one of the most
many of Earth’s most famous casinos, dangerous penal colonies in the High Colonies. Warden
hotels, and resorts. They founded Xanadu Nelson Shandry is colony head. Bentham, Brockway,
in 2088. Some have suggested that the and Dolina are also prison stations.
corporation is closely connected to ALBAN
organized crime, but neither evidence nor witnesses Location: Japetus GSO (Saturn VIII)
seem to arrive at courtrooms after charges have been Function: Industry, Science, Military
laid. Adam Stembridge Associates has successfully fought Population: 138,000 (69%)
takeover bids by Genstar and IronCor. The company is League: Outstation League
also an important member of the Outstation League. Attitude: Wary
ADLER Government: Democracy
Location: Earth GSO Built for an independent Scotland in 2114. Alban is
Function: Industry, Military one of the most active and important members of
Population: 205,000 (80%) the Outstation League and supplies some of its best
League: Terran Commonwealth troops (and best whiskey). The elite Black Watch were
Attitude: Wary founded here in 2174. Alban's heroic defense during the
Government: Democracy Purge War, led to the ultimate defeat of the Band of
Adler (Eagle) was built in 2128 to provide solar Humanity. A battalion of 240 Black Watch are currently
electric power to Germany. This function vanished based here, commanded by Colonel Jock Stuart. Prime
with the Earthome War and the colony converted to Minister David Angus is the colony head.

DSS ADLER

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ALDRIN ALCÁZAR
Location: Earth-Luna L5 Location: Mars, Cassini Crater (23.4°N, 32.1°E)
SOLDEX

Function: Industry, Science, Military Function: Mining, Industry


Population: 390,000 (78%) Population: 178,000 (89%)
Attitude: Wary League: Terran Commonwealth
League: American Union, Terran Commonwealth Attitude: Wary
Government: Democracy Government: Democracy
Founded in 2086 to serve as a spaceport for travel to Built by Spain in 2156, Alcázar is located on the northeast
Luna and the planets. With a population exceeding rim of a large crater that was once a huge lake. First
200,000 in 2147, Aldrin became the capital of the 54th Minister Xavier Pérez is the colony head.
state which consisted of all American high colonies. ALLANSON ROBOTICS
Aldrin is now one of seven surviving "states" of Formed by a series of mergers in the
the American Union, and the "federal congress" is years 2054-2061, Allanson Robotics is
located here, as is Marine Spaceforce #1. The Terran currently the fourth largest of the Seven
Commonwealth maintain their Doomsday Watch on Witches. By 2066 the company had
Aldrin. Since the Earthome War, and declaration developed a series of industrial robots
of independence of six colonies, the dominance of commonly used in mining, construction,
Aldrin as a spaceport has lessened and population and general maintenance. Headquarters is Calamity on
is decreasing. Aldrin has two dependent colonies, Ganymede. Major subsidiaries include Global Business
Armstrong and Shepard. Governor Dorothy MacKay Systems, Integrated Electronics, Science Research
commands Aldrin, and President Harvey Nixon leads the Associates, and Terchuk Communications.
American Union.

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ALLIANCE OF SPACE WORKERS (ASW) bloc, are often tense, but they generally cooperate on
The Alliance of Space Workers important projects. Since Russian and American

SOLDEX
(ASW) is the largest of the delegates make up almost forty percent of the Terran
three Solar Federation of Commonwealth Grand Council they dominate policy.
Labor unions. The ASW There is a tacit agreement between them that the
controls most jobs involving General-Secretary is never a Russian or an American.
ASW cargo, shipping, and colony ANDREA
construction/maintenance. Location: Mars, Hellas Crater, 42.5 S, 70.9 E
The ASW currently has 782,640 members and owns and Function: Industry (Robotic)
governs Solidarity colony. Union President, Morris Population: 480
Cogan, is a 30 year veteran of labor politics. League: Pan Enterprise
ALPHA-CENTAURI Attitude: Closed
The nearest star to Sol, located at 4.37 light years. Alpha Government: Corporation: Amazon Blue
Centauri is a binary star, Centauri A and Centauri B, Andrea is fully automated factory, owned by Amazon
with Centauri Proxima, a red dwarf, orbiting the other Blue, and located within the huge Hellas impact crater
two. They appear collectively as the third brightest star, in the southern hemisphere. The crater diameter is
after Sirius and Canopus. As with most stars, Alpha- 2300km and it is 9km deep, both the largest and deepest
Centauri has several exoplanets, some of which are on Mars. Recently built in 2216, the colony primarily
Earth-size. At current spaceship technology, allowing builds life support equipment. A small rotating cadre of
for 1g acceleration and deceleration, it would take over technicians maintain the station.
500 years to reach Alpha-Centauri. Sending robotic APIANUS
spaceships to Alpha-Centauri has been considered, but Location: Earth-Luna L4
the 500 year journey is not a budget priority. Residents Function: University, Science
of Starward have other plans. Also see Oort Cloud. Population: 16,800 (84%)
AMAZON BLUE League: Terran Commonwealth
The second largest corporation of the Attitude: Wary
High Colonies, based on Avalon Government: University Board of Regents
Station. Severely hurt by the Founded in 2140 by the Terran Commonwealth, Apiamus
Earthome War, losing over 95% of its was once the most highly respected university in
customers and suppliers, the space. Despite having declined in recent decades, it still
corporation has recovered from produces many of the best trained scientists in the High
investments in other industries and new product sources Colonies. The Board of Regents is currently considering
from Mars and Luna. Avalon Blue wields immense a proposal to sell this station and build a new surface
economic power as a retail giant, and through its colony on Mars.
subsidiaries Imara Insurance, Larrigan Synthetics, ARAB LEAGUE
James Engineering, and Navin Stations. The corporation A loose organization of 8 Arabic
is governed by a board of directors, led by Michael countries: Egypt, Kurdan, Lebanon,
Carrabis, Chairman of the Board. Palestine (former Jordan & Israel),
AMERICAN UNION Ramada, Saudi Arabia (includes Yemen),
The American Union is now Syria, and United Arab Emirates. Islamic
functionally the United States countries in North Africa from Sudan to
of America. It currently has Mauretania declined to join (and now are
seven colonies: Aldrin, wastelands). Several other non-Arabic, Islamic, countries
Armstrong, Empire, Glenn, such as Afghanistan, Iran, Pakistan, and Turkey are not
Kennedy, Shepard, and members. Iraq left the league in 2080 after the country
Tranquility. Six other split into three: Iraq (Shia), Kurdan (Kurd), and Ramada
colonies declared their independence from the Union (Sunni). Long deprived of their former oil wealth, most of
after the turmoil of the Earthome War. See: Columbia, these countries converted to mining and/or commerce in
Heartland, High Plains, Nuevo-California, Republic of space. Current Arab League colonies are Hegira, Horus,
Mars, and Yankee. and Sulaman. Arab communities that exist within other
Despite these losses, the American Union remains colonies may join, but cannot vote. League headquarters
the largest bloc in the Terran Commonwealth. Relations are on Hegira, which dominates league politics.
with the Russian Federation, the second most powerful

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ARMSTRONG The asteroids are less of a navigation hazard than
Location: Earth GSO might be expected because they are mostly separated
SOLDEX

Function: Science, Military by at least twice the Earth-Luna distance. Most of these
Population: 9,600 (60%) asteroids orbit Sol in the same direction as the planets
League: American Union, Terran Commonwealth (counter-clockwise) but a few have retrograde orbits
Attitude: Insular and are considered captured "immigrants" from deep
Government: Dependency of Aldrin space. The five largest asteroids are: Ceres, Vesta, Pallas,
Built in 2049 as a science laboratory, Armstrong was Hygiea, and Interamnia, each major centers of mining.
the first of three NASA high colonies funded by the There are three broad classes of asteroids. Most
Morgan-Kolson Act of 2042. Also see Glenn and Shepard. (75%) are C-Type (Chondrite). They are mostly composed
Armstrong today is chronically underfinanced and thus of carbon and silicate rocks, but are valuable sources of
understaffed. Two platoons of the 1st Marine Spaceforce water, which is mined and processed into oxygen and
are stationed here. Colony head is Colonel James Peters. hydrogen. They are among the most ancient objects in
the solar system.
ARIEL (Uranus II)
About 17% of asteroids are S-type (Stony) carry little
With a diameter of 1158 Km, Ariel is the second smallest
water but contain significant valuable metals such as
of the five main moons of Uranus, all named after
gold, platinum, and rhodium.
characters in Shakespeare plays. Like other moons
M-Type (Metallic) asteroids are relatively rare, about
of Uranus, Ariel has a complex surface topography
7%. They contain large deposits of valuable minerals such
consisting of extensive craters cross-cut by scarps,
as aluminum, calcium, cobalt, iron, magnesium, nickel,
canyons, and ridges. The moon has no colonies.
and silicon. Several M-types are extremely rich, notably
ASTEROID BELT Psyche–16.
A region between the orbits of Mars and Jupiter that Many of each asteroid type are "rubble-piles",
contains millions of asteroids. The region is called "The essentially rocks of varying sizes locked together by
Belt" for short, and those who live here are called gravity. These are relatively easy to exploit, but mine
"Belters". The Belt is really three belts, Inner (2.2 au), tunnels can be unstable and dangerous.
Mid (2.6 au), and Outer (3.3 au). Asteroid densities Prices and tonnages for metals and minerals
increase from the Inner to Outer rings. have crashed since the Earthome War destroyed
demand from eighteen billion Old
INNER PLANETS Earth customers. However, mining and
ORBIT
R 2238 smelting remain the biggest and most
ITE TROJANS
JU
P L5 lucrative of space industries, employing
many thousands of well paid workers.
Hundreds of belt asteroids
ID BELT have elliptical orbits that cut across
RO
TE
AS the orbit or Mars inward to approach
JUPITER
Earth or even cross into Venus space.
CERES
These are collectively called Near Earth
Asteroids (NEA) and many have proven
to be valuable sources of minerals. The
asteroid Eros is one such, and an NEA
MERCURY
was responsible for the strike on China
EARTH SOL in 2164 that led to Earthome War three
VENUS years later.
Another large group of
asteroids exist in Jupiter's solar orbit at
MARS
L4 (Trojans) and L5 (Greeks) Lagranges.
HILDAS Several of them with rare minerals have
GREEKS
small mining outposts. Finally, a group
L4 of asteroids called the "Hildas" orbit Sol
between Jupiter and the Asteroid Belt
They make three orbits of Sol to every
two orbits of Sol by Jupiter. Also see
Trojans and Janissary.

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ASTRA-IVECO BAND OF HUMANITY
A subsidiary of Genstar that builds ground vehicles in The newest and most fractious of the

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the Martian settlement of Romana. They manufacture Leagues, the Band was founded in
a popular range of rovers, mostly powered by fuel cells. 2204 on Genesis by self-styled "right
Some expensive vehicles are nuclear powered with thinkers". Members include the most
ranges up to 3000 Km. Most rovers have life support reactionary elements in the High
systems that produce water and oxygen from the Colonies, including Christian
Martian atmosphere, but storage is limited to about 48 fundamentalists, paranoid
hours after a rover ceases to function. survivalists, and racist right-wingers.
The stated objective of the Band is to “save and purify”
ASTRA SYSTEMS
humankind by exterminating non-whites, non-Christians,
A subsidiary of Coristan Mining located on Aldrin
and “Babylonian seducers" like Adam Stembridge
that specializes in various engines for life support,
Associates. The Band launched the Purge War in 2217,
spacecraft propulsion, mining equipment, and surface
which lasted six years and caused thousands of deaths.
vehicles. After thirty-one years of research, the company
Ultimately defeated, Band members are the pariahs of
developed a working fusion drive in 2218, fueled by a
the High Colonies for unleashing their bio-gen Ram-
combination of Deuterium from Jupiter and Helium 3
Soldiers during the Purge War
from Lunar regolith. This long anticipated (D-H3) fuel that
The governing body of the Band is the High Council,
converts hydrogen into helium, has tripled the delta-v of
which includes a representative from each member
spacecraft. Astra Systems expects further advances in the
organization, is never far away from "civil war". The
near future. Company CEO is Thomas MacGregor.
Council elects a Speaker who supposedly governs for ten
AVALON years, but in the thirty four years of its existence, the
Location: Earth-Luna L4 Band has had nine Speakers. Most recently, three years
Function: Commerce ago, Speaker Ranyard was stabbed to death by a fanatic
Population: 380,000 (95%) for “failing to uphold sacred Aryan morality.” He was the
League: Pan Enterprise second speaker to be assassinated. Ranyard's successor,
Attitude: Wary Christopher Shaw, Archvicar of the Church of the Lord’s
Government: Corporation Process, resigned in less than a year. The present office
Built in 2074, Avalon is the headquarters of Amazon holder is Evan Sterne, the leader of the Church of the
Blue, a corporation that dominated the retail business Chosen. Band headquarters are located at Genesis. The
on Earth and the High Colonies for almost two centuries. band’s military potential is limited by the Treaty of O'Neill
The colony has expanded tenfold in size since it's which ended the Purge War, but they have been
founding, but suffered greatly from the Earthome War covertly rearming. Band members are each described
in 2167 when most of its product sources terminated. under their separate headings:
Amazon Blue Chairman of the Board, Michael Carrabis, is
• Church of the Chosen
the colony head.
• Church of the Lord's Process
AZTECA
Location: Mars, Vivero Crater, 48.9˚N, 118.8˚E • Church of the Apocrypha
Function: Industry • The True Brotherhood
Population: 261,900 (97%)
League: Pan-Latin Congress, Terran Commonwealth • The Daklan
Attitude: Wary BARBARY WARS (2193-2201)
Government: Democracy. The Barbary Wars began when Gerald Carter’s pirates
Built in 2122 for Mexico, Azteca is located in the northern sacked New Vermont. The enormous expense of
hemisphere on Utopia Planitia. Although the HQ of searching the vast outer system and protecting every
the Pan-Latin Congress is located here, the colony colony there allowed Carter to strike at will. The
suffers from ongoing internal discord, a never-ending Outstation League offered €5 million for the coordinates
struggle between left and right wing political fanatics. of Carter’s base. No information was received. In the first
President Fernando Hermoso is the current colony head. three years of the Barbary Wars, Carter attacked twelve
Few predecessors survive their six year term of office. colonies, causing the deaths of over thirty thousand. His
Corruption is rampant. The president recently funded own casualties during this period were thought to be
and received 120 Black Watch marines to maintain only a few hundred. The Terran Commonwealth, which
peace. at first ignored the Barbary Wars, became involved when
Carter attacked Harmony on Mars in 2196. This led

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the Terran Commonwealth to place their armed forces of revenge, the prisoners slaughtered over 80 guards,
under joint command. Joint Supreme Commanders technicians, and administrators, and 204 of themselves. A
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Inukai Shigeru of the Terran Commonwealth, and Alicia joint USA-Canadian-Brazilian force recaptured Bentham,
Jermyn of the Outstation League, intercepted Carter’s taking no prisoners. Penal reformers blamed the brutality
main fleet near the Trojan Asteroids and won a decisive of Bentham for the riot. The Terran Commonwealth has
victory over the pirates in 2201. Carter perished in the preferred to institute even harsher discipline. Warden
battle, and the remnants of his band scattered. Among Horst Goering is colony head. Agony, Brockway, and
the allied casualties was Alicia Jermyn of the Outstation Dolina are also prison stations.
League. Despite praise for “a glorious victory,” the Terran BERNOULLI
Commonwealth and Outstation League soon returned to Location: Luna, Plato Crater, 51.8˚N, 9.5˚W
their normal competitive malice towards each other. Function: Finance
BELTER Population: 73,000 (73%)
The name given to a sophisticated sign language that League: Terran Commonwealth
originated with miners on Ceres but is now widely Attitude: Open
understood throughout the High Colonies. It is a Government: Democracy
combination of hand signals that can be translated into Built in 2098, this Swiss colony is located in Plato Crater
crude English, Spanish, or French. at the south central edge of the Sea of Cold. The colony
is a rich financial center, and hosts the largest High
BELTERS
Colonies stock market, which funds many projects.
A generic name first given to those who lived in the
President Johann Lousane is the station head.
Asteroid Belt. It is now applied to miners everywhere.
Calling someone a "belter" is something of insult since BIO-GENS
miners, although well-paid, are a rough breed. Bio-genetically engineered humans were first created
in 2137. The original two types, the miner and the
BELT MINERS’ ASSOCIATION
laborer, remained the basic forms for almost eighty
The Belt Miners’ Association is the
years. The laborer type, originally intended for
smallest and least political of the leagues.
dangerous or monotonous work, underwent the most
It was founded in 2182 by guards and
dramatic changes. Numerous specialized forms were
prisoners of Brockway who had been
created, including factory drudges, service workers,
forced to cooperate after their supplies
entertainers, and prostitutes. The prohibited use of bio-
from Earth were cut by the Earthome War.
gens as military personnel was violated by the Band of
The Association is best described as a loose
Humanity during the Purge War. For stats, see p.36.
organization of independent workers and businessmen
rather than a political entity. It exerts minimal control BLACKCROSS ENERGY
over its members, requiring only regular dues and “non Founded in 2192 on Newton, this former British
interference” with other members. The Board of corporation is now a subsidiary of IronCor. Their
Directors, elected by a referendum vote, settles disputes original business activity was telescopes, but they later
and administers the Association. developed generators and regulators and panels for solar
Members of the Association range from large power which are now their major products. Current
colonies such as Brockway to individual prospectors. The president of the corporation is David Howard.
Association’s history is studded with colorful figures, BLACKHOLES
many of whom have acquired legendary status, such as Massive blackholes exist at the center of most galaxies
Bad Henry Lipscombe, Iceman Turton, Smokey Joe Dolan, and also where a large dying star has collapsed to such
Maria “the Monster” Romano, and Dirty Eddie. a small volume that space-time is warped. The nearest
BENTHAM black hole is thought to be 3,000 light years distant.
Location: Luna GSO BLACK WATCH
Function: Industry, Prison
k wa The elite military force of the Outstation
Population: 21,300 (71%) ac League, their motto being "Let None
tc
bl

League: Terran Commonwealth Provoke". Based on the famous Scottish


h

Attitude: Closed regiment, this force was founded on the


Government: Terran Commonwealth Saturnian moon Japetus in 2174. Their
ke
let

Built in 2097, this prison colony suffered a deadly riot in kilts did not function well in Zero-G and
vo

2124 when twenty prisoners seized control and released on


e pr this attire was quickly replaced with
n

most of the five hundred inmates. In a three hour orgy tartan trews. Companies of the Black

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Watch are stationed on Alban, Azteca, Dalmedy, Fianna, Built in 2144, Boola is a scientific research station located
Mathewson, and Samson. General Bryan MacBeth near the edge of the permanent northern ice cap of

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commands the force. Mars. Monitoring the effects of terraforming, the station
is usually buried with snow during the Martian winter
BLAZE
when the ice cap expands southward. The ice advance
Location: Europa (Jupiter II)
and permafrost are now significantly less than they
Function: Mining, Industry
were when the site was founded 94 years ago. General
Population: 176,000 (92%)
Manager Harvey Moran of Faldrin Engineering is the
League: Pan Enterprise
colony head. Carter is a similar station located near the
Attitude: Wary
Martian North Pole.
Government: Corporation
Founded in 2110, Blaze is a surface colony on Jupiter's BORMAN SECURITIES
moon Europa. The colony is totally owned and governed A subsidiary of Genstar, Borman Securities develops and
by Iron Corporation (IronCor) and is the HQ of Hailey- sells corporate bonds for clients to raise capital. They
Parker Armaments. General Manager Nathan Coles is the earn 10% of monies raised for their services. Their HQ is
colony head. on Bernoulli, which is the location of the High Colonies
stock market.
BOLIVAR
Location: Mimas (Saturn) BRAHE
Function: Industry, Military Location: Callisto (Jupiter IV)
Population: 276,000 (92%) Function: Commerce, Finance, Education
League: Pan-Latin Congress (PLC), Outstation League Population: 84,000 (84%)
Attitude: Wary League: Outstation League
Government: Democracy Attitude: Wary
Built in 2111 for Bolivia, a member of the Pan-Latin Government: Feminist Cooperative
Congress (PLC). Mimas has rich metal and mineral Built in 2109 for the Viana Society, a cooperative active in
deposits, but this is the only colony due to navigation banking and finance. The station operates Viana Lodge,
difficulties landing on Mimas. Other members of the PLC an expensive business college that is considered the
are: Azteca, Brasilia, Incan, and Peron. best in the high colonies. The Administrative Council of
the Viana Society governs the colony. Council Chair Lisa
BOLYAI
Middleton is the colony head.
Location: Earth GSO
Function: Abandoned Wreck
Population: Zero
League: Terran Commonwealth
Government:
Built in 2101, this former research colony
has been an abandoned wreck since being
attacked with a tactical nuclear missile during
the Earthome War. Before its destruction,
it had been rumored that the laboratory had
discovered a propulsion drive that approached
10% of light speed and that a few prototype
ships were built with this drive. However, the
wreck remains highly radioactive and the League
prohibits visits. Bolyai is in a slowly declining
orbit and will crash and burn-up in the Earth's
atmosphere in about 12 years.
BOOLA
Location: Mars, Boola Crater (81.31˚N, 105.7˚W)
Function: Industry, Science (TerraForming)
Population: 24,600 (82%)
League: Pan Enterprise, Terran Commonwealth
Attitude: Insular
Government: Dependency of McCall.

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BRASILIA Independent Scotland also has one colony called Alban.
Location: Mars, Schiaparelli Crater, 4.2°S, 19.6˚E° There are now only two English m colonies, Britannia
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Function: Industry, Mining and the largely independent Newton.


Population: 376,000 (94%) Although the English usually support the Americans-
League: Pan-Latin Congress, Terran Commonwealth and Russians, they have sometimes been harsh critics
Attitude: Wary of Terran Commonwealth policies. During the recent
Government: Democracy Purge War they were one of the colonies that took
Built by Brazil in 2121, Brasilía is located near the planet's independent action against the Band of Humanity. Only
equator within the largest (459 Km diameter) impact lengthy diplomatic efforts convinced Britannia not to
crater on Mars. The colony lies 21 Km from the crater's withdraw from the Terran Commonwealth. Queen Anne
eastern rim. The crater is named after Italian astronomer II and her Privy Council rule the colony.
Giovanni Schiaparelli, known for his observations of Mars
BROCKWAY
in the 1860's, and his mistranslated term "canali" (lines)
Location: Pallas, Asteroid Belt
into "canals". Originally founded as DeSouza, The name
Function: Industry, Mining, Prison
Brasilía was adopted in 2170 after the Earthome War had
destroyed that great city. Brasilía often claims leadership Population: 44,400 (74%)
League: Belt Miners' Association
of the “Latin Bloc” in the Terran Commonwealth, pointing
Attitude: Insular
to internal discord in Azteca, but language and cultural
Government: Belt Miners’ Association (BMA)
differences between the Portuguese speaking Brazilians
and the Spanish “Latin Bloc" create difficulties. President Brockway is governed by the BMA executive committee.
Built as a prison by the U.S. in 2089, Brockway was in the
Mario Silva is the colony head.
process of being phased out when the Earthome War cut
BRITANNIA off regular supply from Earth. The prisoners and guards
Location: Luna, Tycho Crater, 43.3˚S, 11.5˚W were forced to cooperate. To buy food, the colony had
Function: Industry, Commerce, Science to sell raw materials and products to other colonies. The
Population: 364,000 (91%) poor state of communications and political turmoil made
League: Terran Commonwealth it difficult for Brockway to survive, but by 2180 it was
Attitude: Wary self-sufficient. Brockway annexed several small Asteroid
Government: Kingdom Belt colonies that had been abandoned and eventually
Built by Great Britain in 2100 inside Tycho Crater, the founded the Belt Miners’ Association. Particularly nasty
brightest and most prominent crater in Luna's southern criminals are still imprisoned at Brockway and forced
highlands. Tycho is noted for its "rays" of crater debris to work in 'dirty' industry. Few survive the long term
that extend outward for more than 1000 Km. Crater imprisonments they serve. Unlike other penal colonies,
diameter is 86 Km, and maximum depth is 4.8 Km. Brockway makes small distinction between hardened
When the Earthome War destroyed Earth in criminals and "other undesirables". The colony offers
2167, there was widespread unrest in this isolated "free incarceration" in exchange for seven years of free
colony. Order was restored by a unit of Royal Marines labor. Some impoverished nations make Brockway the
led by Richard Gloucester, the third son of the Duke of penalty for even minor crimes. Executive Director Stan
Gloucester and a distant cousin of the King of England. Mikelsen is the colony head. Agony, Bentham, and
Richard declared himself King Richard IV, and established Dolina are also prison stations.
a royal government with restrictive laws. Since the
king's assassination in 2182, his successors have allowed CALAMITY
gradual reforms to take place. Queen Anne II, who has Location: Ganymede (Jupiter III)
ruled since 2226, is regarded as a benevolent despot. She Function: Mining, Industry
enjoys considerable personal popularity. Population: 129,600 (72%)
The chief Wiccan temple is located in this colony League: Pan Enterprise
within an attached forest dome. With its emphasis Attitude: Insular
on a Goddess connected to Luna, and a Horned God Government: Corporation
connected to Sol, Wicca is the fastest growing faith Built in 2133, Calamity is entirely owned by Allanson
in the high colonies. Adherents say it will within a few Robotics. Advanced service robots are built here, as
decades surpass Christianity in its number of followers. are "Buddy Bots" by a subsidiary Jovian Cybernetics.
Luna has the largest share of Wiccans. A recent strike by United Technology Association
Britain's role has weakened considerably over members was settled when management agreed not to
the years. Northern Ireland joined Eire to found a use robots for security at this base. General Manager
United Ireland in 2104 with Fianna as their one colony. Luthor Riesman is the new colony head.

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CALENDAR CANUTE
The calendar in common use is Solar Time, which was Location: Luna (farside), Aitken Crater, 16.3˚S, 5.2˚W.

SOLDEX
the standard 12 month Gregorian calendar on Earth. Function: Mining, Industry
However, there are no months, just days, 365 days Population: 36,000 (25%)
normally, but 366 each four years, 2240 being the next League: Terran Commonwealth
Leap Year. Some planets and moons maintain a special Attitude: Open
calendar configured to suit local dates and culture. Mars Government: Democracy
has a calendar year of 668 Sols (Martian days); there are Built for Denmark in 2104 on Luna's farside in a large,
no months. The Chinese and some other nations have rugged crater, 130 Km diameter and 6 Km deep. The
their own calendars, but everyone uses Solar Time for colony is located near the northern edge of its terraced
off-world activities. inner wall. Growth has been hampered by a lack of
colonists and an €2000 bounty is now given to new
CALLISTO (Jupiter IV) settlers after one year. Prime Minister Poul Bech is the
Diameter: 4821 Km colony head.
Gravity: 0.12e, EV 2.44 km/s
Callisto is the second largest moon of CAROLINE
Jupiter (after Ganymede) and third Location: Psyche-16, Asteroid Belt
largest of the Solar System. Callisto Function: Mining
has a cratered icy and rocky surface, Population: 2,900 (97%)
with a subsurface ocean. The first League: Belt Miners Association
colony in the Jovian system (Clement) Attitude: Insular
was established here in 2084. Government: Corporation, Independent
Relatively low Jupiter radiation has encouraged multiple Built in 2144 by Solar Metals, an independent but
colonies, although more favorable conditions exist on wealthy company. Caroline is the only colony on the
nearby Europa and Ganymede. Callisto has six colonies: very rich Psyche 16, a status they keep by permanently
Brahe, Clement, Fundament, Liberty, Mathewson, and employing 240 Jermyvn's Privateers with instructions to
Umoja. "Repel all Boarders". Managing Director Linda Norquay is
the colony head.
CAMELOT
CARTER
Location: Luna, Gassendi Crater, 17.6˚S 40.0˚W
Location: Mars, Burroughs Crater (65.4˚S, 110.1˚E)
Function: Industry, Military
Function: Industry, Science (TerraForming)
Population: 87,000 (87%) Population: 26,400 (88%)
League: Solway Group, Outstation League. League: Pan Enterprise, Terran Commonwealth
Attitude: Wary Attitude: Insular
Government: Corporation Government: Dependency of McCall.
Built in 2123 as an entertainment colony for Adam Built in 2162, Carter is a scientific terraforming research
Stembridge Associates, Camelot has expanded to station located near the edge of the seasonal southern
include lunar mining operations, a classic case of a ice cap of Mars. The station is named after Edgar
business creating its own customers. The colony is Burroughs fictional character John Carter of Mars. Carter
located inside a prominent impact crater, 110 Km station exports water ice northwards and monitors the
diameter, that is named after a prominent French effects of terraforming. The station reports that the
astronomer. Director of Operations Adrian Clement is the northern advance of the seasonal ice during the Martian
colony head. southern winter is decreasing. Plans to move the station
28 Km southward are being considered. General Manager
CAMMARATA’S IRREGULARS
Brad Hooper of Faldrin Engineering is the colony head.
Founded in 2160, this mercenary
Boola is a similar research station located near the
company has an erratic record.
Martian North Pole.
Employed by the Outstation League
during the Purge War, they fought CASSANDRA
with outstanding courage against Location: Sol-Earth, L4
Band of Humanity forces. The Function: Wreck
company seized Viride in 2229 in a Population: 0
dispute over pay. They have yet to Built in 2097 by a band of alienated survivalists,
relinquish control, and employers are now Cassandra was destroyed in 2099 when it was struck by
understandably reluctant to hire them. a 10 foot diameter asteroid. Damage control failed and

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within a few minutes all 1560 Cassandrans perished. CHARLEMAGNE
Although most of Cassandra has been recycled by Location: Sol-Earth L4
SOLDEX

junkers, some large sections remain as a space hazard. Function: Agriculture, Industry
See: Doomsday Watch. Population: 224,000 (75%)
League: Terran Commonwealth
CERES, Dwarf Planet
Attitude: Wary
Location: Asteroid Belt
Government: Democracy
Diameter: 940 Km
French space assets were part of the European Space
Orbit: 2.8 AU, 4.6 years
Agency (ESA) until that organization disbanded in 2063.
Gravity: 0.03e, EV 0.51 km/s
At that time, France was given Monnet on Luna, and
The largest body in the Asteroid Belt,
Germany obtained Harmony on Mars. Charlemagne
Ceres is a dwarf planet named after
was built by France in 2087, and is now the capital of
the Roman goddess of corn and
New France at the Sol-Earth L4 lagrange. Charlemagne
harvests. Ceres has large amounts of
specializes in growing cereal crops and manufacturing
liquid water below a rocky, icy
cheese. The colony also has extensive vinyards and
surface. Volcanoes bring water to the
exports good brandies and wines to dozens of colonies.
surface giving Ceres large patches of ice
President Jean-Claude Thierry is the colony head.
and a tenuous atmosphere of water vapor. Although not
as habitable as Mars, Titan, Europa or Enceladus, Ceres
has everything needed to support human settlement
plus a rich resource base. There are vast deposits of
carbon on the surface. The wide availability of water ice
means that colonists are able to produce their own
oxygen and fresh water. The presence of methane and
ammonia is used to manufacture fuel and nitrogen.
Lumin Electronics have dominated economic
activity on Ceres since founding the first mining colony at
Electra in 2081. Rival corporations are Coristan Mining
at Coristan-2, and Genstar at Talisman. All three
colonies attacked each other during the Corporation
War (2091-94). Ceres has six colonies, Coristan-2,
Electra, Omega, Sun-Tzu, Revelation, and Talisman.
CHAKON, Alien
An alien race whose original home
was a planet orbiting Tau-Ceti, a
star 11.8 light years from Earth.
The Chakon developed a working
space program around 1620 (earth
date) and built dozens of orbital
colonies within their system. Four
centuries ago, the Chakon built six
generational starships. These were
dispatched toward six nearby stars
with the intention of establishing
Chakon colonies. One of these (see
K'dith) arrived in the Solar System in 2143, ninety-five CHARON, Moon
years ago. Location: Pluto
A generally peaceful race, the Chakon happily Diameter: 1212 Km
accepted the human offer to cede Titan to them. The The largest of the five moons of dwarf planet Pluto.
number of Chakon that arrived in the Solar System is Charon and Pluto orbit each other every 6.4 days,
thought to have been about 5,000. Chakon population on gravitationally locked, keeping the same face towards the
Titan including their orbiting colony K'dith now exceeds other. The average distance between them is 19,570 Km.
63,200. They have two surface colonies at Fyur'k and The relatively large mass of Charon causes Pluto to orbit
Rikana, and the human colony Huygens is a dependency. around a barycenter outside the dwarf planet. Charon

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has a reddish brown north polar cap composed of organic CLEMENT
tholins, which are essential ingredients of life. Ender is Location: Callisto (Jupiter IV)

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Charon's only orbital colony, but there is no known surface Function: Industry
colony, but there are rumors of one or two pirate bases. Population: 126,000 (84%)
League: Pan Enterprise
CHINA
Attitude: Wary
One of the primary nations in the high colonies, China
Government: Corporation
built its first space colony Fu-Yu at Earth-Luna L4 in 2048.
Built in 2084 by Lumin Electronics, who produce a wide
Two other Chinese stations exist: Draegn on Mars and
variety of electronics, including spacecraft control and
Lao-Tzu on Luna's farside. The Chinese generally oppose
navigation systems. Subsidiary Hawkler Armanents is
the current “peaceful coexistence” policy pursued by the
also based here. President Harvey Parsons is the colony
Terran Commonwealth and the Outstation League.
head.
In particular they oppose most anything the USA and
Japanese advocate or support, and contest with India COBRA
leadership of the small and relatively impoverished Location: Mars GSO
“Little Colonies”. Function: Industry (Spacecraft Manufacture)
Population: 186,000 (93%)
CHURCH OF THE APOCRYPHA: Despite being the
League: Pan Enterprise
most moderate major faction of the Band of Humanity,
Attitude: Wary
the fundamentalist Church of the Apocrypha is very
Government: Corporation
reactionary. Although the overt racist tendencies of the
Built in 2105, Cobra is the headquarters of James
other major members are not as evident in this church,
Engineering, a subsidiary of Amazon. The corporation
its leadership and most of its membership is white.
is the largest manufacturer of spacecraft in the High
Since the Purge War, the church has been gradually
Colonies. Near space surrounding the station is typically
distancing itself from the Band. They are based on Eden.
crowded with new ships being tested before delivery to a
CHURCH OF THE CHOSEN customer. Arvid Miller, President of James Engineering, is
The largest and most influential station head.
member of the Band of Humanity, the
COMMONWEALTH ENGINEERING
Church of the Chosen has always been
A major manufacturer of spacecraft and habitat modules
the major source of funds for the
for surface colonies. The company began as a subsidiary
organization. Church leader Ernest
of Boeing Aerospace, but was sold to Coristan Mining
Sterne calls for a "purifying force to
in 2114, and has a close relationship with Astra Systems.
smite the seducers and corrupters that
Both companies are located at Coristan-1 on Luna.
deny God's plan." The church has two
Company CEO is Elias Wolfe.
prosperous colonies, Genesis and Lazarus.
COLUMBIA
CHURCH OF THE LIFELINE: A liberal humanist Christian
Location: Mars (Columbus Crater, 29.8 S, 166.1 W)
church founded in 2053, this church is one of the leading
Function: Mining, Publishing
members of the Ecumenical Council of Sol. Peter
Population: 151,200 (84%)
Allison, a former pastor of the church, was the chief
League: Outstation League
architect of the Ecumenical Council. The church rents
Attitude: Open
space to the Council on Esau station for a nominal fee of
Government: Democracy
€1 per year.
A former member of the American Union, Columbia is
CHURCH OF THE LORD’S PROCESS: This sinister now an independent colony. Several small publishing
organization within the Band of Humanity was founded companies exist within Columbia, including the
in 2100 and controls Revelation station. The doctrine of Martian Chronicle, the only surviving newspaper.
the church centers around the “Inevitable Apocalypse”, This daily newspaper is now free subscription, online
and includes strong elements of violence and a belief in only. It has two main sections, Martian News, and a
reincarnation. Critics have observed that many of the local news section for each Martian colony. Revenues
precepts of the church smack of Satanism. According are from advertising. Local minerals and sediments
to church leaders, a blending of “Pure Love and Pure indicate Columbus crater was once a lake. The colony
Hate” will destroy all “impure voices of moderation” in a is a republican democracy, governed by an executive
“death cleansing.” The current church leader, Archvicar committee of 9, one third elected by universal suffrage
Samuel Melton, is a particularly disagreeable cleric, each Martian year. The current chairman, always the
whose judgments are invariably harsh. eldest, senior member, is Tom Grant.

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COPERNICUS: Miranda (Uranus V) CORISTAN–3
Function: Mining, Industry Location: Io, Jupiter I
SOLDEX

Population: 79,200 (88%) Function: Mining


League: Solway Group, Outstation League Population: 19,200 (64%)
Attitude: Insular League: Pan Enterprise
Government: Corporation Attitude: Insular
Founded in 2135, Copernicus is owned and operated by Government: Corporation
Haran Minerals. Company President John McGraw is the Built in 2095, Coristan-3 is owned by Coristan Mining.
station head. Despite the dangers of operation on volcanic Io, this
small station has produced significant mineral wealth
CORISTAN MINING CORPORATION
for company shareholders. Station manager Stanley
The first major company to enter
Rogodzinski is the station head.
space, in 2047. Coristan Mining
Corporation, with massive U.S. CORISTAN–4
government subsidies, began mining Location: Nereid (Neptune II)
operations on Luna. Within two years, Function: Mining, Commerce
construction material was produced to Population: 48,600 (68%)
build Armstrong, the first U.S. space station. Luna’s low League: Pan Enterprise
gravity meant that the cost of manufacturing and Attitude: Insular
transporting materials were a fraction of those produced Government: Corporation
on Earth. Now the 6th largest of the Seven Witches, Built by Coristan Mining in 2171, Coristan-4 is the only
Coristan was second only to Genstar before its defeat in colony on this small moon of Neptune, but has flourished
the Lunar War of 2185-89. Major subsidiaries are Astra as an outstation supply depot. Station manager Bernard
Systems, Jantia Munitions, Solar Metals, Commonwealth Struve is the station head.
Engineering, and TKL Plastics. The corporation has four CORPORATION WAR (2091-94)
colonies, Coristan-1, Coristan-2, Coristan-3, and A three year war sparked by an attack on the Lumin
Coristan-4. Electronics base on Ceres by Genstar. The attack began
CORISTAN–1 over mining claim disputes, and a counter-strike by Lumin
Location: Luna, Ptolemaeus Crater, 8.8˚S, 2.9˚W. against Talisman, a Genstar station, resulted in its near
Function: Mining, Industry, Commerce destruction and the deaths of over 70 personnel. The
Population: 147,600 (82%) Corporation War raged for three years with occasional
League: Pan Enterprise involvement from other corporations. The struggle ended
Attitude: Wary in 2094 with the signing of the Shepard Accords, in which
Government: Corporation the Seven Witches agreed to “cooperate for the greater
Built by Coristan Mining in 2047, this station contains benefit of all mankind.”
the headquarters of subsidiaries Commonwealth COSMIC RAYS
Engineering, and TKL Plastics. Until the Lunar War, Radiation from beyond the Solar System. Cosmic Rays
Coristan-1 was the corporate headquarters of Coristan are harmful to spacefarers with extended exposure. See
Mining Corporation. Those offices moved to Coristan-2 in Solar Flares.
2089. Council president Lynn Palica is the station head.
COVEN
CORISTAN–2 Location: Pluto
Location: Ceres, Asteroid Belt Function: Industry
Function: Mining, Industry, Commerce Population: 16,400 (82%)
Population: 108,000 (90%) League: Independent
League: Pan Enterprise Attitude: Insular
Attitude: Wary Government: Despotic.
Government: Corporation Theoretically a cooperative society, Coven is ruled by a
Built in 2082, this station is the headquarters of Coristan hereditary oligarchy. Built in 2139 for the Le Fay Order,
Mining, one of the seven witches, and its subsidiary an organization of self-described ‘’prophets, witches, and
Jantia Munitions. The station is located near the west occultists” with many wealthy members. The Order has
rim of Haulani Crater, named after the Hawaiian goddess become more pragmatic over the decades, although they
of plants. The station is governed by the company's take little interest in external affairs. Speaker Sandra May
board of directors. Chairman of the Board Willis Hubbell of the Board of Guidance is the station head.
is the station head.

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CYBELE, Asteroid DEIMOS (Mars II)
Diameter: 273 Km Diameter: 12.6 Km

SOLDEX
Named after the Earth Goddess, Cybele is an M-Type The smaller and outermost of Mars' two small moons,
asteroid located in the outer asteroid belt at a mean Deimos orbits the planet at a mean radius of 23,460 Km
distance of 3.4 AU from Sol. Diameter is 273 Km, making (3.5 Martian diameters) with an orbital period of 30.4
it the 9th largest asteroid. The asteroid gives its name to hours. From the surface of Mars, the diminutive Deimos
the Cybele group of asteroids. See Destiny. looks like a very bright star and not a moon. Deimos, like
its brother moon Phobus, were the subjects of a famous
DAKLAN
1959 April Fool's hoax, when they were publicized by
An extremely racist group of American origin who
a prominent astronomer as being artificial satellites of
founded their first chapter in space on Republic of
Mars. That was of course false, but both moons do now
Mars (then Dixie) in 2078. They were expelled in 2223
have artificial colonies; Horus is a colony on this moon.
after the Purge War. They then acquired their own
colony at Kyklos, and have active chapters in all Band of DESTINY
Humanity colonies. Location: Cybele, Asteroid Belt
DALMEDY Function: Mining, Industry
Location: Europa (Jupiter II) Population: 31,600 (79%)
Function: Industry, Military League: Band of Humanity
Population: 121,600 (76%) Attitude: Insular
League: Outstation League Government: Theocracy
Attitude: Insular Built in 2109 by the True Brotherhood, an organization
Government: Military Junta of fanatical racist white supremacists Since the Purge
Built in 2226, this is the largest military base of the War, after the loss of two colonies (Forrest and
Outstation League. It is home to three companies of Drexler), the political and economical importance of
Black Watch, 360 men at full strength. Each company the True Brotherhood has declined. This station orbits
has an attached Outstation League frigate with two Jokka Cybele in the outer asteroid belt. First Councilor Joseph
landers. General Liam Daugherty is the station head. Locklear is the station head.

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DIONE (Saturn IV) may cause a life support leak. Such a leak might not
Diameter: 1,122 Km be immediately disastrous, but needs prompt action.
SOLDEX

Gravity: 0.02e, EV 0.51 km/s Most colonies are subdivided into sections separated
One of Saturn's seven major moons, all by airtight doors. These doors automatically close in
named after brothers and sisters of the two minutes to isolate damaged areas. All colonies
Roman god Saturn. Dione's silicate rock have "abandon ship" procedures, but there are rarely
core is one third of its mass, but the rest enough transports to rescue everyone. Project Demeter
is a deep ocean with an ice surface up to is terraforming Venus by redirecting icy asteroids and
100 Km thick. Dione has an orbital comets to crash into the planet.
relationship with Enceladus which completes two orbits DRAEGN (Dragon)
of Saturn to one by Dione. Two co-orbital moons, Helene Location: Mars, Melas Chasma, 13.2˚S, 72.5˚W.
and Polydeuces, are located at Dione's Lagrange points L4 Function: Industry. Mining
and L5 respectively. Dione's surface is extremely rugged, Population: 336,000 (84%)
mostly ice crags and chasms created by tidal motion of League: Terran Commonwealth
its internal oceans. The moon has a thin, wispy oxygen Attitude: Wary
atmosphere. Newton is the only colony. Government: Dependency of Lao-Tzu
DOLINA Built in 2125 by China, Draegn is theoretically a
Location: Ganymede (Jupiter III) dependency of Lao-Tzu on Luna, but is largely
Function: Mining, Prison independent. The colony is located in a segment of the
Population: 69,750 (93%) vast Valles Marineris, mostly underground but with some
League: Russian Federation, Terran Commonwealth surface entrances. The Chinese are building another
Attitude: Closed colony westward on higher ground, because their current
Government: Dependency of Mokos location will eventually flood with a rising lake from
A Russian mining and prison station built in 2078. terraforming. The Terran Commonwealth is funding half
Colonel Nikolai Shedlev is the colony head. Agony, of that expense. Draegn seeks to lead all small colonies
Bentham, and Brockway are also prison stations. on Mars, as does the nearby Indian colony Ganges. The
rivalry between these two colonies is intense, sometimes
DOOMSDAY WATCH
quite hostile. Premier Bo Wang is the colony head.
Encouraged by the asteroid
destruction of Cassandra in 2105,
the Terran Commonwealth maintains
a Doomsday Watch on Aldrin.
DRAEGN
The Outstation League also has a
Doomsday Watch on Ender. Although
there are an estimated 70,000 rocks
orbing Sol, the odds are low for a
strike by an asteroid larger than a
basketball. Space in the vicinity of
Jupiter is the most dangerous due
to the massive attraction of that
planet's gravity. The Doomsday
Watch is trained to track the
approach of asteroids and determine
whatever action is necessary to avoid
a collision. Close encounters with
asteroids are usually detected some
years in advance allowing plenty of
time to nudge a station into a safe
orbit. Destruction of an asteroid
is not an option since this would
create thousands of smaller threats
in thousands of different orbits. Any
asteroid strike is likely to puncture
a hole through an outer shell that

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DREAMTIME The effect of the Earthome War on the High
Location: Mars GSO Colonies was significant, but not fatal. Some colonies

SOLDEX
Function: Industry dependent on Earth for support had to be abandoned,
Population: 126,000 (84%) but most stations already relied on space resources and
League: Terran Commonwealth manufactures for economic reasons. Both the governor
Attitude: Wary of Kennedy, and General Secretary of Moros, rejected
Government: Democracy. the use of military force on Luna. Other than a few
Built for Australia in 2121. Australia, New Zealand incidents, such as the destruction of Bolyai, this restraint
(Tasman), and Canada (Champlain) generally support the prevented the war from spreading into space.
American–Russian axis of the Terran Commonwealth, but The war entrenched the independence of self-
they often push for more aggressive policies. The current sufficient colonies, but also a simultaneous development
leader of the Terran Commonwealth is an Australian. of bloc alliances. The "Decade of Tears" began, as
Prime Minister Eric Hogan is the colony head. humanity learned to accept the reality of Earth's demise.
DREXLER ECUMENICAL COUNCIL OF SOL
Location: Luna Orbit Founded in 2184, the Ecumenical
Function: Wreck Council is a loose alliance of the
Population: 0 “traditional” Western churches. It was
League: Former Band of Humanity created in reaction to threats of jihad
Government: from Islamic fundamentalists and the
Built in 2179, but destroyed 2222 during the Purge growing wealth and influence of
War, along with its sister colony Forrest. It is now an Christian evangelical churches.
abandoned hulk in a decaying orbit and will crash into The Ecumenical Council makes little attempt to
Luna in about four years. regulate or control the actions of its members. It calls
itself the “spiritual advisor” to humanity, but embraces
EARTH, Planet
only the Abrahamic theologies of Christianity, Islam,
Diameter: 12,742 Km
and Judaism. Hinduism and Taoism, religions that
Orbit: 1.00 AU, 1.0 Years
worship reincarnation, are not members although these
Day: 24 hours
faiths have temples on many stations. Members of the
Surface Gravity: 1.00
Band of Humanity are also barred from the Council. The
Atmosphere: 70% N2, 13% 02, 17% C02 (estimated)
Council rejects Wicca as paganism, ignoring the growing
An odd name for a planet 78%
strength of this church.
covered by ocean, Earth is the third
The Council meets twice yearly at its Esau HQ. It
planet from Sol, but is now a
usually issues “Ecclesiastical Directions” in the hope of
wasteland due to the Earthome
influencing the policies of member colonies. The
War. Several attempts have been
"directions" are also sent to Non-member colonies,
made to inspect the planet for
which they usually politely receive but ignore. The main
possible resettlement, but these
council members are:
have confirmed the atmosphere
remains lethal for animal life. Hardy plants and a • Church of the Lifeline
few insects have been detected in high alpine meadows, • High Zion
and some marine life in the deepest oceans. Since the
Earthome War, many orbiting stations have crashed into • St. John
Earth, but ten stations still orbit, and eighteen more in • Shahadar (New Mecca).
Sol-Earth and Earth-Luna lagranges. Each church has three delegates on the Council. The
EARTHOME WAR, 2167 chairmanship is rotated every three years, according to a
Although tensions between the superpowers on Earth formula established when the council was founded. .
have been high for decades due to rising sea levels from The Council is somewhat unusual in that many of
global warming, the 2164 impact of Asteroid X-207 its members occupy chambers in colonies they do not
in China triggered a disastrous famine. Desperate for control. The Council rents space on Esau station from the
food, China invaded all neighbors, prompting a war Church of the Lifeline for a nominal fee of €1 per year.
that escalated to involve fourteen nuclear nations. The The decision by St John colony to elect a Pope, and
ravages of chemical, biological, and nuclear weapons form a new Vatican, has been extremely divisive and the
almost completely sterilized Earth. Only the 20.5 million council may yet fragment. The present chairman is Rabbi
who live in the High Colonies have survived. David Potok from High Zion.

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EDEN ELNET
Location: Mars GSO Location: Sea of Storms, Luna, 39.7˚N, 4.2˚W
SOLDEX

Function: Industry Function: Mining, Commerce


Population: 50,400 (84%) Population: 123,200 (77%)
League: Band of Humanity League: Pan Enterprise
Attitude: Insular Attitude: Insular
Government: Theocracy. Government: Corporation
Built in 2123 by the Church of the Apocrypha, a Built in 2107 by the Kyakov-Hanadi Corporation, this
relatively moderate faction of the Band of Humanity, colony is located in Archimedes Crater, named after the
whom Eden has ignored since the Purge War. Executive famous Greek mathematician. The crater is the largest
power is vested in the Spiritual Council of the church. and deepest in Mare Imbrium (Sea of Showers). Elnet
Reverend Father Jonas Aylward is the colony head. specializes in mining and smelting metals like aluminum,
EFRIT steel, and titanium, extracted from rich oxides in the
Location: Earth-Luna L3 lunar soil. Shipments of metal ingots are mostly made
Function: Industry to companies that build colonies and ships. Operations
Population: 190,000 (95%) Manager Alex Mesner heads the colony.
League: Terran Commonwealth EMPIRE
Attitude: Wary Location: Ganymede (Jupiter III)
Government: Democracy. Function: Industry, Commerce
Built in 2106 for the Arabian Union, an organization Population: 282,000 (94%)
of six middle east states: Jordan, Kurdia, Kuwait, Abu League: American Union, Terran Commonwealth
Dhabi, Saudi Arabia, and Yemen. Each nation maintains Attitude: Open
its own sovereignty and elects three representatives to a Government: Democracy.
federal government which only handles external affairs. Built in 2075 by the U.S.A. as one of six industrial high
President Ahmed ibn Hamad is the colony head. colonies. See American Union. Empire is one of seven
EL CID colonies that still support the American Union, having
Location: Earth-Luna L4 rejected the breakaway colonies that declared their
Function: Agriculture independence to form the Outstation League sixty years
Population: 44,500 (89%) ago in 2178. Empire serves as a distribution center for
League: Terran Commonwealth other Jovian colonies. The 4th Marine Spaceforce is
Attitude: Wary stationed here. Most of the first colonists were trained
Government: Democracy machinists, welders, and construction workers. Governor
Built by Spain in 2117, El Cid is noted for producing and Mason Wise is the colony head.
exporting good red wine from colony vines. First Minister ENCELADUS (Saturn II)
Luis Solchaga is the colony head. Diameter: 504 Km
ELECTRA Gravity: 0.01e, EV 0.24 km/s
Location: Ceres, Asteroid Belt One of Saturn's seven major moons, all named after
Function: Industry brothers and sisters of the Roman god Saturn. Enceladus
Population: 154,000 (96%) is Saturn's sixth largest moon, but it's one of the most
League: Pan Enterprise interesting bodies in the solar system. The surface
Attitude: Wary is covered with 16-22 Km of ice, pockmarked with
Government: Corporation craters and volcanic activity. Beneath the ice, there is
Built in 2081 for the Lumin Electronics Corporation a subsurface ocean of liquid water with a depth of 10
(LEC), the third largest of the Seven Witches. The colony Km. Water-rich geysers of icy water vapor vent from the
covers most of the floor of the three kilometer deep south polar region into space. Some of the water vapor
Occator Crater. Growth will soon force some facilities falls back as "snow"; the rest escapes to form most of
underground into spent mine shafts around the crater the material making up Saturn's E ring. Over 100 geysers
rim. The colony is a mix of shiny corporate headquarters, have been identified and "geyser hopping" is a popular
and utilitarian apartment blocks for residents. But few tourist activity, especially to see "Cold Faithful" which
visitors bother to look beyond the pleasure rooms and vents up to 300 Km every sixteen hours. Attempts to
rock bars of spaceport. An attack on this colony by found surface colonies on Enceladus have as yet failed,
Genstar sparked the Corporation War in 2091. General but Sullivan and Andrea are two orbiting colonies.
Manager Jean Lipscombe is the colony head. Periodic visits to the surface are made from them.

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ENDER orbit of Mars, but does not intersect Earth orbit. Eros is an
Location: Pluto, Charon Orbit S-type asteroid, the most common type in the inner

SOLDEX
Function: Science asteroid belt. S-type asteroids have little water but contain
Population: 530 (53%) numerous rare and valuable metals. There is a small gold
League: Outstation League and platinum mining colony at Marden.
Attitude: Closed Eros has an irregular shape about 16 Km in length, and
Government: Dependency (Outstation League) there are over one thousand NEAs 1 Km diameter or
Ender is an astronomical outpost specifically engaged more. NEAs are thought to be fragments from collisions in
in tracking Kuiper Belt objects. The Outstation League the Asteroid Belt, although a few are extinct comets. Eros
maintain their Doomsday Watch on Ender. The station does not cross Earth's orbit.
is named after a famous character in the sci-fi novel NEA asteroids have been a constant threat to Earth,
"Ender's Game". Dr. Celeste Gavine is the colony head. Mars, Venus, Mercury, and orbiting stations of the inner
solar system. One of them struck the Earth in 2164, a
ERIS, Dwarf Planet
harbinger of the Earthome War. Eros and its many NEA
Location: Kuiper Belt
siblings are carefully studied by Doomsday Watch.
Diameter: 2325 Km
Orbit: 561 years ESAU
Eris is a large dwarf planet in the Kuiper Belt. It has a Location: Earth-Luna L5
diameter of 2325 Km, just exceeding the mass of Pluto. Function: Industry
Eris has a highly inclined (48˚) elliptical orbit of 37.9 Population: 28,500 (57%)
AU to 97.7 AU, that takes 559 years to complete. Eris is League: Ecumenical Council of Sol
currently at 34 AU moving solward at 1 AU per 5 years Attitude: Wary
toward perihelion in 2258. A journey to Eris takes about Government: Theocracy.
68 days from Earth. Eris has one moon called Dysnomia. Built in 2111 for the Church of the Lifeline, a liberal
Several voyages to the planet and its moon have humanist Christian organization, Esau also houses the
been made. The Outstation League founded a small, administrative offices of the Ecumenical Council of Sol.
undermanned, orbital outpost called Samson in 2225. A Pastoral Council controls the colony. Pastor Richard
Foyack is the colony head.
EROS, Asteroid
Location: Near Earth Asteroid (NEA) EUROPA (Jupiter II)
Diameter: 33 x 13 Km Diameter: 3122 Km
Orbit: 1.76 years Gravity: 0.13e, EV 2.03 km/s
Eros is named for the god of love in Greek mythology. It The smallest of the four Galilean
orbits Sol mostly between the orbits of Earth and Mars. moons-of Jupiter, and the sixth-largest
It's aphelion is close to the Asteroid Belt, crosses the moon in the Solar System, Europa is
slightly smaller than Luna but bigger
LT than Pluto. It has an iron–nickel core,
BE silicate rock mantle, and a thin icy
D
crust. Average surface temperature is
I
RO
TE

–160˚C at the equator, and -220˚ at the poles. Its smooth,


AS

mostly crater-free icy surface is criss-crossed with deep


fissures from tidal forces of an extensive water ocean
below and from Jupiter above. Heat from tidal flexing
causes the ocean to remain liquid. Europa has a tenuous
atmosphere composed mainly of oxygen, but insufficient
SOL for human life. Europa colonies are: Blaze, Dalmedy,
EARTH Javara, and Zale.
EUROPEAN SPACE AGENCY
The former agency of the European Union that built
MARS
EROS
Monnet in 2058 and Harmony in 2061. Two years later,
the agency ceased to function with the collapse of
the European Union (EU). The ESA's two stations were
transferred to control of France (Monnet) and Germany
(Harmony), the last two members of the EU.

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EXOPLANET FORREST
The name for a planet orbiting another star. This is a Location: Luna Orbit
SOLDEX

sub-discipline of planetology which has become more Function: Wreck


prominent as scientists have begun to realize that Former colony of the Band of Humanity, built in 2165,
Earth may never be habitable again. Thousands of destroyed 2222 during the Purge War, along with its
exoplanets have been detected, including their chemical sister colony Drexler. Forrest is now an abandoned hulk,
composition and probable atmospheres. It is generally rumored to contain a few dozen inactive Ram Soldiers.
agreed that a rocky planet, orbiting within the same The Terra Commonwealth plans to visit this year.
AU as Mars and Venus, with an atmosphere containing
FRIENDSHIP
roughly 80% nitrogen and 20% oxygen is required to
Location: Earth GSO
support human life. Because of the Chakon, astronomers
Function: Industry
know that life exists beyond the solar system, but have
Population: 167,400 (93%)
not yet been able to learn more from these aliens.
League: Pan Enterprise
FALDRIN ENGINEERING Attitude: Insular
A subsidiary of Kyakov-Hanadi, Faldrin Engineering is the Government: Corporation
prime contractor for Mars. Corporate headquarters is on Built in 2098, this is the headquarters of Kodama Bio
Tau, but extensive facilities exist on the Red Planet. Systems, a subsidiary of Lumin Electronics. The colony
FAROUT, Dwarf Planet is commonly known as the “Bio-Gen Factory” and is
Location: Kuiper Belt governed by the company Board of Directors. Security is
Diameter: 656 Km particularly tight to visit or work on this station. Wages
Orbit: 726 Years paid to workers are very high. Chairman of the Board,
A pinkish, ice-covered dwarf planet, orbiting Sol in the Hiro Sakata, is the colony head.
Kuiper Belt. Farout has an elliptical orbit, ranging from 38 FUNDAMENT
to 124 AU. It was furthest away (aphelion) in 2143, and Location: Callisto-Jupiter L4
is currently at 102 AU, moving towards Sol at 1 AU every Function: Industry
4.2 years. Farout has been studied by flyby, but has so far Population: 73,200 (89%)
been judged unsuitable for settlement. League: Band of Humanity
FIANNA Attitude: Insular
Location: Enceladus (Saturn VI) Government: Dependency of Genesis
Function: Industry Built in 2148 by the Church of the Chosen. Spiritual
Population: 196,800 (82%) Guide Raymond Glynn is the colony head.
League: Outstation League FUSION POWER
Attitude: Wary Non-radioactive nuclear power created by fusing
Government: Democracy hydrogen to helium which releases heat energy. This is
Built in 2108 to celebrate the unification of Ireland in the nuclear action of Sol energy. Helium 3 (H3), which
2104. Alas, the colony has imported the long standing allows a fusion reactor to work efficiently, was never
"troubles" and Catholic & Protestant rivalry and violence available on Earth in sufficient quantity, but is plentiful
still exist. Two companies of the Black Watch (240 men) in Luna regolith (topsoil). Most spacecraft are now DH-3-
have the difficult job of keeping political violence to a powered, capable of reaching an amazing 6.5 Million
minimum. President Michael Doran is the colony head. KPH. This velocity is still only .065% lightspeed.
FIRST HOLLAND SYSTEMS FU-YU
An independent corporation who built the Huygens Location: Earth-Luna L4
colony in 2141. They later agreed to become a Function: Industry
dependency of the Chakon, But the recent Purge War Population: 222,500 (89%)
has stressed that relationship. League: Terran Commonwealth
FRANCE, Republic of Attitude: Insular
A founding member of the European Space Agency Government: Democracy
who built their first high colony Monnet in 2058. Five The first Chinese space colony, Fu-Yu (Jade Blessing) was
years later, in 2063, France became an independent built in 2048 at Earth-Luna L4. The colony has several
nation state of the High Colonies with the collapse of the large industrial companies, including Zhonghua who build
European Union. France has two colonies, Charlemagne the Sparrow class light carriers. Premier Chao Zheng is
and Monnet. the colony head.

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FYUR'K adept at playing these two powers off against each other.
Location: Titan (Saturn VI) Prime Minister Amarjit Durha is the colony head.

SOLDEX
Function: Mining, Commerce GANYMEDE (Jupiter III)
Population: 15,480 (86%) Diameter: 5262 Km
League: Outstation League, Terran Commonwealth Gravity: 0.14e, EV 2.74 km/s
Attitude: Closed The largest moon in the solar system,
Government: Dependency (K'dith) exceeding the planet Mercury in
This is the smaller of two Chakon colonies on the diameter. Like the other three major
surface of Titan. Located in Sinlap Crater at 11°N, 16°W, Jovian moons, Callisto, Europa, and Io,
Fyur'k was founded in 2179. Both surface colonies are Ganymede has an ocean beneath its
dependencies of K'dith, the Chakon orbiting starship. frozen surface. This water sometimes
Visitors to Fyur'k must first stop at K'dith to obtain a bubbles to the surface, and can be mined and purified
landing visa. H'dako-Ko'rak is the colony head. for consumption and conversion to hydrogen and oxygen.
GAEA Ganymede is being terraformed. Ganymede colonies are:
Location: Saturn GSO Agony, Calamity, Dolina, Empire, Ganymede II, High
Function: Agriculture, Science Plains, and New Amsterdam.
Population: 153,600 (80%) GANYMEDE II
League: Independent Location: Jupiter Polar Orbit
Attitude: Wary Function: Industry, Science
Government: One Party Population: 49,200 (82%)
Gaea was built in 2149 by the Guardians of Earth League: None
Society. The colony was an attempt to create a sanctuary Attitude: Wary
to preserve “seed stock” for major plant and animal Government: Joint dependency of Aldrin and Mokos.
life on Earth. The original plan was to build at least Built in 2085, as a joint dependency of Aldrin and Mokos,
three colonies, but the Earthome War intervened. to celebrate the Treaty of Kiev and a new era of peace.
Nonetheless, Gaea is now one of the few places where Ganymede is an orbital station with a laboratory to
a significant amount of Terran flora, insects, and birds study the planetology of Jupiter and its many moons
survive. Visitors are encouraged to see a bit of Old Earth. and Trojan asteroids. This expensive work is financed
Seed and root stock are sold to other colonies. First by Helium-3 mining in the planet's upper atmosphere.
Guardian Beverly House is the colony head. The mining activity is highly paid, dangerous work; two
GAGARIN haulers and their crews have been lost to high G-forces
Location: Hygiea, Asteroid Belt in the past three years. A Council of Seven, chaired by
Function: Mining, Military, a rotating Russian and American scientist, governs the
Population: 43,780 (91%) colony.
League: Russian Federation, Terran Commonwealth GATEWAY
Attitude: Closed Location: Earth-Luna L5
Government: Praetorian Function: Industry, Commerce
A military base of the Russian Federation built in 2161 Population: 384,000 (96%)
to celebrate 200 years of "Man in Space". The Red Guard League: Pan Enterprise
has a battalion of 400 based here, usually understrength. Attitude: Wary
Marshal Vladimir Bakurin is the colony head. Government: Corporation
GANGES Founded by NASA in 2028, Gateway was purchased by
Location: Mars, Ganges Chasma, 8.6˚S, 42.4˚W. Genstar Corporation in 2057 and quickly expanded to
Function: Mining, Industry become the company's headquarters. In 2108 the Seven
Population: 460,000 (92%) Witches published their Gateway Declaration which
League: Terran Commonwealth claimed independence from all Earth laws. The next
Attitude: Wary year a joint American and Russian strikeforce attacked
Government: Democracy Gateway, but the attackers were swiftly repulsed with
Built by India in 2139, Ganges is located in a deep 70% casualties. Known as the Twenty Minute War,
canyon at the eastern end of the vast Mariner Valley. The Genstar quickly moved to blockade Kastrovo and Aldrin
Indians view themselves as the natural leaders of the which resulted in a hasty peace and formal recognition
“Little Colonies” bloc within the Commonwealth, but the of the Gateway Declaration. Gateway also includes
Chinese do not agree. Many of the “Little Colonies” have the head offices of subsidiary Astra Systems, General

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Ordinance, the Pan Enterprise League, and the stock receive a favorable "YES" vote by a two thirds majority of
market, casually referred to as "High Finance". Gateway existing members.
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is administered by the Genstar's board of directors. ARTICLE VII: Amendments & Voting
Chairman Benjamin Foiles is the colony head. Any Party to the Treaty may propose amendments or
nominate new members to this Treaty. Each Party to the Treaty
GATEWAY DECLARATION
has one (1) vote to accept or decline any amendment or new
A declaration by Genstar Corporation In 2108 which member. Amendments and new members shall enter into force
claimed independence from all Earth laws. Ever since ninety (90) Earth Days after their vote of acceptance by a two
1967 when the Outer Space Treaty was signed, rules and thirds majority of the Parties to the Treaty.
regulations restricting space activities had mushroomed
ARTICLE VIII: Withdrawal & Termination
under a United Nations Space Bureau. Private space Any Party may give written notice of its withdrawal from
corporations were also taxed heavily and eventually this Treaty, to be effective one Earth year after notification of
the largest of them rebelled. In 2109, after months of such withdrawal.
fruitless negotiation, an attempt was made by a joint
GENERAL ORDNANCE DIVISION
American-Russia strike force to seize control of Genstar's
Founded in 2057, this subsidiary of Genstar Corporation
station Gateway. This attack was swiftly repulsed by
is the largest armaments manufacturer in space. The
Genstar which resulted in a hasty peace. The terms
company first developed sophisticated mining and
of that peace was the Gateway Declaration, which
manufacturing tools, and then energy weapons for
reinstated more modest taxation, and replacement of
security forces. All weapons made by General Ordinance
the Outer Space Treaty of 1967 with a new charter that
Division are stamped "G.O.D." and a favorite joke by
included corporations and granted limited territorial and
soldiers is to point to their weapon and shout "We Trust
resource rights that increase with station population.
in GOD". G.O.D headquarters are on Gateway.
ARTICLE I: Outer Space Definition
The area of Outer Space shall include all interstellar space GENESIS
of the Milky Way galaxy and all celestial bodies therein. The Location: Earth GSO
exploration and settlement of outer space shall be carried out Function: Commerce
for the collective benefit of humankind. Population: 63,000 (63%)
ARTICLE II: National and Corporate Sovereignty League: Band of Humanity
Outer Space is not subject to national or corporate Attitude: Insular
ownership by any means, except a Party may register the Government: Theocracy
location of a claim marker and be awarded exclusive territorial Built in 2108 as a refuge for wealthy followers of the
and mineral rights to an area within radius 1Km per 10,000 Church of the Chosen, as was the dependent colony
population, but said claim may not encroach within 10 Km of a Lazarus. This church, the first religious group to enter
prior claim by another Party. Further, that orbiting stations have space, is among the most powerful organizations
exclusive navigation control rights 5km ahead and 5km behind
in the High Colonies. Church doctrine is extremely
the location of the orbiting station marker.
reactionary, and includes edicts forbidding most forms of
ARTICLE III: No Nuclear or Biological Weapons in Space entertainment with severe penalties for transgressors. A
Parties to the Treaty undertake not to place in Outer strong racist overtone is evident in church teachings.
Space, including all celestial bodies, any objects carrying nuclear
In 2204 a collection of extremist, paranoid Christian
or biological weapons or any kind. Peaceful use of nuclear or
biological activities are allowed. fundamentalists met at Genesis and founded the Band
of Humanity, which still maintains its headquarters here.
ARTICLE IV: Registry Since its founding, all of the Spiritual Leaders of the
Parties to the Treaty agree that all space vehicles must be
church have been members of the Sterne family. Spiritual
registered to a specific colony, and must bear this registration in
a prominent external location of that space vehicle. Parties shall
Leader Evan Sterne is the current colony head.
render all possible assistance in the event of accident, distress, GENSTAR CORPORATION
or other emergency, except that unregistered space vehicles are The largest and most notorious of
subject to impound or destruction. the Seven Witches. Founded in 2057
on Gateway, a station purchased

G
ARTICLE V: Accidents & Damage
Parties to the Treaty agree they are fully liable for damage from NASA, Genstar has a long
to any assets of another party caused by an accident or incident history of intrigue and ruthlessness.
in outer space for which they are in any way responsible. It has always been the leading force
ARTICLE VI: Additional Parties in the Pan Enterprise League.
New parties may join this treaty after providing evidence Genstar’s major subsidiaries are
of actual activities in Outer Space, deposit with the United Astra-Iveco, Borman Securities, General Ordinance
Nations, a non-refundable registration fee of €10,000, and

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Division, Ortol Pharma, Outland Minerals, Sorenson HARAN MINERALS
Haran Minerals, founded in 2104, is a

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Insurance, Teach Construction, and SolarCom.
member of the Solway Group and
GERMANY, Republic of the Outstation League. The company
A founding member of the European Space Agency, is a major supplier of water and
Germany has been an independent nation state of the oxygen equipment to outer system
High Colonies since 2063. Germany has three colonies, colonies. Its primary colony is
Adler, Harmony, and Lowe. A new colony, tentatively Copernicus on Miranda, a moon of
named Barbarossa, is under construction in a Mars polar Uranus. The company has also begun to expand its
orbit. It is planned to initially hold 20,000 and focus on operations solward to Saturn.
spaceship manufacture. Scheduled completion is 2240. HARD-LUCK
GLENN Location: Mars, Phobos (moon)
Function: Mining
Location: Earth GSO
Population: 56,000 (70%)
Function: Military
League: Outstation League
Population: 54,000 (90%) Attitude: Wary
League: American Union, Terran Commonwealth Government: Corporation
Attitude: Insular Owned and operated by Tango-Bedford Mining, an
Government: Dependency of Aldrin independent company. The colony was founded in 2210
Built in 2053 as an industrial colony, Glenn was the on Phobos, the largest and innermost of the two small
second of three colonies funded by the Morgan-Kolson Martian moons. Several other companies have failed to
Act of 2042. Also see Armstrong and Shepard. Glenn establish profitable mines on Phobos, but Tango-Bedford
is now a military base for the American Union. All of discovered a rich vein of carbon studded with diamonds.
the industrial capacity is committed to maintenance and Company president Lorne Bedford is the colony head.
manufacture of military equipment. The SpaceForce HARMONY
3rd Battalion (400 marines, 4 Cruisers, 12 Fighters) is Location: Mars, Olympus Mons
stationed here, commanded by Colonel George Davies. Function: Industry, Science
General Morgan Dwyer is the colony head. Population: 76,000 (76%)
League: Terran Commonwealth
GOMPERS Attitude: Wary
Location: Sol-Earth L5 Government: Dependency of Adler.
Function: Industry Built by the European Space Agency (ESA) in 2061.
Population: 144,000 (72%) Harmony is located near the peak of Olympus Mons,
League: Solar Federation of Labor a huge dormant volcano that rises 21 Km above the
Attitude: Wary surrounding plain in the northern hemisphere. The
colony is located on the southern rim of a summit
Government: Union: United Technology
caldera that is 64 km in diameter and 3.2 km deep.
Built in 2152, Gompers is the HQ of the United
Except when obscured by dust storms, the Martian
Technology Association. Union President Yvonne Holm horizon from atop Olympus Mons exceeds 1300 Km. The
is the colony head. colony was transferred to the joint control of France
HAILEY-PARKER ARMAMENTS and Germany in 2063 after the ESA disbanded, but
Manufacturer of armaments, most notably the PAP is now a German colony. Harmony is best known for
manufacturing heavy industrial equipment. Gerald Carter
Pistol. The company is a subsidiary of IronCor.
attacked Harmony in 2196 during the Barbary Wars.
HALLEY'S COMET First Mayor Hans Fischer is the colony head.
A short-period comet from the Kuiper Belt that returns HAUMEA, Dwarf Planet
to Earth's vicinity roughly every 76 years. The last visit Location: Kuiper Belt
was in 2211, twenty-seven years ago. The comet is Diameter: 2300 x 200 Km
named after Edmond Halley, the British astronomer Orbit: 34.8 – 51.6 AU, 307 Years
who in 1705 first accurately predicted its return in 1758, Population: Zero
sixteen years after his death. The comet's last passage Named after a Hawaiian goddess, Haumea takes 307
visit was a spectacular event that required two colonies years to make one elliptical orbit of Sol, from 34.8 AU to
to change their orbit to avoid a near miss. 51.6 AU. Temperatures average 50 K (–223 C). Haumea

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is an ellipsoid body with an equatorial diameter of 2330 consider this vast region to be the "solar system", a
Km, but a polar diameter of just 1200 Km. Like most large region that has expanded greatly as more distant objects
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Kuiper Belt objects, Haumea has a rocky core with a thick were discovered. The boundary of the heliosphere is
icy surface. Haumea spins faster than any other known called the Heliopause, now located at approximately 160
large body, rotating once on its axis every four hours. AU. The Outstation League has plans to build a deep
Haumea has two small moons, nicknamed "Rudolph" space colony at the heliopause in the direction of Alpha
and "Blitzen". Haumea will reach aphelion in 2275, and Centauri, our closest star. A voyage to the heliopause
is currently 50 AU from Sol, moving away at 1 AU per 9 takes about 9 months.
years. A journey from Earth orbit to Haumea now takes HIGH PLAINS
about 100 days. Flyby visits have been made, but no Location: Ganymede (Jupiter III)
colonies exist on the planet or its moons. Function: Industry
HAWKLER ARMAMENTS Population: 192,000 (96%)
A corporation that designs and manufactures League: Outstation League
sophisticated weapons. They are located on Clement and Attitude: Open
are a subsidiary of Lumin Electronics. Government: Democracy
Built in 2085 as one of six industrial high colonies. The
HEARTLAND
colony declared its independence from the American
Location: Uranus-Umbriel L5
Union in 2169. Nine years later, five other former
Function: Industry
American Union colony leaders met here to form the
Population: 264,200 (88%)
Outstation League. High Plains is the largest colony
League: Outstation League
in the Jovian system, and the current headquarters
Attitude: Insular
of the Outstation League. President Rivers Clarkson is
Government: Democracy
the colony head; the Outstation League has its own
Built in 2065 by the U.S.A. as one of six industrial high
governing First Council.
colonies. See American Union and Abel. Declared
independence from the American Union in 2169. The HIGH ZION
colony has almost doubled in size since its founding, Location: Earth GSO
helped along with low taxes and high worker benefits. Function: Commerce
Although the colony is theoretically a democracy, the Population: 176,400 (88%)
popular Edgar Holt has manipulated politics to rule for League: Ecumenical Council of Sol
seven years as governor, another seven as lieutenant- Attitude: Insular
governor (with his wife as governor), then five of seven Government: Theocracy
years as governor again. Those who oppose him often Built in 2095 by Orthodox Jews as “a new promised
find themselves unemployed or in jail. The governor's land” after Israel was defeated and occupied by the Arab
plan for the next election in 2040 are unknown as yet. League. Israel was absorbed back into Jordan and the
combined state of Palestine was reborn, causing a mass
HEGIRA
exodus of Jews. The church is the most militant member
Location: Interamnia, Asteroid Belt
of the Ecumenical Council of Sol. Relations with Islamic
Function: Mining, Industry.
colonies are always strained to hostile. Rabbi Chaim Levi
Population: 282,000 (94%)
League: Arab League is the colony head.
Attitude: Insular HIRAI ENTERPRISES
Government: Theocracy This subsidiary of Lumin Electronics is essentially the
Built 2109 for Sunni fundamentalists, Hegira is a self- Martian base for their parent company. Company HQ
described Islamic republic and headquarters of the Arab is on Izanami. They represent and sell all products and
League. Imam Hassan Shariat is the colony head and services of other Lumin subsidiaries, notably those of
current leader of the Arab League. He is also Imam of Kodama Bio-Systems.
Shahadar, often called "New Mecca', a theocratic state HOPEWELL
within Hegira, not unlike the Vatican City within Rome Location: Puck (Uranus XV)
on Old Earth. Shahada claims suzerainty over all of Islam, Function: Mining, Piracy
but only Sunni Muslims worship there. Population: 8,400 (42%)
HELIOSPHERE League: Independent
The volume of space within which planets, moons, Attitude: Closed
asteroids, and comets orbit Sol. Most astronomers now Government: Despotic

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Built in 2191, this was one of Gerald Carter’s secret pirate Government: Corporation
bases that was never discovered. Puck orbits just inside Built in 2182, Hyene is owned by the Belt Science Agency,

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the major ring of Uranus and is a rocky, heavily cratered a private research corporation. Primary research is with
moon, with valuable mineral deposits. The colony is bio-gens, and they maintain a clandestine relationship
located in Bogle Crater, mostly underground to protect with the Band of Humanity. Chairman Julia Kozar is the
it from the planet's radiation. The present inhabitants colony head.
are descendants of Carter’s followers. Knowledge of the HYGIEA, Asteroid Belt
Hopewell's location is no longer a secret, but contact The 4th largest body of the Asteroid Belt. The colony
with other colonies is rare, except for acts of "Pucking Gagarin is located here.
Piracy". Captain Winfield Blair is colony head.
INCAN
HORUS Location: Mars GSO
Location: Mars, Deimos (moon) Function: Industry, Solar Power
Function: Mining, Industry Population: 264,000 (88%)
Population: 27,000 (45%) League: Pan-Latin Congress, Terran Commonwealth
League: Outstation League, Arab League Attitude: Wary
Attitude: Insular Government: Democracy
Government: One Party Built in 2133 to celebrate a rebirth of the Inca Empire,
Built for Egypt in 2137 on the smallest and outermost Incan is a prominent member of the Pan-Latin Congress.
of Mars' two moons, this Islamic colony is mostly The station's interior has numerous decorations and
underground, tunneled deep into the rocky moon. A statues of Inca art. The local language is the Inca
founding member of the Terran Commonwealth, Horus Quechua, but English is widely spoken. Incan has a
was the first colony to fall to Band of Humanity forces large array of solar panels which are used to collect and
in the Purge War and at least 20,000 Egyptians were microwave power down to the two congress members
executed for heresy. After being liberated by Outstation (Azteca and Brasilia) on the surface of Mars. José
League troops in 2222, Horus formally withdrew from the Alvarez is the station head.
Terran Commonwealth. In 2225 it was admitted to full
membership in the Outstation League. Horus will take at INTERAMNIA, Asteroid Belt
least another two or three generations to recover from The 5th largest asteroid of the Asteroid Belt with a
the genocide of the Purge Wars. President Fouad Bakr is diameter of 326 Km. The Islamic colony Hegira is here.
the leader of the Luxora party and colony head. INTERSYSTEMS NAVIGATION
HUYGENS This subsidiary of Lumin Electronics produce a sophistical
Location: Titan GSO (Saturn VI) navigation system, popular with most pilots. Their
Function: Commerce, Science installations are expensive but they handle orbital and
Population: 34,000 (85%) interplanetary navigation with unmatched accuracy.
League: Solway Group, Outstation League IO (Jupiter I)
Attitude: Insular Diameter: 3643 Km
Government: Dependency of K'dith Gravity: 0.18e, EV 2.56 km/s
Named after the great Dutch astronomer, Christian Io is one of the four major Jovian moons
Huygens, who first discovered Titan, this colony was built the others being Callisto, Europa, and
in 2141 by First Holland Systems, but agreed to become a Ganymede. Unlike most other moons, Io
Chakon dependency two years later to smooth relations is primarily composed of silicate rock
between the two races. They are the only human colony surrounding a molten iron core. Most of
on Titan and, over a century of close contact, have Io's surface is composed of extensive
amassed a large database of Chakon biology, culture, and plains coated with sulfur and sulfur dioxide frost. Io is
history. President Hans Schuler, the colony head, worries mineral rich, but may be the most dangerous moon in
about his declining, unfriendly meetings with the Chakon the High Colonies. Its proximity to massive Jupiter causes
caused by the recent Purge War. the moon to expand and contract significantly with tidal
HYENE forces, and the surface is pockmarked with hundreds of
Location: Pallas, Asteroid Belt volcanoes that spew Sulfur as high as 300 Km in the air.
Function: Science, Industry This volcanism significantly reduces available water. Being
Population: 16,400 (82%) the innermost of the four major moons; radiation from
League: Independent the planet is lethal without adequate protection. There
Attitude: Insular are only two colonies: Coristan-3 and Outland.

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ISIRIN MINERALS subsidiaries Hailey/Parker Armaments, Universal
A small mining company with headquarters on Themis. Transport, Blackcross Energy, and Sumoto Minerals.
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Over the past ten years this company has negotiated The corporation has colonies at Blaze, Lowell, Newton,
royalty leases to re-open mines abandoned in the Omega, and Patton.
economic depression following Earthome War.
IZANAGI
ITALIA, Republic of Location: Luna (farside) Maunder Crater, 14.4˚S, 109.8˚W
A founding member of the European Space Agency, Italia Function: Industry, Mining
has since 2063 been an independent nation state of the Population: 234,000 (78%)
High Colonies. Romana is the only Italian colony. League: Terran Commonwealth
IRON CORPORATION (IronCor) Attitude: Insular
Government: Democracy

IC
The 5th largest of the Seven
Witches, IronCor is in the midst of a Built by the Japanese in 2077, Izanagi ('he who invites')
faction fight between Chairman Willi is one of the two primordial gods (kami) who created the
Strauss and former Chairman islands of Japan and founded the Shinto religion. After
Tristram Haynes. Four years ago, Twinstar, Isanagi was the second colony founded on the
Chairman Haynes refused to pay a €20 million gambling farside of Luna. The colony is located in Maunder Crater,
debt to Xanadu casinos. Adam Stembridge Associates, at the northern end of the Eastern Sea (Mare Orientale),
attempting to collect, obtained a judgment against him within a ring of mountains named Montes Rook. Izanagi
from the Outstation League. When Haynes still refused has three connected underground colonies, each about
to pay, the League seized IronCor assets worth twice the 0.5 Km apart in a triangle. All three and several outer
debt to force payment. lronCor directors then forced mines are connected by a maglev train. Ambitious plans
Haynes resignation. After four years of declining IronCor to extend this maglev to Twinstar and Canute exist, if
profits, Haynes now seeks to "regain his crown". The the monies for this huge project can be found. Prime
battle for control is creating various problems for Minister Sadamu Shimizu is the colony head.

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IZANAMI JAPETUS (Saturn VIII)
Location: Mars GSO Diameter: 1469 Km

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Function: Industry Gravity: 0.02e, EV 0.57 km/s
Population: 158,400 (88%) One of Saturn's seven major moons, all named after
League: Terran Commonwealth siblings of the god Saturn. Japetus is the third-largest
Attitude: Insular major moon, eleventh-largest in the Solar System.
Government: Democracy Sometimes called Iapetus – "i" and "J" are the same in
Built by Japan in 2093, Izanami ('she who invites') is Latin – is ice crusted, heavily cratered, and has a massive
one of the two primordial gods (kami) who created the ridge running 3/4 around a bulging equator. Because
islands of Japan. Hirai Enterprises has its HQ on this Japetus has the most inclined orbital plane of the major
station. Prime Minister Sadamu Shimizu is the colony moons, Saturn's rings are clearly visible from the surface
head. Tokura-7 is a dependent colony on the Martian of Japetus, but are edge-on and difficult to see from the
surface. other major moons. There are no surface colonies on
Japetus, just the orbiting station Alban.
JAMES ENGINEERING
A subsidiary of Amazon Blue, James Engineering designs JAVARA
and builds spacecraft of all types, but mostly warships. Location: Europa GSO (Jupiter II)
All ships are built to order, payment 50% in advance, 50% Function: Industry
on delivery. Headquarters are located at Cobra on Mars, Population: 134,000 (67%)
but the company also has a factory at Palme where League: Outstation League
the Jokka Lander is built. There is currently a 14 month Attitude: Wary
delivery for new landers. See p.53 for Spacecraft types. Government: Democracy.
Built for Indonesia in 2125. A founding member of the
JANISSARY
Terran Commonwealth, Javara withdrew from the league
Location: Achilles, Jupiter L5, "Greek Camp"
in 2225 protesting the handling of the Purge War. It
Function: Mining, Military, Entertainment
became a member of the Outstation League in 2230.
Population: 41,500 (83%)
President Andi Dharsano is the colony head.
League: Independent
Attitude: Wary JERMYN’S PRIVATEERS
Government: Junta The Privateers were founded in
Built in 2194, Janissary is jointly owned and administered 2202 by Brigit Jermyn, daughter of the
by the seven largest mercenary brigades. The colony is Outstation League commander killed
located on Achilles, a Jupiter trojan asteroid. Janissary during the Barbary Wars. The
serves as a hiring hall and recreation area. Entry to Privateers have a rich contract
Janissary is free to members of the seven brigades, and defending Psyche 16 and have
negotiable for all others. The Junta is comprised of one assumed leadership among the
appointed mercenary from each brigade. An independent other mercenary companies. Brigit Jermyn
administrator, Peter Hickman, is colony head. still commands the company despite her advanced age of
76. The Privateer’s famous motto, “Stand the Hazard of
JANTIA MUNITIONS
the Die”, a Shakespeare quote, reflects Jermyn’s classical
This company manufactures energy mining tools and
weapons, and is a subsidiary of Coristan Mining. The education. The company HQ is at Janissary.
6mm Austora is the most common pistol sold, and the JOINT PEACEKEEPING FORCE (JPF)
Lomet JM-38 is a powerful long range pulse rifle popular A marine force maintained by the Terran Commonwealth,
with mercenaries and space-marines. Company HQ is headquartered on O'Neill. Each member of the
located at Coristan 2. Commonwealth has a quota to provide troops or monies
to support the force. The American Union provides one
JAPAN
Spaceforce marine company and one frigate; the Russian
One of the most active nations in the high colonies,
Federation provides one Red Guard company and one
Japan founded its first colony Izanagi in 2077 on Luna's
frigate. All other members of the Commonwealth provide
farside, and has two Martian stations, Izanami and
monies to support the force.
Tokura-7. The Japanese are among the most militant
members of the Terran Commonwealth and are JOVIAN CYBERNETICS
arch-rivals of China. Most of the policy initiatives to A subsidiary of Allanson Robotics, located at Calamity
re-colonize Earth come from the Japanese. All such on Ganymede. Founded in 2132, they specialize in
attempts have failed. developing and building Robonauts, more commonly

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called "buddy-bots". These are more advanced and K’DITH


human-like than most service robots, but they are not Location: Titan GSO, Saturn VI
bio-gens. Function: Commerce, Science
Population: 19,600 (98%)
JUPITER, Planet
League: Terran Commonwealth, Outstation League.
Diameter: 142,984 Km
Attitude: Insular
Orbit: 5.23 AU, 11.86 years.
Government: Chakon Community
Day: 9.93 hours
The generational starship placed in Titan orbit in 2143. It
Gravity: 2.53e; EV 59.5 Km/s
is the center of Chakon government and is maintained as
Atmosphere: 90% Hydrogen, 10% Helium.
a "lifeboat" for the Chakon to depart the Solar System if
Jupiter is the largest planet in the
needed. It is also the entry point of contact for all visitors
Solar System – larger than all other
to Chakon colonies. High level meetings with humans
planets combined. Some astronomers
take place here in well-appointed accommodations and
consider Jupiter to have been a proto
conference rooms. The Chakon have two surface colonies
binary star that failed to achieve
on Titan at Fyur'k and Rikana. Three Blender of Ways,
sufficient mass to ignite. But moist
M’tik-l’rath, is the K'dith head.
discredit that idea because, big as she
is, Jupiter is small compared to stars. Jupiter has a rocky KASTROVO
core and dense atmosphere of hydrogen and helium. This Location: Earth-Luna L5
atmosphere, fluid for much of its depth due to pressure, Function: Industry, Commerce
represents an almost unlimited supply of H3 fusion fuel, Population: 226,500 (75%)
but gathering that fuel is as yet impossible because of League: Russian Federation, Terran Commonwealth
Jupiter's massive gravity. Navigation in the vicinity of Attitude: Wary
Jupiter requires precise plotting and burns to avoid that Government: Democracy
gravity. Jupiter has 67 moons, most of them very small. A Russian space colony built in 2063 at the stable Earth-
The four largest moons, in order of size, are Ganymede, Luna L5. Kastrovo is a hexagonal torus station, located
Callisto, Io, and Europa. Except for the outer moon only 40 km from Aldrin, the American Union capital.
Callisto, these moons and their colonies are subject to Premier Gregori Molotov is the colony head.
massive lethal radiation from the planet that require
extensive shielding. For a list of Jovian colonies, see
Birthplace Table, p.6.

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KENNEDY KODAMA BIO SYSTEMS
Location: Luna, Shackleton Crater, 89.9˚S, 0.1˚ E Founded in 2098, this corporation is now a subsidiary

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Function: Industry, Mining of the Lumin Electronic Corporation. Based on
Population: 440,000 (88%) Friendship, the company is a leader in synthetic biology,
League: American Union, Terran Commonwealth a branch of science combining biology, biophysics,
Attitude: Wary genetics, and engineering. All living things are controlled
Government: Democracy by the same simple set of chemicals that comprise DNA.
Founded in 2064 near the Luna south pole, Kennedy was Kodama customizes living organisms by engineering DNA.
the first American surface colony on Luna. The location They are the major producer of Bio-gens which they
on the rim of Shackleton Crater, was chosen because of make only to prepaid order. Any request for armed bio-
nearby plentiful water ice. An initial population of 200 gens also requires rigorous background investigation. This
quickly expanded and reached 50,000 by 2092. Kennedy is usually a formality, although extremist fanatics will find
provides significant water and rocket fuel to other Luna it difficult to place an order. Bio-gens are produced to
colonies south of the equator, delivered by pipeline. customer specs and will only obey orders issued by the
Surplus electrical power is also provided via microwave customer or a designated agent. Since re-programming is
relay towers. Most of the colony is hundreds of metres expensive, there is almost no “used bio-gen” market.
below the surface to protect it from solar radiation. KOMAROV
The 4th Spaceforce battalion is stationed at Kennedy, Location: Earth LEO
composed of two companies (240 marines), twelve battle Function: Industry, Military
tanks, and two frigates. Kennedy supports the American Population: 240,000 (75%)
Union government based on Aldrin, but also enjoys a League: Russian Federation, Terran Commonwealth
close relationship with Russian Mokos. Governor Simon Attitude: Wary
Meyer is the colony head. Government: Dependency of Mokos.
KEPHRI Built in 2048, Komarov is one of the oldest space
Location: Jupiter GEO colonies, but still serves an important role being the
Function: Theocracy (Destroyed) major producer of spacecraft for the Russian Federation.
Population: Zero The colony supports a battalion of Red Guard, 360
A colony built by the Church of the Rising Sol in strong. General Sergei Ramilov is the colony head.
2189. The church and its colony had ancient Egyptian KRUGER
trappings and advocated a new birth of humanity. Led Location: Tethys GSO (Saturn IX)
by the charismatic Ivan Gamal they became a founding Function: Mining, Industry
member of the Band of Humanity in 2204. At this Population: 87,600 (73%)
colony, Bio-geneticist Kathryn Hamelin, funded by the League: Band of Humanity
Band, developed a superior strain of Bio-gens known as Attitude: Insular
"Ram Soldiers" used to launch the Purge War in 2217. Government: Theocracy
The violent and merciless Purge War raged for Built in 2123 for the Dutch Reformed Church, Kruger
six years until the Band made the mistake of attacking was independent until 2230 when it joined the Band of
the Chakon. At the Battle of Hyperion, the Chakon Humanity. It is the only organization to have joined the
intercepted and destroyed the Band's fleet. The Chakon Band since the Purge War, and has become one of its
then attacked Khepri and destroyed the colony, killing leading members. Most "Krugerites" are fascist white
the band leader, Ivan Gamal. South Africans. President Pieter Buller is the colony head.
KEPLER
KRUX PHARMA
Location: Earth GSO (now LEO) A subsidiary of Kyakov-Hanadi, Krux Pharma is the
Function: Science second largest drug manufacturer in the High Colonies
Population: Unknown after Ortol Pharma. Both corporations have made
Built as an orbital, galactic observatory in 2065, Kepler huge profits over the last decade with remedies for the
developed numerous life support problems that proved Venerian Flu. Krux corporate stocks recently suffered a
too expensive and risky to maintain. She was abandoned sharp decline after a new anti-carcinogenic drug resulted
in 2168 after support from Earth ceased. Kepler is now in several hundred deaths. Corporate HQ is in Somar.
on a decaying orbit and will burn-up entering Earth's
atmosphere in about three years. Most of its 2,500 KUIPER BELT: a wide region of asteroids, comets, and
residents moved to Aldrin. Several thousand pirates or dwarf-planets beyond Neptune. The belt is similar to the
squatters are thought to live aboard. asteroid belt found between Mars and Jupiter, except

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Kuiper Belt objects are icier and much wider spaced. planets and Sol. There are always three Lagrange points,
There are thousands of objects that exceed 100 Km in L1, L2, and L3 that lie along the line connecting the two
SOLDEX

diameter orbiting Sol from the Kuiper Belt. Among them bodies. For the Earth-Luna system above, L1 lies inside
are the dwarf planets Eris, Farout, Goblin, Haumea, Luna's orbit, about 61,300 Km towards the Earth. L2 lies
Makemake, Pluto, and Sedna. Also, numerous short- the same distance outside Luna's orbit. L3 is just inside
period comets, most notably Halley's Comet. Luna's orbit on the opposite side of the Earth. For the
Sol-Earth system (Earth is Sol and Luna is Earth on the
KYAKOV-HANADI
above diagram) L1 lies about 1.6 million Km toward Sol,
Founded in 2065, Kyakov-Hanadi was once
L2 is the same distance outside Earth's orbit, and L3 is on
the third largest corporation, but suffered
the other side of Sol, forever hidden by Sol. These three
badly from its defeat in the Lunar War,
Lagranges are unstable because of changes in distance
and is now the smallest and least
between the two bodies. A colony located at any of them
influential of the Seven Witches. Company
must make station keeping burns to maintain its location
headquarters are on �au. Recently
or eventually spiral into one of the two bodies. They
appointed Chairman Lorna Phelan is undertaking a major
are only suitable a for small colonies, or for spacecraft
restructuring of the company. Subsidiaries are Faldrin
seeking to "park" for a short time. However, L1 is the
Engineering, Tarason Mining, Sorgoth Electronics,
best place for an orbital fuel depot in Earth-Luna space.
and Krux Pharma.
If the smaller body is 4% mass (or less) of the
KYKLOS larger body, two additional Lagrange Points appear on
Location: Rhea (Saturn V) the orbital path of the smaller body. These are named
Function: Mining, Industry L4 and L5. These two points are very stable and ideal
Population: 52,800 (88%) for large colonies because they do not require station
League: Band of Humanity keeping. L4 is 60 degrees ahead of the smaller body,
Attitude: Insular L5 is 60˚ degrees behind. However, because of the
Government: Junta. stability of these points, dust and small asteroids tend
Built in 2225 by Daklan. High wages are paid to to accumulate in these regions, requiring approaching
encourage settlement, and the station has doubled its spacecraft to navigate with care. Asteroids that cluster at
size in the last eight years. Relations with the orbital the L4 and L5 points are called Trojans.
colony Noyes are always strained. Grand Wizard Lewis
LAO-TZU
Green is the colony head.
LABOR WAR, 2084 EARTH-LUNA
A four-month struggle between two
LAGRANGES LUN
labor unions and the Seven Witches. AO
The war began on the colony Orion, RB
when the United Technology IT
Association went on strike against
Allanson Robotics. Simultaneously, the
Alliance of Space Workers refused to L3
move anything belonging to Pan-System L4
Enterprise League members. The Seven
Witches met the threat with force, and
the unions replied with unexpected
ferocity. Four months and 145 deaths EARTH
60˚

later, the corporations agreed to a


settlement which led to the creation of ˚
60
the Solar Federation of Labor.
LAGRANGE POINTS
L1
Sometimes called Libration Points, LUNA
Lagranges are locations in space where
the gravitation forces of two celestial
objects balance each other. Colonies L2
L5
exist at many Lagrange points, notably
between planets and their moons, or

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Location: Luna (farside), Von Kármán crater, 45.2˚S, 180˚E Location: Venus GSO
Function: Mining, Industry Function: Science, Military

SOLDEX
Population: 492,000 (82%) Population: 21,300 (71%)
League: Terran Commonwealth League: Russian Federation, Terran Commonwealth
Attitude: Insular Attitude: Closed
Government: Democracy Government: Dependency of Mokos
Built in 2084, Lao-Tzu is the largest and most populous Built in 2070 and named to celebrate the 200th
Luna colony. Its large crater (180 Km diameter) is anniversary of the birth of Vladimir Lenin. This was the
located in the southern hemisphere of Luna's farside, first colony to orbit Venus. To curb the deadly Venerian
within the vast Aitken Basin that stretches from the Flu, Lenin has been under quarantine for the past six
South Pole 2500 Km northward. This crater was the years. Marshal Valentina Belyayev is the colony head.
site of the first soft-landing on Luna's farside by the LIBERTY
Chinese Chang'e 4 spacecraft in 2019. Premier Chen Location: Callisto (Jupiter IV)
Piao is the colony head. Function: Industry, Military
LARRIGAN SYNTHETICS Population: 56,000 (70%)
A subsidiary of Amazon Blue, this company sells a League: Independent
large range of high grade composites that are used to Attitude: Wary
construct the exterior and interior walls of colonies. Government: Praetorian.
They also have a division producing Kevlar armor. The Built in 2189 for Outland Rovers, who manufacture
company is immensely profitable. Headquarters are electric vehicles for internal use in many colonies. They
located on Avalon. contracted Van Owen’s Rangers in 2217 for defense
during the Purge War, and in 2229, signed a 49 year
LAZARUS lease with the Rangers offering free space in exchange
Location: Sol-Earth L5 for free defense. The Rangers occupy a one eighth sector
Function: Industry, Commerce which is now their main base and training compound.
Population: 120,000 (60%) President Grober Tyrone is the colony head, but he
League: Band of Humanity defers all external matters to Colonel Harlan Gibbs of the
Attitude: Insular Rangers.
Government: Dependency of Genesis
Theocracy built in 2082 by the Church of the Chosen. LORELEI
Spiritual Guide Freeman Campbell is the colony head. Location: Vesta, Asteroid Belt
Function: Industry, Science
LEAGUES, The Population: 120
Most colonies are members of one or more leagues League: Pan Enterprise
that exist to provide collective economies and Attitude: Closed
security. If more than one league organization is listed, Government: Corporation
they are given in order of importance to the colony. Lorelei is a fully automated factory colony built in 2216
Each league has its own entry: by Kyakov-Hanadi. 120 technicians operate the colony
• American Union on rotational duties. The colony manufacture robots and
• Arab League bio-gens many of whom help maintain the colony.

• Band of Humanity LOWE


Location: Sol-Venus, L4
• Belt Miners Association Function: Industry, Science
• Ecumenical Council of Sol Population: 48,800 (61%)
• Outstation League League: Terran Commonwealth
Attitude: Wary
• Pan-Latin Congress
Government: Democracy
• Pan Enterprise Built in 2136, Lowe is one of three colonies in the
• Russian Federation Republic of Germany. It is the first and only colony
located at the lagrange Sol–Venus L4. A mineral-rich
• Solar Federation of Labor
Venerian trojan asteroid is located nearby. One company
• Solway Group of Mombala's Brigade, full strength of 120, are stationed
• Terran Commonwealth at Lowe. First Mayor Gerhard Frick is colony head.
LENIN LOWELL

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Location: Mars, Elysium Mons (25.0 N, 147.2 E) LUNA, Moon
Function: Mining, Industry Diameter: 3482 Km
SOLDEX

Population: 65,600 (82%) Gravity: 0.16e, EV 2.38 km/s


League: Solway Group, Outstation League Named after the Roman goddess who was worshiped
Attitude: Wary every full and new moon. Luna has a diameter of 3474
Government: Corporation Km, making it the fifth largest moon in the solar system,
Built in 2194, Lowell is owned by IronCor. Lowell is after Ganymede, Titan, Callisto, and Io. Luna orbits Earth
located in the southern foothills of Elysium Mons, at an average distance of 384,400 Km.
an extinct volcano that rises 13,000 Km above the Locations on Luna are given in degrees north or
surrounding Elysium Planitia. The colony has five south of the lunar equator, and east or west of the prime
profitable mines, all within 5 Km. The mines produce meridian, comparable to latitude and longitude on the
mostly basalt that is crushed and bagged to be used in Earth. The lunar Prime Meridian runs between its two
construction, but also valuable gemstones have been poles, via the midpoint of the Near Side Luna equator.
found, especially deep red garnets that are marketed as Luna contains vast amounts of aluminum, calcium,
"Martian Rubies". Company president Sean Duren is the iron, manganese, oxygen, silicon, and titanium, mostly
colony head. bound into rocks as oxides. These oxides have to be
LUMIN ELECTRONICS CORPORATION (LEC) mined and smelted, but this can be done economically.
The third largest of the Seven Witches, For example, Titanium which is extensively used for
this is probably the least conservative constructing space colonies and spaceships, is fifteen to

Le
member of the Pan Enterprise League, twenty times more common than existed on Old Earth.
and is sometimes called “the Maverick Luna has a supply of fresh water in the form of ice crystals,
Witch”. They are the major trapped in light starved craters near the lunar poles. One
manufacturers of computers and colony exists near each pole to tap this water. Water has
memory chips in the high colonies. Major subsidiaries also been found deep underground where other colonies
are: Hawkler Armaments, Hirai Enterprises, exist.
Intersystems Navigation, Jovian Cybernetics, and After the Apollo landings ended in 1972, humans did
Kodama Bio-Systems. LEC defeated a hostile takeover by not return to Luna until 2024. Since then, for over 200
Genstar over a century ago, and both corporations have years, Luna's proximity to Earth, abundance of water and
been staunch rivals ever since. minerals, and its weak gravity, have attracted mining and
manufacturing activity. Luna's light (0.16e) gravity requires

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20˚
A-14
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TRANQUILITY
A-11
40˚ 60˚
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120˚ 140˚ 160˚ 180˚ 160˚ 140˚ 120˚
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CORISTAN-1 A-16 Fertility
CAMELOT CANUTE IZANAGI IZANAGI shoul
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40˚ BRITANNIA 40˚ LAO-TZU


(Tycho Crater)

60˚ KENNEDY 60˚


S S

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much less energy to launch materials into space and is A furious Zudov repudiated the Treaty of Champlain and
therefore an efficient supplier of critical resources to the threatened to withdraw from the Terran Commonwealth.

SOLDEX
inner system. Ammonia, hydrogen, and methane gases Tensions mounted and a breakup of the league seemed
also exist in abundance, all of which can be converted to likely. A month later Zudov was assassinated by political
rocket propellant. rivals and his successor, Andrei Malyshev, signed the
Because Luna has a weak magnetic field, the treaty and reaffirmed Russian membership in the
extremely rare isotope Helium-3 can also be mined from Commonwealth.
its regolith ("topsoil") deposited there by four billion LX-403
years of solar wind. It is estimated that Luna has enough Location: Luna, Petavius Crater, 25.3˚S, 60.4˚E
H3 to supply non-radioactive fusion power for all existing Function: Mining, Industry
High Colonies for at least 5,000 years. The approximate Population: 334,500 (74%)
locations of Luna surface colonies are shown on the two League: Pan Enterprise
Luna maps above. Attitude: Wary
LUNAR WAR (2185-89) Government: Corporation
A war between the Terran Commonwealth and the Built in 2140 by Genstar, this colony contains the
Seven Witches caused by a dispute over mineral rights headquarters of subsidiary Teach Construction.
to lunar resources. It began in 2185 when Kyakov-Hanadi Sometimes called "the finest beauty spot on the moon"
and Coristan Mining security forces attacked and Petavius is a large, 3.4 Km deep crater near Luna's
captured three small Terran Commonwealth lunar bases. southeast limb in the Sea of Fertility. A central cluster of
The other five Witches took no part in the war. high mountains rises as much as 17,000 metres above
In 2187 Kyakov-Hanadi security forces, seeking to the crater floor, and a deep rift runs from those central
intimidate and draw Commonwealth forces away from peaks to the southwest rim. Administrator Mary-Beth
Luna, attacked Sherilor, a small Anglo-American colony Lane is colony head.
in the Asteroid Belt. The Kyakov-Hanadi commander, MAKEMAKE, Dwarf Planet
Gerald Carter, launched nuclear missiles at Sherilor, Location: Kuiper Belt
ignoring the nuclear weapons ban. Defenseless against Diameter: 1440 Km
such an attack, the colony and over four thousand men, Orbit: AU 45.6. 309 Years
women, and children were vaporized. Population: Zero
The next year, Coristan Mining security forces Named after the creator god of the Rapa
attacked Mokos. When the outer walls were breached, Nui people of Easter Island, Makemake
the attackers offered to accept the colony’s surrender. has an elliptical Solar orbit, from 38.4 to
General Secretary Oleg Zudov rejected the offer, saying 52.7 AU, and takes 308 years to complete
that Mokos will become “the grave of all pirates.” After one orbit. Surface temperatures are near
two weeks of brutal combat, the 1st Marine Spaceforce, absolute zero at 34 K (-239 C). Makemake
an elite American brigade, relieved the Russian colony. was closest to Sol in 2189, and is currently at 43.6 AU,
The besieging corporate forces surrendered with moving away at 1 AU every 10.8 years. A current journey
considerable loss of men and material. from Earth to Makemake would take about 86 days.
Zudov now led forces against the Coristan 1 and Makemake has no known colonies.
Kyakov-Hanadi Lunar bases. The result was a decisive
victory, as the two Witches were unprepared for the MAPLE 1
speed and ruthlessness of the Russian response. The Location: Mars, Kinkora Crater (25.2°S, 122.7˚E)
surrender of Coristan 1 and Elnet were the final acts Function: Mining, Industry
of the Lunar War. Zudov placed the captured colonies Population: 109,500 (73%)
under Terran Commonwealth administration rather than League: Terran Commonwealth
claiming them as Russian territories. Attitude: Open
The Treaty of Champlain in 2190 formally ended Government: Democracy
the war. The treaty called for the trial of war criminals, Built by Canada in 2096 Maple 1 is located in the
notably Gerald Carter, commander of the attack on southern highlands of Mars, just southeast of the
Sherilor. Carter never came to trial; he and a two immense Hellas Crater. Surrounding terrain is rough,
hundred followers disappeared into the depths of the but rich in sulphates and iron. Together with Australia
Outer System. Only a few middle rank commanders (Dreamtime) and New Zealand (Tasman), Canada usually
stood trial for their actions; two of them were executed. supports the American-Russian axis of the Terran
Company executives were not prosecuted, and the Commonwealth, but all three often push for more
corporations eventually regained their captured bases. aggressive policies. Prime Minister Maureen Atkinson is

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the colony head. latitude with the seasons.
SOLDEX

MARDEN Unlike any other planet or moon in the Solar


Location: Eros, NEA. System, Mars has all the resources required to support
Function: Mining a technological civilization. The red planet has been
Population: 348 (58%) continuously inhabited since the first landing in 2034.
League: Terran Commonwealth
The first three inflatable bubble habs has expanded to
Attitude: Closed
18 surface colonies, operated by all major nations and
Government: Corporation
the Seven Witches. Most of these colonies are extensive
Built in 2154 by Golden Ventures Inc on Eros. This small
underground labyrinths, three with populations exceeding
mining colony has produced significant gold and platinum
100,000. Mars is now the main center of manufacturing in
for its owners. The miners are well paid, and the facilities
the High Colonies, and there is a steady stream of haulers,
are good, but there is little leisure activity. Workers must
inbound and outbound, orbiting the planet.
sign a 36 month employment contract; turnover is high.
To early settlers, Mars seemed like a forbidding place.
Peter Wojahn is the company president and station head.
It had only 38% of Earth's gravity, a thin low-pressure
MARS, Planet atmosphere that was 97% carbon dioxide, and extremely
Diameter: 6775 Km cold winter temperatures. But Mars, which orbits in
Orbit: 1.52 AU, 1.88 Years the habitable zone of the solar system, was a natural
Day: 24.8 hours candidate for human colonization.
Gravity: 0.38e; EV: 5.03 Km/s To live anywhere in the High Colonies, humans need
Atmosphere: 78% C0�, 8% 0�, 14% N2 two primary things: water and oxygen. Mars has plenty
The second smallest planet of Sol (after Mercury), Mars of water at its two poles or in permafrost. The first
has roughly the same land area as Earth because it has "Martians" literally mined their water from the frozen
no oceans. This is slowly changing. A few small icy lakes, soil and used it to make oxygen and grow food, mostly
streams, and seas are now forming in lower areas due potatoes and other tubers. Reliable supplies of food,
to a century of terraforming. Mars has two small moons water, and air, were available, but only with technical life-
(Phoebe and Dionus) both captured asteroids, and both support systems. Martian surface colonies, despite varying
containing surface colonies. political structures, all require disciplined and technical
Mars has several massive terrain features, a dormant meritocracies to survive and prosper.
volcano three times the height of Mt Everest called In 2128, over a century ago, Project Ares began a
Olympus Mons, and Valles Marineris, a canyon that is 300 year effort to terraform Mars. The goal is to create
over 4,000 km long, 200 km wide, and up to 7 km deep. "Alpine Earth" conditions on the Martian equator, similar
Both poles have ice caps that wax and wane over 30˚ of to that once found at 3000 metres above sea level on

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Earth. The project began by deploying large mirror-sails Belt and Jovian colonies who view Martian colonies as
in orbit to warm the polar caps. This warming slowly uppity and exploitive. Colonies starward of Jupiter mostly

SOLDEX
released permafrost water and gases, triggering an ignore the inner colonies, and even each other. Proposals
increasing greenhouse effect which warmed the planet to unite all colonies into one federal state have always
even more. Some hardy plants and trees have now begun failed to gain traction. For a list of Mars colonies, see the
to thrive, and they in turn consume CO2 and exhale Birthplace Table, p.6.
oxygen. Mars now has a thickening atmosphere composed
MARS CLIPPER
of 78% carbon dioxide, 8% oxygen, and 14% inert gases,
Location: Earth-Mars Solar Orbit
mostly nitrogen. Noon temperatures at the equator now
Function: Passenger Liner & Commerce
average -20˚C in winter to +25˚C in summer, which are
Corporation: Universal Transport
similar to temperatures once found in North Dakota or
A passenger liner that travels an elliptical Solar orbit
Moscow. Temperatures vary more at higher latitudes and
altitudes. Faldrin Engineering is the primary terraforming passing close to Earth and Mars, and sometimes close
contractor. To fund terraforming, each Martian surface to Venus or Mercury. There are three cyclers spaced one
colony is assessed a €50 poll tax per adult resident, third of a solar orbit apart. They provide the cheapest
payable at the beginning of each Martian year. Residents but slowest passage between Mars and Luna, and
become adults at 10 Martian-years. Faldrin Engineering sometimes between Mars and Mercury or Venus. Travel
are expected to hire any "muscle" needed to collect this time between Earth and Mars varies from 6-21 days
poll tax. depending on the relative distance between planets. For
Oxygen is now made mostly from the abundant more information, see p.57. \Mathewson
carbon dioxide in the Martian atmosphere. Carbon dioxide Location: Callisto, Jupiter IV
is composed of one carbon atom and two oxygen atoms. Function: Mining, Military
With a laser beam, one oxygen atom can be isolated Population: 102,000 (85%)
then combined with another isolated oxygen atom to League: Outstation League
make breathable O2. The remaining carbon monoxide is Attitude: Insular
exhausted into the Martian atmosphere where it converts Government: Military Junta
back to carbon dioxide. Before terraforming, Mars had Built in 2191, Mathewson supports 92 small independent
a surface pressure of around 6 mb, not quite a vacuum, mining companies who have registered claims with
but close. A spacesuit pressured to a minimum 120 mb the military government. The government collects a
(12% of Earth-standard atmosphere) is required to prevent 10% royalty on all mining revenues and the penalty for
blood and other body liquids from boiling. After a century underpayment is never pleasant. A company of 120
of terraforming, atmospheric pressure has increased to Black Watch are stationed here. Captain Ian Fraser
185 mb, a huge improvement but still far short of the 500 commands the Black Watch company and General
mb goal for a high alpine environment. Alexander Sunderland is the colony head.
The improving atmosphere is also reducing dangerous
McCALL
solar radiation on Mars. Because Mars has a weak
Location: Mars, Gales Crater (5.0°S, 137.0˚E)
magnetic field, the average radiation dose on Mars
Function: Science, Industry
before terraforming was around 0.67 millisieverts per day,
Population: 227,700 (69%)
well above a safe level of 0.05. Solar radiation has now
League: Pan Enterprise
decreased to 0.35 which allows unprotected exposure for
periods of up to two hours. Attitude: Wary
Living on Mars still requires habitats with heating and Government: Corporation
radiation shielding. But outside activity no longer requires Built in 2128 by Faldrin Engineering as headquarters of
a pressurized spacesuit, just oxygen. The new Moxie Project Ares, the Martian terraforming project. Gales is
Helmet, although expensive, has a miniature fuel cell that an impact crater where the USA Curiosity rover landed
converts Martian CO2 to breathable oxygen. over two hundred years ago. The topography suggests
From the early days of settlement, there was always that the crater was once a deep lake and is now a
some tension between Mars and Earth, the natural result shallow lake. The exact location of Curiosity's touchdown,
of isolation, and remote political control and taxation called Bradbury Landing after the great American Sci-
from Earth. These issues have of course vanished since fi author of The Martian Chronicles, is located within
the Earthome War, but have been replaced with tension McCall. Here is a memorial to Ray Bradbury overlooking
between Mars and other colonies. This started with Mars Mt. Sharp (Aeolis Mons) which rises 5.5 Km above the
and Luna, as each struggled to assume Earth's former floor of Gales Crater. General Manager Brian O'Malley is
leadership role, but has now expanded to the Asteroid the colony head.

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MERCENARIES half Earths. The presence of Minerva was roughly known
Demobilization of Outstation League and Terran since 2025, but was not confirmed by observation until
SOLDEX

Commonwealth military forces after the Barbary Wars 2137 as the planet moved closer. Minerva has three
resulted in the creation of several private mercenary known moons, Horace, Ovid, & Virgil. The planet is
companies. These range from highly professional, reliable currently at 187 AU from Sol, moving Solward at 1 au
troops, to ill-equipped, poorly trained gangs that are per 13.4 years towards her 56 AU perihelion in about 750
little better than brigands. Although each company is years. Current travel time to the planet is estimated to be
an independent organization, most of the reputable 374 days from Earth orbit. No known colonies exist.
companies have good relations with each other. The MINING & MANUFACTURING UNION (MMU)
seven wealthiest companies are: The second largest of the Solar
• Cammarata's Irregulars Federation of Labor unions, the
• Jermyn's Privateers MM MMU is involved in mining,
• Mombala's Brigade U smelting, and alloy manufacturing.
• Orchid Gunners The union has huge influence in the
politics of Ceres and Mars.
• Solarsoldat
• Triton Free Company
• Van Owen's Rangers MIRANDA (Uranus V)
Diameter: 470 Km
MERCURY Miranda is the smallest and innermost of Uranus' five
Diameter: 4,890 Km major moons. Because Uranus orbits Sol on its side,
Solar Orbit: 0.39 AU (average) Miranda's orbit is perpendicular to the ecliptic and
Year: 88 Earth Days shares the planet's extreme seasons. Miranda has a very
Day: 58.6 Earth Days rough topography, including Verona Rupes, a cliff that is
Gravity: 0.38e; EV: 4.25 km/s an astounding 20 Km high. Given Miranda's low gravity,
Atmosphere: Almost None it takes about 12 minutes to slowly fall from the cliff top
Closest planet to Sol, Mercury is an to the bottom. Some colonists and tourists make that
enigmatic world, smaller than the moons Ganymede and jump for extreme sport. The only colony on Miranda is
Titan. The planet rotates slowly, just 1.5 times every 88 Copernicus.
day orbit of Sol. Surface temperatures exceed 400˚C near
the equator, but water ice exists near its two poles. Sol MOKOS
dominates the black sky at three times its apparent size Location: Luna, Peary Crater, 89.7˚˚N, 24.6˚E
on Earth. Mercury has no moons. Her crater-studded Function: Industry, Mining
terrain resembles Luna, except there are numerous Population: 435,000 (87%)
shallow depressions called "hollows" that are not impact League: Russian Federation, Terran Commonwealth
craters. Several colonies over the years have been Attitude: Wary
abandoned, but there is currently one colony at Quiller. Government: Democracy
Built in 2065, Mokos was the first Russian lunar colony.
MIMAS (Saturn I)
Mokos is situated near the northern rim of Peary Crater,
Diameter: 396 Km.
just 5 km south of the Lunar North Pole. The crater is 79
Gravity: 0.01e, EV 0.16 km/s
km in diameter and 1.5 Km deep. The outer rim of Peary
The smallest of Saturn's seven major moons, all named
is worn and eroded, creating a rugged mountainous
after brothers and sisters of the Roman god Saturn.
ring that produces long shadows on the crater floor.
Mimas is heavily cratered and has significant mineral
The upper rim receives almost constant sunlight, but
and metal deposits, but navigation this close to Saturn is
the crater floor has numerous pockets of shadow where
dangerous. Bolivar is the only colony.
thick ice can be mined. As with Kennedy at the lunar
MINERVA, planet South Pole, fresh water is abundant. Temperatures
Location: Oort Cloud on the crater are 30˚K and 40˚K, one of the coldest
Diameter: 18,800 Km locations in the Solar System. Mokos has always been
Orbit: 56 to 962 AU, 12,100 years the leading member of the Russian Federation, and is
The long sought Planet X, discovered the capital of ‘’Russia in Space.” All other members of
in 2137 by astronomers at Twinstar. the Russian Federation send one representative per 1000
Named after the Roman goddess of population to a Federation Council located at Mokos.
wisdom, poetry, and strategic warfare, General Secretary Viktor Ryzhkov is the colony head, and
Minerva is a rocky giant with a diameter of one and a traditional president of the Federation Council.

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MOMBALA’S BRIGADE The 8th planet orbiting Sol, this gas
Founded in 2211, Mombala’s Brigade has giant has 16 moons, all named after

SOLDEX
a contract to guard Quiller, the mining minor Greek mythology water deities.
colony on Mercury. Since this duty is The largest moon, Triton, has a rare
regarded as unpleasant to dangerous, retrograde orbit in the opposite
pay is high to counter unrest among the direction to the planet's rotation; it
troops. The brigade also has a contracts has two surface and two orbiting
to defend the German stations of Adler and Lowe, and colonies. Two other moons, significantly smaller, are
Shaka, a colony governed by Zulu nationalists. Nereid and Proteus. Nereid has one surface colony;
Proteus has an abandoned colony. For a list of colonies,
MONNET
see Birthplace Table (p.6).
Location: Luna, Taurus Mountains, 20.2˚N, 30.1˚E.
Function: Mining, Science NEREID (Neptune II)
Population: 82,000 (82%) With a diameter of 340 Km, Nereid is the third largest of
League: Terran Commonwealth Neptune's major moons. It has a highly eccentric orbit,
Attitude: Wary from 1.4 million to 9.7 million Km. There is one surface
Government: Democracy colony, Coristan-4, owned by IronCor.
Built by the European Space Agency (ESA) in 2058, NEVSKY-LINCOLN
Monnet is named after the founding father of the Location: Triton-Neptune L4
European Union. It is located in a valley of the Taurus Function: Science, Military
Mountains, less than a kilometre from the landing site Population: 28,800 (60%)
of Apollo 17. The colony served as headquarters for the League: Terran Commonwealth
ESA until transferred to France in 2063 after the ESA Attitude: Closed
disbanded. Prefect Jean Caron is the colony head. Government: Joint dependency of Aldrin and Mokos
MONSTRAL MINING Built in 2205 as a deep space observatory and to conduct
One of the original members of the Solway Group, research into better fuels and engines for interstellar
Monstral is a major extractor of mineral resources at travel. One company of the Red Guard is stationed
Vesta City in the Asteroid Belt. here. Viktor Korisinov and Dr. Jean Louise Michael are
MORGAN-KOLSON ACT co-heads.
U.S. Government legislation passed in 2032. The act was NEW AMSTERDAM
a response to impressive Russian and Chinese space Location: Ganymede (Jupiter III)
activities. It committed NASA to establish American Function: Industry, Commerce
colonies on Luna and Mars, and to build three orbital Population: 176,000 (88%)
space stations to be named Armstrong, Glenn, and League: Terran Commonwealth
Shepard. Genstar and Amazon Blue were major Attitude: Wary
sub-contractors and suppliers. Government: Democracy.
NAVIN STATIONS CORP Built in 2103 for the Netherlands. The colony is involved
A subsidiary of Amazon Blue, Navin Stations is the major with terraforming Ganymede. Prime Minister Joris
builder of orbital stations. They produce a variety of Kupsche is the colony head.
cylindrical and ring stations in three sizes, measured by NEW HOPE
life support capacity of 2,000, 5,000, and 10,000. All of Location: Saturn-Sol L5
these can be connected together in any combination Function: Industry
desired, and expanded later as needed. Prefabricated Population: 126,000 (70%)
parts of a new station are built at Avalon, then towed League: Independent.
to the final orbital position for assembly. Navin does not Attitude: Wary
build surface colonies, these being more an excavation Government: Democracy
and tunneling project. Built in 2104 by the Howard-Fry Society, an organization
NEPTUNE, Planet devoted to penal reform. The Society acts like a
Diameter: 49,355 Km corporation, contracting criminal Labor from other
Orbit: 30.1 AU, 165 years colonies to work in their factories where inmates are
Day: 16.1 hours treated with respect, and given their freedom after
Gravity: 1.14e; EV 23.6 Km/s (from cloud tops) serving just 50% of their original sentence. The station's
Atmosphere: 80% Hydrogen, 19% Helium, 1% Methane. population of freed criminals is said to be the most

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peaceful in the high colonies. The Howard-Fry Society
calls New Hope a model society, and pressures other
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governments to adopt their penal reforms. Detractors


NUEVO
point out that the Society rarely takes dangerous CALIFORNIA
criminals, choosing only those who can reasonably be
reformed. President Donald Lupien is colony head.
NEW VERMONT
Location: Oberon (Uranus I)
Function: Industry
Population: 44,000 (44%)
League: Outstation League
Attitude: Insular
Government: Democracy. Built for the New Vermont
Society in 2126. The society’s original members were
conservative environmentalists and survivalists. The
colony has struggled to rebuild after being attacked and
looted in 2193 during the Barbary Wars. President Roger
Wayenberg is the colony head. NUEVO-CALIFORNIA
NEWTON Location: Saturn GSO
Location: Dione (Saturn IV) Function: Industry
Function: Industry, Science Population: 280,000 (93%)
Population: 160,000 (80%) League: Outstation League
League: Pan Enterprise Attitude: Wary
Attitude: Wary Government: Democracy
Government: Pan Enterprise Built in 2195 as one of six industrial high colonies. The
Built by Britain in 2142, on the rim of Evander crater near colony declared its independence from the American
Dione's south pole to celebrate the 500th anniversary Union in 2171 largely due to the outcome of Earthome
of the birth of Isaac Newton. Newton functioned as a War. The colony joined with other American rebel
Science colony until Earthome War in 2167. Deprived of colonies to found the Outland League in 2178. President
funding from London, Newton began to support itself by Rafael Jesus Ramirez is the colony head.
manufacturing a variety of telescopes and other optics.
OBERON (Uranus IV)
Eventually, in 2192, Blackcross Energy was founded
Diameter: 1523 Km
which is now a subsidiary of IronCor. Although originally
Named after the King of Fairies in A Midsummer Night's
a dependency of Britannia, Newton is now largely
Dream, Oberon is the second largest moon of Uranus,
controlled by IronCor. Company president, Ian Walker, is
after Titania. It is the most cratered moon of Uranus, but
the colony head.
also has deep canyons. New Vermont is the only colony.
NOYES
Location: Rhea, Saturn V OMEGA
Function: Industry Location: Ceres, Asteroid Belt
Population: 51,840 (81%) Function: Mining, Industry
League: Outstation League Population: 235,000 (78%)
Attitude: Insular League: Pan Enterprise
Government: Despotic Attitude: Wary
Built in 2163 for the New Oneida Society to foster Government: Corporation
“Perfection of the Spirit.” Most of the society’s beliefs The current headquarters of IronCor, built in 2140. For
are based on the teachings of John Humphrey Noyes, the last two years shipments from Omega have been
subject to seven acts of piracy, most likely from a nearby
who founded the “utopia” of Oneida, New York in 1848.
asteroid. Despite efforts of IronCor security, the source of
The most notorious practice at Noyes is that of “complex
these attacks is still unknown. Rival companies Coristan
marriage”, in which every male in Noyes is married to
Mining, Genstar, or Lumin Electronics are suspected
every female, and vice versa. Relations with the surface
since none of their shipments are being pirated. Omega
colony Kyklos are strained. Lord Guardian of Perfection,
colony is ruled by IronCor board of directors. Chairman
Arthur Ingram Dale, is colony head.
Willi Strauss is the colony head.

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O'NEILL Simultaneously, the Alliance of Space Workers refused
Location: Earth-Luna L4 to move anything belonging to Pan-System Enterprise

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Function: Industry, Military (JPF) members. The Seven Witches met the threat with force,
Population: 288,000 (72%) and the Labor War began as the unions fought back
League: Terran Commonwealth with unexpected ferocity. This resulted in a victory for
Attitude: Wary the three unions after Allanson Robotics conceded the
Government: Terran Commonwealth First Council strike. Orion's Earth-Luna L3 location is unstable and the
Built in 2180 as the Commonwealth's new headquarters, station requires numerous burns to maintain its position.
formerly located at Skivaal. The colony is named after Corporation President, Diana Holloch is the colony head.
Gerard O'Neill, a 20th century American professor who ORTOL PHARMA
championed high colonies in space before any existed. The major drug company in the high colonies, located
The colony has adopted a Celtic theme since the O'Neill's in Vulcan and a subsidiary of Genstar. The company
were once a royal clan of old Ireland. Terrabank, the has prospered hugely supplying drugs to deal with
financial arm of the Commonwealth, has its HQ here, the Venerian Flu. None of their drugs have curbed the
but also has dozens of branches throughout the High disease, but have reduced fatalities. To their credit,
Colonies. One company of the Joint Peacekeeping Force despite huge demand, drug prices have only increased
(JPF) is always stationed here, often understrength due 20-30% when they could easily have doubled or more.
to budget constraints. General Secretary Vincent Stringer,
elected in 2236 for four years by the First Council, is the OUTLAND
colony head. Location: Io (Jupiter I)
Function: Mining
OORT CLOUD
Population: 26,700 (89%)
The broad, distant region of the Solar System beyond the
League: Pan Enterprise
Kuiper Belt. This region, more spherical than the narrow Attitude: Wary
Kuiper Belt, contains millions of asteroids and comets, Government: Corporation
with elongated orbits that pass through the Kuiper Belt Built in 2075, Outland was the first colony on any
into the inner Solar System. The Oort Cloud extends Jovian moon. It is now operated by Outland Minerals,
nearly two light years outward from Sol, roughly half a subsidiary of Genstar. The colony and mine are deep
way to Alpha Centauri the nearest star. Astronomers underground to minimize the intense radiation from
speculate that Alpha Centauri will have its own "Oort
nearby Jupiter. Io is volcanic and riddled with active
Cloud" which might then touch our own. If true, the "big
lava tubes which makes mining operations extremely
empty" of interstellar space may in fact be quite crowded
dangerous. Being sent to Outland can be a sentence of
with millions of celestial objects some of which could
death for careless miners. President Harley Cameron is
become waystations to the stars. See: Minerva. the colony head.
ORCHID GUNNERS, The OUTSTATION LEAGUE
Founded in 2208 by Kyokushin Karate Founded in 2178 as a counter-balance to
GrandMaster, Taji Hirashito, the Orchid the Terran Commonwealth. The original
Gunners have quickly become the members were drawn from six separatist
most respected mercenary company American Union colonies and others
in the High Colonies. Their previously denied entry into the Terran
exceptional training is rigorous, and Commonwealth. Since that time, the
emphasizes discipline, honor, and a League has grown to include most Jupiter colonies and
particularly difficult and violent form of beyond. The Outstation League is similar in structure to
Karate. Their HQ is located at Sun-Tzu, but companies of the Terran Commonwealth, but is a smaller, more
the brigade can be found on many colonies.
cohesive organization. The league supports a rival
ORION currency to the Enterprise credit, namely the gold-
Location: Earth-Luna L3 backed "Star" which is equal to two Enterprise Credits.
Function: Industry The league rivals the Pan Enterprise League as the
Population: 57,000 (81%) second most powerful organization. It's military potential
League: Pan Enterprise and its Black Watch marines are widely respected.
Government: Corporation. Built by Allanson Robotics Other member colonies are Alban and Fianna, a
in 2053, Orion is administered by the company board of "Celtic Alliance" famed for their excellent Black Watch
directors. The colony was the scene of the 2084 Orion marines. The largest colony is Bolivar, leader of a Central
Strike by local 23 of the United Technology Association. and South American group of smaller colonies. Lastly are

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the Solway companies, who provide both vigor and Constitutionally, Pan Enterprise only has “advisory”
economic stability to the Outstation League. power over its members, and its decisions are not
SOLDEX

Each member colony appoints a number of binding. A board of twenty-one directors (three from
delegates to the First Council based on population. The each member) governs League actions. The Chair
First Council elects a General-Secretary who then alternates annually between each corporation’s Chief
chooses a cabinet of six delegates subject to approval by Executive Officer. The 2038 chair is Sadatoshi Miyo of
the First Council. The General Secretary serves for six Lumin Electronics. Pan Enterprise HQ is in Gateway,
years; cabinet members for two years. The next GS rented at cost from Genstar Corporation.
election is due at the end of this year. League PAN-LATIN CONGRESS
headquarters are located on High Plains. The current A loose federal organization of colonies built by Central
General-Secretary is Lorne Chisholm from Yankee colony. and South American countries. The congress has five
PALLAS, Asteroid colonies: Azteca, Bolivar, Brasília, DeSouza, and Peron.
The 3rd largest rock in the Asteroid Belt, almost Each colony maintains its own sovereignty, but elects
spherical at 512 Km diameter. It is the remnant core representatives to the federal government located on
of a ancient protoplanet, rich in metals and minerals. azteca.
With a high orbital inclination of 34.8° to the ecliptic PATTON
plane, Pallas is a challenge for pilots seeking to approach Location: Pallas, Asteroid Belt
for orbit or landing. Colonies that exist on Pallas are: Function: Industry
Brockway, Hyene, Patton, and Unity. Population: 48,000 (60%)
PALME League: Pan Enterprise
Location: Earth-Luna L4 Attitude: Wary
Function: Industry Government: Corporation
Population: 105,600 (88%) The current headquarters of Sumoto Minerals a
League: Terran Commonwealth subsidiary of IronCor. Originally built by the True
Attitude: Wary Brotherhood, Patton is still repairing the damage
Government: Democracy. suffered in 2218 during the Purge War. The colony
Built by Sweden in 2093. James Engineering has a large is now run by an administrative committee directly
factory here that builds the rugged Jokka landers favored responsible to the company president, Mosu Haruto,
by marines and mercenaries. Prime Minster lngmar who is the colony head.
Thorson is colony head. PERON
PAN ENTERPRISE LEAGUE Location: Luna (farside), Anderson Crater, 15.7˚N, 171˚E
The oldest organization in space, created by the Seven Function: Industry
Witches in 2080. The original intent was to destroy Population: 87,000 (44%)
organized Labor in space. While this aim did not succeed, League: Pan-Latin Congress, Terran Commonwealth
it has not been entirely abandoned. The League is mainly Attitude: Wary
used as a price fixing, information sharing, and mediation Government: Military
body for its seven exclusive members, in order of size: Built for Argentina in 2114, Peron is a prominent member
of the Pan-Latin Congress. It is currently ruled by a
[1] Genstar Corporation
military junta who seized power in a coup twelve years
[2] Amazon Blue ago. General Felipe Gomez is the colony head.
[3] Lumin Electronics PERSEPHONE
[4] Allanson Robotics Location: Venus Polar Orbit
Function: Science, Commerce, Military
[5] Iron Corporation (IronCor) Population: 49,500 (99%)
[6] Coristan Mining League: Terran Commonwealth
Attitude: Insular
[7] Kyakov-Hanadi
Government: Joint dependency of Aldrin and Mokos
Persephone was built in 2190 to supervise the
No new members have been admitted since the
terraforming of Venus. This is being done by seeding
foundation of the League, except for subsidiaries of the
cylindro-spermum in the atmosphere, and plotting the
original seven. The seven member corporations wield
locations for guided asteroid strikes by Doomsday Watch.
immense economic power, and exclusively support the
Persephone is the only colony in orbit around Venus that
Enterprise Credit (€) as their currency.

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is not quarantined, and provides a sterile distribution Pluto orbits Sol with an elliptical orbit of 29.7 to 49.3 AU.
point for supplies required by the other colonies. One Part of Pluto's orbit crosses inside that of Neptune until

SOLDEX
company (150 men) of the Terran Commonwealth's Joint 2247, meaning it is currently closer to Sol than Neptune.
Peacekeeping Force (JPF) are based here to enforce the Pluto was at perihelion one year ago and is now moving
quarantine on Venerian colonies. The colony is at near away at 1au per 6.3 years. Pluto has five moons: Charon,
maximum habitation coping with the extra commercial Nix, Hydra, Kerberos, and Styx, all of them very small
and military traffic. Sagan is a dependent surface colony. except Charon. For Plutonian colonies, see Abel, Coven,
Anna Szetlova and Colonel David Landis of the JPF are and Ender.
co-heads. PRINCE HENRY
PHOBOS (Mars I) Location: Triton-Neptune L5
Diameter: 22 Km Function: Commerce, Science
The innermost and larger of Mars' two small moons, the Population: 72,800 (81%)
outer moon being Deimos. Phobos is a small, irregularly League: Solway Group, Outstation League
shaped moon with a mean diameter of just 22 Km, yet Attitude: Wary
seven times as massive as Deimos. Phobos is named Government: One Party
after a chariot steed of Ares (Mars) and means fear Built in 2194 for Portugal to celebrate the 800th birth
(phobia). Phobos orbits just 6,000 Km above the Martian anniversary of Prince Henry the Navigator. A foundation
surface, so close that it orbits Mars in just 7 hours and grant organizes and finances explorations into the vast
39 minutes. From the surface of Mars, Phobos appears Kuiper Belt. See: Samson. The station also serves as
to rise in the west, move across the sky in 4.25 hours, a general distribution point for the outer planets and
and set in the east, twice each Martian day. Phobos is moons. Tiago Almada is the colony head.
in a slight decaying orbit, getting closer to Mars by one PROTEUS (Neptune VIII)
metre every 50 years. Astronomers predict that within The second-largest moon of Neptune, with a diameter of
50 million years Phobos will either crash into Mars, or 420 Km. The moon is named after the sea god of Greek
break up into a planetary ring. Phobos was used as a mythology. Proteus orbits very close to Neptune, and
base for the first landing on Mars two centuries ago and travel to the moon is dangerous because of the planet's
has had three failed colonies since them. It is currently strong gravity. There are no existing colonies, but an
being mined at Hard-Luck. There is a fueling station on abandoned mining outpost called Pharos 1 exists inside
Phobos, where three different rocket fuels are available. the rim of Pharos Crater.
PLANETARY CHAUVINISM PSYCHE 16, Asteroid Belt
A phrase coined in the late 20th century to describe A rich mineral asteroid, 210 Km diameter, that is the
the building of planetary surface colonies over orbital remnant core of an ancient protoplanet. This one
space colonies. Those who favor planets (and their asteroid has yielded over €1 trillion of platinum and
moons) argued that surface colonies have ready access created huge fortunes for early investors. Caroline, the
to valuable mineral resources and some planets could be only colony, is well defended. Rival miners and squatters
terraformed to be human friendly over time. The orbital are treated harshly.
camp argued that space colonies could be built and
maintained more easily, could provide higher gravity, and PURGE WAR, 2217-23
avoided the immense energy needed to achieve escape This recent war began when the Band of Humanity
velocities. Clearly it is an academic struggle, since both attacked Horus colony orbiting Mars with several
strategies are being followed. hundred Ram soldiers. The defenders of Horus, a small
but elite mercenary company of Van Owen’s Rangers,
PLUTO, Dwarf Planet were annihilated. Ivan Gamal, leader of the Band,
Location: Kuiper Belt declared that the war would bring about “the forging of
Diameter: 2377 Km pure men in the cleansing fires.” Other colonies were
Orbit: 248 years unprepared for the speed and efficiency of the Ram
Day: 6.4 Earth Days Soldiers.
Gravity: 0.62e; EV 1.2 Km/s Within weeks of the fall of Horus, four other
Atmosphere: Tenuous Nitrogen with colonies were attacked and surrendered. Merciless
minor CO2 and Methane ‘’Tribunals of Purity’’ judged captives and those found
The former 9th planet of Sol, reclassified in 2006 as one to be “tainted” were spaced (executed). The Terran
of several Kuiper Belt dwarf-planets. Pluto has a Commonwealth was slow to react and initially rejected
diameter of 2377 Km which makes it smaller than the Outstation League offers to create a joint military force.
seven largest moons of the solar system, including Luna.

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Furious with the Commonwealth's inaction, several RAM SOLDIERS
member colonies acted independently with little success. Bio-genetically engineered humans first created in 2137.
SOLDEX

A Franco-British attack on Genesis was repelled with The prohibited use of bio-gens as soldiers was violated
heavy losses, and a Vietnamese task force was defeated by the Band of Humanity during the recent Purge War,
near Mars. Many members accused the Commonwealth 2217-23. The biggest fear of many is that self-replicating
of betrayal. Ram soldiers then captured Patton, a Hailey bio-gens will eventually be created. For details and stats
Parker Armaments colony. This brought the Seven on Ram Soldiers, see p.36.
Witches into the war. RED GUARD, The
Kodama Bio-Systems began to produce its own Founded in 2054 to defend Roscosmos high colonies,
Bio-gen soldiers. The first models were inferior to Ram now the Russian Federation. Red Guard units exist on
Soldiers, but still excellent with human troops. An uneasy all Russian colonies. Unit organization is similar to the
truce was declared – with humans, that is! American Spaceforce. At full strength, which is rare, total
In 2221 the Band attacked K'dith, the Chakon strength is twelve companies of 120 men, two companies
generation starship orbiting Titan. They underestimated serving as security aboard 6 Frigates, 3 Carriers, and 4
the aliens' military capabilities. The Chakon annihilated Cruisers The Red Guard wear a distinctive rust-colored
all invading Band marines, including a battalion of uniform.
Ram-Soldiers. The Chakon counter-attack was swift and
ruthless. At the Battle of Hyperion, the aliens intercepted
and destroyed 70% of the Band's fleet. The Chakon then
attacked Khepri, the Band base, and destroyed that
colony, killing the band leader, Ivan Gamal. Without
his leadership, the Band began to collapse, but some
fanatical members continued to fight.
With Band atrocities continuing, outrage spread
throughout the High Colonies. A Terran Commonwealth
brigade destroyed two Band colonies, Forrest and
Drexler, without asking for their surrender. By the end
of the 2223 all resistance had been suppressed, and the
Band's Ram-Soldiers were reportedly exterminated.
The Purge War has created rifts in the Terran
Commonwealth that have yet to heal. Worse, the Chakon
now distrust humanity, and relations between the two
races have deteriorated.
QUILLER
Location: Mercury, Scopas Crater
Function: Mining (aluminum, rare-earth minerals)
Population: 240 (60%)
League: Solway Group
Attitude: Insular
Government: Corporation
Built in 2176, the colony is owned and operated by the
Mercury Venture Company, a small company within the
Solway Group. Located near the south pole, this small
colony, the only one on the planet, is popularly known
as “Quiller’s Folly”. The colony mines Mercury's rich
aluminum crust and rare-earth minerals. Solar energy is
unlimited, but the planet has zero atmosphere. Oxygen
and hydrogen are extracted from surface rocks as oxides
to produce air and water, and water ice can also be found
nearby. Wages paid to the miners are high, but so is the
worker mortality rate (17%). The colony is defended by
a platoon of Mombala's Brigade, but they are really
there to keep the tough miners peaceful. Geologist Leo
Hermanski is the colony head.

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REPUBLIC

SOLDEX
OF MARS

REPUBLIC OF MARS (former DIXIE) REVELATION


Location: Mars, Ares Valley, 18.4˚N, 32.4˚W. Location: Ceres, Asteroid Belt
Function: Industry, Mining Function: Mining, Industry, Finance
Population: 332,000 (83%) Population: 39,200 (98%)
League: Outstation League. Band of Humanity. League: Band of Humanity
Attitude: Wary
Attitude: Insular
Government: Democracy
Government: Theocracy
Built in 2055 as Dixie by the U.S.A. the first of six
Built in 2116 by the Church of the Lord’s Process, an
industrial high colonies. See American Union. The
organization of “Christian” fascists. It is most famous for
colony is located in Ares Valles, 10 Km southeast of
the quotation (VI:12) from the Revelation of Saint John
NASA's Pathfinder landing in 1997. This valley was
the Divine printed on the outer surface of the colony –
eroded by ancient flows of water from the mountainous
“And I beheld when he had opened the sixth seal, and, lo,
Margaritifer Terra to the Chryse Planitia delta. Dixie
there was a great earthquake; and the sun became black
declared its independence from the American Union
as a sackcloth of hair, and the moon became as blood.”
after Earthome War in 2171, changing its name to
Colony head is Samuel Melton, Archvicar of the Church.
Republic of Mars. The colony has extensive surface
structures, that connect to underground chambers. A RHEA (Saturn V)
helicopter pad on the western side links to a spaceport Diameter: 1527 Km
5 km northwest. The colony actively seeks a union with One of Saturn's seven major moons, named after
other Martian colonies, but has yet to convince any to brothers and sisters of the Roman god Saturn. Rhea is
accept their plan. The Daklan founded their first chapter Saturn's second largest moon after Titan. The moon's
in space here in 2078, but were expelled in 2223 after surface is mostly ice covered craters. Rhea has two
the Purge War. Roy Graham is the colony head. colonies, Kyklos (surface) and Noyes (orbit).

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811
RIKANA SAGAN
Location: Titan (Saturn VI) Location: Venus, Aphrodite Terra
SOLDEX

Function: Mining, Industry, Commerce Function: Science


Population: 38,000 (76%) Population: 254 (38%)
League: Outstation League, Terran Commonwealth League: Terran Commonwealth
Attitude: Closed Attitude: Closed
Government: Chakon Dependency of K'dith Government: Dependency of Persephone
This is the larger of two Chakon colonies on the surface Built in 2204, Sagan is the only surface colony on
of Titan. Located in Sinlap Crater at 11°N, 16°W, Rikana Venus. It is located in a highland area near the equator,
was founded in 2156. The two Chakon surface colonies a relatively cool area of the planet due to elevation
are dependencies of K'dith, their orbiting starship. and terraforming. Sagan base is a large sphere, with
Visitors to Rikana must first stop at K'dith to obtain a extra thick walls to resist the high atmospheric surface
landing visa. Zod'n B'skara is the colony head. pressure. Sagan was established mainly to appease
critics of Project Demeter's terraforming efforts. External
ROBONAUT
temperatures at Sagan average 45˚C, but surface
The name for robots with humanoid structure,
winds often exceed 60 KPH and they have a cooling
generally found in service jobs. The most advanced
effect. Regular dust storms hamper exploration. Plans
models, unofficially called "Buddy-Bots", are sold to
to close the base have long been delayed because of
escort lawmen and other security personnel. Allanson
the devastating Venerian Flu. Sagan has been under
Robotics is the largest company in this business, with
quarantine for the past six years. Built to hold 600, its
Jovian Cybernetics a close second. Robonauts are not
peak 340 settlers have been reduced to 254 by the flu
Bio-gens.
and other losses, and the survivors are not allowed to
ROMANA leave. Dr. Clark Grimes is the colony head; three previous
Location: Mars, Ius Chasma (7.1˚S, 85.8 W ) general managers have died from the flu.
Function: Industry, Mining
ST. JOHN
Population: 86,000 (72%)
Location: Luna, Sea of Crisis, 17.5˚N, 57.6˚W
Attitude: Wary
Function: Mining, Industry, Commerce
League: Terran Commonwealth
Population: 237,500 (95%)
Government: Democracy
League: Ecumenical Council of Sol
Built by Italia in 2104, Romana is located in Ius Chasma,
Attitude: Wary
at the western end of the huge Valles Marineris. This
Government: Theocracy
growing colony manufactures a popular range of surface
vehicles dominated by Astra-Iveco, a subsidiary of Built for the Roman Catholic Church
Genstar. The colony has nine political parties, and the in 2127, St John is located at the
company dominates this "flawed democracy". Vito north rim of Mare Crisium (Sea of
Lazzeri is the current prime minister. Crises). Until the Earthome War,
St. John was the center of the
RUSSIAN FEDERATION (ROSCOSMOS) Archdiocese of St. John, which
The Russian Federation, formerly included all Roman Catholic
known as Roscosmos until the territories “Above the Earth“. It still
Earthome War, is the largest bloc maintains that status since Catholic churches exist in
in the Terran Commonwealth most colonies, grouped into bishoprics. Roman Catholics
after six American Union colonies are the most powerful members of the Ecumenical
declared their independence. Council of Sol, and the most politically active. Recently,
Relations with the Americans are in 2225, the First Council of St. John decided that the lack
often tense, but they usually cooperate of a recognizable papal authority from Earth was creating
on important projects. Since Russian and American problems for the church, and a pope was elected “until
delegates make up almost forty percent of the Grand Rome is restored.” A name change for the colony to
Council, they dominate Commonwealth policy. There is a "Vatican II" or "Nova Vatican" has also been proposed
tacit agreement with the Americans that the General- but not decided. All other churches of the Ecumenical
Secretary is never a Russian or an American. The Russian Council of Sol resist this change. The colony has a Papal
Federation has eight colonies: Dolina, Gagarin, Guard, 120 strong, that resemble the Swiss Guard of the
Kastrovo, Komarov, Lenin, Mokos (chief colony), Volga, old Vatican. Pope Paul VII is the colony head.
and Zhukov.

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SAMSON Commonwealth. Scobee has been under quarantine
Location: Eris GSO, Kuiper Belt itself for the past six years, to isolate the Venerian Flu.

SOLDEX
Function: Military, Science Garth Baker is the colony head.
Population: 180 (90%) SEDNA, Dwarf Planet
League: Outstation League Location: Kuiper Belt
Attitude: Insular Diameter: 1020 Km
Government: Military Distance: 11,380 year orbit.
A small orbital station of the Outstation League Sedna orbits Sol between 76.2 AU to 936.4 AU. A colony
established thirteen years ago in 2225. Funded by Prince called Starward was built in Sedna GEO in 2169. Sedna
Henry colony, Samson is currently the most distant was last closest to Sol in 2075. She is currently located at
colony from Sol and functions as a frontier outpost for an increasing distance of 100.5 AU, and travel time there
future interstellar travel. The orbiting colony supports a is about 202 days from Earth.
platoon (40 men) of Black Watch marines, plus eighty
scientists and technicians and their collective families. SEVEN WITCHES
Exploration teams shuttle to the surface of Eris at regular The name given by the three labor unions, and others,
intervals, but a surface colony has not been established to the seven largest corporations that control 75% of all
as yet. Lieutenant Andrew MacGregor is the colony head. economic activity. See the Pan Enterprise League.
SARGON SHAHADAR (New Mecca)
Location: Interamnia, Asteroid Belt See: Hegira.
Function: Mining, Industry SHAKA
Population: 88,800 (74%) Location: Titania (Uranus III)
League: Terran Commonwealth Function: Mining, Industry
Attitude: Insular Population: 187,200 (78%)
Government: One Party League: Outstation League
Built in 2116 for Syria in 2116. President Hafez Nidal is Attitude: Wary
the leader of the Hezar Party and colony head. Government: One Party.
SATURN, Planet Built in 2140 for the Zulu League who seized control of
Diameter: 120,536 Km South Africa in 2120. The only colony on Titania, Shaka
Orbit: 9.58 AU, 29.65 years claims jurisdiction over the entire moon and has fiercely
Day: 10.73 hours rejected overtures from Genstar and other corporations
Gravity: 1.07e; EV 36.1 Km/s to establish another mining colonies on Titania. Tensions
Atmosphere: 96% Hydrogen, 4% Helium. between the corporations and the Zulu are always on the
The giant 6th planet, famous for edge of war, and the colony employs two companies (240
its prominent rings. Saturn has men) of the Mombala Brigade as a precaution. Shaka is
85 known moons, most of an associate member of Umoja, who are always wary of
them less than 100 Km in Zulu aggression. President Lucas Ndamase is the colony
diameter. The seven major head.
moons, all named after the SHERILOR CROSS
Titans, who were brothers and sisters of the Roman god Location: Asteroid Belt
Saturn: Dione, Enceladus, Japetus, Mimas, Rhea, Tethys, Function: Memorial
and Titan. The biggest moon, Titan, is larger than the The former location of Sherilor, a small Anglo-American
planet Mercury. For Saturnian colonies, see the colony in the Asteroid Belt, destroyed in 2187 during
Birthplace Table (p.6). the Lunar War. The colony was attacked by Kyakov-
SCOBEE Hanadi security forces, led by the infamous Gerald
Location: Venus GSO Carter. Ignoring the nuclear weapons ban, Carter
Function: Military, Science launched nuclear missiles at Sherilor. The colony and
Population: 14,400 (72%) over four thousand men, women and children were
League: Terran Commonwealth. destroyed. Horrified by the mounting violence, the Treaty
Attitude: Closed of Champlain formally ended the Lunar War in 2190.
Government: Science A large memorial cross, forged from remnants of the
Built in 2118, Scobee is an important science colony that colony, orbits at the former orbital location of Sherilor.
assists Persephone with terraforming and specializes Visitors to the memorial often attach artificial wreaths to
in medical and military research funded by the Terran the cross.

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SIXTUS
SHEPARD Location: Ariel (Uranus I)
SOLDEX

Function: Mining
Population: 39,000 (78%)
League: Solway Group, Outstation League
Attitude: Insular
Government: Corporation
Owned and operated by the Sheridan Mining
Corporation, this mine and colony were built in 2189.
Company President Hoppar Sheridan is the colony head.
SKIVAAL
Location: Luna, Copernicus Crater, 9.6 ˚N, 20.8˚W
Function: Mining, Industry, Commerce
Population: 237,000 (79%)
League: Terran Commonwealth
Attitude: Wary
Government: Democracy
A Luna colony founded by the United Nations in 2069 in
a crater named after the astronomer Nicolas Copernicus.
This prominent crater is located on the eastern edge of
SHEPARD the vast Ocean of Storms. The Terran Commonwealth
Location: Earth GSO was founded here by the Charter of Skivaal in 2112, the
Function: Industry, Military first serious attempt to bring order to space after several
Population: 25,000 (25%) decades of brushfire wars. Delegates from 121 colonies
League: American Union, Terran Commonwealth signed the Charter of Skivaal which agreed to regulatory
Attitude: Insular and economic rules, the establishment of a Joint
Government: Dependency of Aldrin Peacekeeping Force (JPF), and a ban of nuclear weapons
Built in 2062, Shepard was the third of three colonies in space. The ten principal architects of the Congress are
funded by the Morgan-Kolson Act of 2042. Also see now regarded as the saviors of High Colonies civilization.
Armstrong and Glenn. It was the largest U.S.A. colony Since the Earthome War in 2167, the colony has been
built to that time, with room for a population of 5,000. operated by the Terran Commonwealth. Secretary-
U.S. President Diane Brewer officially opened the colony, General Jonathan Bia is the colony head.
becoming the first head of state to visit space. The
colony expanded to a population of 75,000 over the next SOL, the Sun
century, but poor construction and maintenance have The name for our sun, a G-type,
resulted in recent life support failures. Three quarters main sequence star. Like all such
of the colony is currently uninhabited, and a decision to stars, Sol's energy stems from
rebuild or abandon Shepard is pending. Three platoons fusion power, the conversion
(120 men) of the 1st Marine Spaceforce are based here of hydrogen to helium.
to prevent looting and squatting. Lieutenant-Governor Although relatively small, Sol
Marcus Evans is the colony head. is among the brightest of stars
in our galaxy, and is clearly
SIGMA visible from all inner and outer
Location: Vesta, Asteroid Belt planets, for some time anyway. It has
Function: Mining, Industry been determined that Sol is 4.6 billion years old and will
Population: 84,000 (84%) survive another five billion years before it becomes a red
League: Pan Enterprise giant, then eventually a white dwarf. In addition to heat
Attitude: Wary and light, Sol emits periodic hazardous solar flares that
Government: Corporation spacefarers must be protected against.
Built by Allanson Robotics in 2177 as a secondary
administrative center. Sigma also contains the SOLARCOM
headquarters of Terchuk Communications, Integrated A subsidiary of Genstar that dominates the
Electronics, and Global Business Systems. General communications business. Located on Vulcan, Solarcom
Manager Theo Blanchard is the colony head. manufactures and sells (or leases) radio equipment, and
sophisticated navigation systems.

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SOLAR FEDERATION OF LABOR (SFL) SOLIDARITY
The Solar Federation of Labor is an Location: Mars GSO

SOLDEX
AT I O N
ER
alliance of the three space unions, Function: Industry
LAR FED

O
formed in 2084 after the Labor Population: 190,900 (83%)

F LABO
War. After two decades of bitter League: Solar Federation of Labor.
labor strife, the SFL and the Seven Attitude: Wary
Witches came to realize the Government: Union HQ, Alliance of Space Workers, built
O

R
S
mutual benefits of cooperation. For in 2110. Union President Morris Cogan is colony head.

SFL •
over a century the SFL grew steadily SOLWAY GROUP
more conservative, to the extent that Solway was founded in 2106 by a
most critics now call the unions the “Three Ogres”. group of eight corporations led by
However, crash industrial programs since the Purge Adam Stembridge Associates. It was
War have fostered steadily worsening labor relations. intended to protect its members
Another era of labor strife seems likely. from the Pan Enterprise League,
The SFL Executive Board is elected by the delegates which was the exclusive preserve of
at a convention held every five years. The President, the the Seven Witches. Solway gave its
Secretary, and the Treasurer wield effective power of the member companies the collective
Executive Board. These three offices are always rotated economic strength to withstand the Seven Witches who
among the three member unions, currently: sought to monopolize all economic activity in space.
President Jordan Miskason Solway soon engaged in similar harsh tactics by forcing
Mining & Manufacturing Union smaller companies to make a choice between
Secretary Maureen Goldman membership in Solway or “helped” into bankruptcy. This
Alliance of Space Workers ruthlessness, coupled with effective leadership, allowed
Treasurer Jay Ledoux Solway to survive. The league now has over 30 members,
United Technology Association dominated by Adam Stembridge Associates.
Because the majority of its members are located in
SOLAR FLARES
the outer system, Solway took advantage of the chaos
Large eruptions of electromagnetic radiation from Sol,
following the Earthome War to gather new members.
sometimes called Space Weather. This sudden outburst
The creation of the Outstation League in 2178 gave the
of energy travels at the speed of light and can last from
organization a major political ally, and most Solway
minutes to hours. Spaceships, colonies, and colonies
members are also members of that League.
must be protected from this harmful radiation. LEO
Solway is governed by a board of directors
colonies are protected by Earth's magnetic field, but
appointed by the member companies. Daily affairs of the
colonies elsewhere require special protection from
organization are the responsibility of an Administrative
aluminum or plastic. Most colonies have solar flare
Director, who is employed by the board. Solway
shelters to avoid more powerful solar flare events.
headquarters are located at Stars & Bars colony, in
Weaker but deadly Cosmic Rays from beyond our Solar
rented space from Adam Stembridge Associates.
System cannot be easily blocked. Sleeping bags with
a thick layer of water are commonly used to protect SOMAR
against Cosmic Rays. The superior option for blocking Location: Luna, Marius Hills, 9.1˚N, 49.5˚W
cosmic rays is to give spacecraft and space colonies a Function: Industry, Commerce, Science
positive electric charge. Population: 192,000 (80%)
Leagues: Solway Group, Outstation League
SOLARSOLDAT (SS)
Attitude: Wary
An elite mercenary battalion of 360
Government: Democracy
marines and two frigates, exclusively
Named after the Hindu deity Soma, a lunar moon god
employed by Band of Humanity
also called Chandra, this Indian colony is located in the
stations. They operate much like the
Marius Hills near the western rim of Luna's nearside.
Spartans of Ancient Greece, training
The hills are a set of volcanic domes 200–500 metres
young boys in military doctrines from
high. Founded in 2102, the colony is built in a large
age 7, and prohibiting marriage until
cavern, roughly 5 Km long, 2 Km wide, and 1 Km high,
they leave the force. The badge they wear is
which connects to other caverns and the surface with
based on the infamous SS "death's head" of World War II
ancient lava tubes up to 20 metres in diameter. Somar is
in the 20th Century.
a prominent center of medical research and location of

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several drug and pharma supply companies, most notably STARS & BARS
Krux Pharma. The liberal socialism of Indian democracy Location: Tethys GSO (Saturn III)
SOLDEX

has gradually been replaced on Somar with a regressive Function: Entertainment, Commerce
form of democracy that reflects Hindu mysticism. The Population: 192,000 (80%)
government works only to better the future, not the Leagues: Solway Group, Outstation League
present. This is characterized by an emphasis on plans Attitude: Wary
for future growth and development, instead of solving Government: Corporation
current problems. The colony is nominally governed by a Built in 2108 as a casino, entertainment, and hotel
parliament of 108 elected attendants of the people, who complex. It is famous for its casinos with topless
choose a ruling council of twelve ministers. Chairman of hostesses, buxom security guards, and "bars on
that council, the current Prime Minister, is Bava Sharma. every corner". It is also the Saturn system regional
headquarters of Adam Stembridge Associates, and the
SORENSON INSURANCE
Solway Group headquarters. General Manager Lauren
This subsidiary of Genstar is located on Gateway.
Jackson is the colony head.
The company resembles the once dominant Lloyds of
London, in that it will insure nearly anything of value STARMALL
against any risks. Location: Earth LEO
Population: None (Abandoned)
SORGOTH ELECTRONICS
Gabriel Marketing built Starmall in 2093, advertising
A subsidiary of Kyakov-Hanadi. They design and
"high adventure in shopping" for space tourists. It
manufacture electronic instruments and systems,
offered a wide variety of luxury goods, including "pet
including computers, comm systems, and sensors.
rocks" from most planets and moons, entertainments,
Company HQ is on Tau, but they have technicians based
hotels, and Luna Tours. Starmall flourished for a century,
in most colonies exceeding 100,000 population.
but has been abandoned for forty years after being
SPACEFORCE sacked in 2198 during the Barbary Wars. There are
A US military force founded in 2019 to persistent rumors that great wealth was concealed on
NION S
U defend military satellites and attack the colony by the owners of Gabriel Marketing who
P
ICAN

enemy ballistic missiles and satellites. perished in the war. Starmall is now in a slow decaying
CEFOR

Expansion of the USA into space led orbit and will plunge into the Earth's atmosphere and
ER

to a Spaceforce unit being assigned to burn-up in 1124 days, a little over three years.
M

E
each colony. Four battalions now exist,
A
STARWARD
one on each of Aldrin, Glenn, Empire,
Location: Sedna
and Kennedy. Each battalion includes both
Function: Science, Industry
fleet and marine assets. Total fleet assets are 8 Frigates,
Population: 6,800 (68%)
3 Carriers, 3 Cruisers, and 8 bulk carriers. Marine assets
League: Independent
total 10 companies, each of 120 men, plus 30 battle
Attitude: Insular
tanks and their crews. The Russian Federation has its
Government: Communal Anarchy
own spaceforce called the Red Guard. The Terran
Founded in 2169 by refugees of Earthome War. Their
Commonwealth employs one company each of the
new home, a dwarf planet called Sedna, is moving
American Spaceforce and Russian Red Guard, known as
the Joint Peacekeeping Force (JPF). The Outstation steadily outward from Sol on a vast elongated orbit. A
generation starship has been designed for 400 settlers,
League has an elite force called the Black Watch. Most
25% males and 75% females, all carefully selected
other military forces are mercenaries.
and screened for diseases and genetic risk factors.
SPACE WEATHER The building of the first ship awaits improvements in
Sol has always been the creator of weather on planetary propulsion technology that always seem imminent, but
surfaces, the result of heating and cooling causing have yet to prove workable. The projected 900-year
atmospheres to jumble and tumble. The high colonies voyage to the nearest star, Alpha Centauri, is currently
are no different although the vacuum of deep space not feasible. Until it is, Starwardians celebrate each
changes unstable atmospheres to deadly solar and anniversary of their founding knowing they will move
cosmic radiation. See: Solar Flares. deeper into interstellar space for the next 5,000 years.
Security is provided by a local police force, and the
Marshal of that force is the colony head.

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SULLIVAN
Location: Enceladus-Saturn L4

SOLDEX
Function: Industry, Commerce
Population: 196,800 (82%)
League: Outstation League
Attitude: Insular
Government: Cooperative
Built in 2174, Sullivan is governed by
a communal system in which workers
in each sector of the colony elect their
own administrators who are subject to
recall by majority vote. An Economic
Council handles problems beyond the
capacity of a single sector. Chairman of
that council, Hector Maldan, is colony
head for external affairs only.
SUMOTO MINERALS
A subsidiary of IronCor, with
headquarters on Patton. The company
STURLESON 1 mines and smelts a number of valuable
Location: Triton GSO (Neptune I) rare earth minerals plus diamonds and other gemstones.
Function: Industry The president is Mosu Haruto.
Population: 92,000 (92%) SUN-TZU
League: Outstation League Location: Ceres, Asteroid Belt
Attitude: Open Function: Mining, Industry, Military
Government: Democracy Population: 295,200 (82%)
Built for Iceland in 2122. Prime Minister Ingrid League: Independent
Kristiandottir is the colony head. Attitude: Insular
STURLESON 2 Government: Praetorian
Location: Triton (Neptune I) Sun-Tzu is a Japanese colony built in 2095. The colony
Function: Mining has a branch of all Seven Witches and is a major
Population: 74,000 (74%) industrial and mining complex. The Orchid Gunners
League: Outstation League mercenary company has its headquarters here and
Attitude: Closed General Zhang Yen is the colony head.
Government: Dependency of Sturleson 1 TALISMAN
Built in 2129 to provide Sturleson 1 with water and Location: Ceres, Asteroid Belt
oxygen and rare minerals. General Manager Lars Bohn is Function: Mining, Industry
the colony head. Population: 142,500 (95%)
SULAMAN League: Pan Enterprise
Location: Mars, Mie Crater (49°23' N , 140°34' E) Attitude: Insular
Function: Commerce, Science Government: Corporation
Population: 68,200 (62%) Build by Genstar Corporation in 2082. Talisman is a
League: Terran Commonwealth, Arab League wealthy Ceres colony located within Oxo crater near its
Attitude: Insular collapsed eastern rim. This small crater has rich mineral
Government: Praetorian/One Party deposits. Director of Operations Derek Tebeau is the
Built in 2136 for the Arab League. A majority of settlers colony head. Also see: Corporation War.
are secular Muslims, mainly because there has been TARASON MINING
significant repression of Islamic fundamentalism over the A subsidiary of Kyakov-Hanadi, Tarason's mining
past decade. The current one party government resulted operations in the Asteroid Belt substantially decreased
from a military coup twelve years ago. General Ali Batar after the Earthome War, but are recovering. Tarason has
led that revolt and is still the colony head. leased its smaller mines to independents. See Themis.

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TASMAN TERRAN COMMONWEALTH (TC)
Location: Mars GSO The largest and most dominant League of the High
SOLDEX

Function: Industry Colonies, founded in 2112 with the Treaty of Skivaal. The
Population: 48,800 (61%) league evolved from the Space Economic Development
League: Terran Commonwealth Authority (SEDA) founded in Denver, Colorado, in 2035,
Attitude: Wary to promote international spacefaring policy. The first
Government: Democracy. test of the Commonwealth's authority came in 2114.
Built for New Zealand in 2095. Australia (Dreamtime), Fianna had not attended the Congress of Skivaal and was
New Zealand, and Canada (Champlain) generally charged with unreasonable trade activity by the League.
support the American-Russian axis of the Terran The resulting successful blockade served notice to other
Commonwealth, but often push for more aggressive non-members that the League did not intend to endure
policies. Prime Minister Mitchell Huston is colony head. any rivalry. Within the year, most independents had
signed the Charter, although many (like Fianna) later left
TAU
to form the Outstation League.
Location: Earth-Luna L4
Each member colony in the Commonwealth has a
Function: Industry, Commerce
number of delegates equal to 1 per 25,000 population
Population: 184,000 (92%)
attend First Council meetings. The First Council elects
League: Pan Enterprise
a General-Secretary (GS) who then chooses a Grand
Attitude: Wary
Council of ten delegates, each subject to approval by
Government: Corporation
the First Council. The GS and Grand Council serve for
Built in 2065, Tau is the headquarters of Kyakov-Hanadi,
four years. The next GS election is due at the end of
and is ruled by the company board of directors. Chairman
next year. The GS and Grand Council govern the League
Lorna Phelan is the colony head. Subsidiaries Faldrin
headquarters at O'Neill where a JPF battalion is based.
Engineering and Sorgoth Electronics are based here.
TEACH CONSTRUCTION TETHYS (Saturn III)
Founded in 2078, Teach Construction is the major design Diameter: 1062 Km
and construction company in the High Colonies. The One of seven major moons of Saturn, Tethys is primarily
company specializes in underground construction and made of water ice with a small rocky core and patches of
has divisions on Luna, Mars, and the Asteroid Belt. A surface rock and minerals. This means the moon has less
subsidiary of Genstar, Teach HQ is in LX-403. mass and thus less gravity than other moons of this size.
The infamous prison colony Agony is located here.
TERRABANK
A division of the Terra Commonwealth, THEMIS, Asteroid
Themis is a small asteroid that contains substantial


Terrabank wields immense influence due
to its creation and support of the mineral wealth, including large deposits of heavy metals
Enterprise Credit (€), the primary discovered by Tarason Mining in 2120. Three small
currency in space. Terrabank mining colonies, Lyric 3, Blindman, and Harpoon, were
headquarters are located on O'Neill built on the asteroid. These operated until the Earthome
station, but it has branches in all War in 2167, when they were abandoned. Six years ago,
colonies controlled by the Pan Enterprise League, and Isirin Minerals negotiated a twenty year royalty lease to
hundreds of ATM branches elsewhere. The Outstation Lyric 3. See: Hard Times at Lyric 3 (scenario).
League supports a competitive currency, known as the THREE OGRES
"Star", which is fully backed by gold. One Star is currently A nickname often given to the three main labor unions of
worth two Enterprise credits. the High Colonies. See: Solar Federation of Labor.
TERRAFORM TITAN (Saturn VI)
The lengthy engineering feat of making a planet or Diameter: 5150 Km
moon habitable for human life. Mars and Venus are One of Saturn's seven major moons, all
currently being terraformed, as are the moons Titan and named after brothers and sisters of the
Ganymede. Although it takes centuries to terraform a Roman god Saturn. Titan is the largest
planet or moon, projects become suitable for plant life moon of Saturn, and second only to
much sooner. Huge amounts of solar energy are required, Jupiter's Ganymede in size. Titan orbits
generally provided by reflecting, orbiting mirrors, or at 20 Saturn radii. While Saturn's other
microwave transmission stations. See Mars and Venus moons have hundreds of craters, Titan has very few, the
for details on their terraforming. result of its dense atmosphere and extensive rivers,

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lakes, and seas of liquid methane. With its surface liquids TRANQUILITY
and robust nitrogen atmosphere (the only moon in the Location: Luna, Sea of Tranquility, 0.02˚S, 23.5˚E

SOLDEX
high colonies with an atmosphere) Titan has a Function: Industry, Science
biosignature similar to that of primordial Earth. Granted Population: 174,000 (87%)
to the Chakon in 2144 as their homeworld, Titan is League: American Union, Terran Commonwealth
slowly being terraformed by the aliens. Some members Attitude: Wary
of the Outstation League have agitated to recover or at Government: Democracy: Dependency of Aldrin.
least share Titan, claiming it was a hasty giveaway of the Tranquility is located in the southwest part of Mare
most promising moon for human settlement. One human Tranquility, just north of the Lunar equator, and includes
colony Huygens orbits Titan. Chakon colonies exist at the first lunar landing site in 1969. The colony was
Fyur'k, K'dith, and Rikana. founded in 2025 as a 12 man habitat. An impressive
monument "Day of the Eagle" was erected in 2069
TITANIA (Uranus III)
to celebrate the centennial of the first landing. Other
Diameter: 1578 Km
nearby points of interest are the western end of the Kant
Titania is the largest moon of
Plateau, 41 Km distant which is the nearest highland
Uranus, and the 8th largest in the
region, the Surveyor 5 landing site 25 Km northwest,
solar system. It has a rocky core and
and the impact crater formed by Ranger 8 is 69 Km
an ice mantle. The surface of Titania
northeast. In 2130, Vicente Enriques Alvarez, Governor
is slightly red in color and is covered
of Tranquility, became the first president of the United
with numerous impact craters.
States born in space. Peter Simpson is the current colony
There are no surface colonies; the
head.
orbital colony Shaka claims exclusive
rights to this moon. TRITON (Neptune I)
Diameter: 2710 Km
TKL PLASTICS
The largest moon of Neptune, and the
A subsidiary of Coristan Mining, located at Coristan 1
seventh largest of the solar system.
on Luna. The company manufactures a wide variety of
Among all the large moons, only Triton
plastics from Luna regolith, mostly sold as bulk pellets to
has a retrograde orbit and is thought to
construction and 3D printing companies.
have been a dwarf planet captured from
TOKURA–7 the Kuiper Belt. Triton is geologically
Location: Mars, Kasei Valles (24.6°N, 65.2˚W) active and the surface has geysers erupting nitrogen gas.
Function: Mining, Industry There are two surface colonies, Sturleson 2 and Yvette,
Population: 280,800 (78%) and two orbiting colonies, Sturleson 1 and Yankee.
League: Terran Commonwealth
TRITON FREE COMPANY
Attitude: Insular
Nicknamed the “Werewolves of Caliban”,
Government: Japan: Dependency of Izanami
the Tritons were founded in 2173 by
Tokura-7 is named after a prominent physicist at the
marine spaceforce veterans. The
University of Tokyo in the early 21st century; the number
company maintains a base at Yvette, a
"7" is a lucky number in Japan. Built by Japan in 2101,
surface colony on the moon Triton. The
Tokura-7 is located in Kasei Valles, named after the
Japanese name for "Mars". The valley lies east of the company’s only contract is with the two
Sturleson colonies in the Neptune system.
enormous volcanic region of Tharsis, and runs eastward
for 2400 km across the lava plains of Lunae Planum into TROJANS, Asteroids
Chryse Planitia. The Kasei forms the largest outflow The name given to Asteroids located in a planet's orbit
channel on Mars, carved by floods that likely originated of Sol, clustered at the L4 or L5 Lagrange Points. By
with volcanic activity in Tharsis millions if not billions of far the largest group exist in Jupiter's orbit, L4 ahead
years ago. Terraforming has produced a shallow flowing of the planet called the "Greek Camp" and L5 behind
stream here again. The colony is located atop a large the planet called the "Trojan Camp". Jupiter trojans
tableland, Sacra Mensa, which divides the Kasei Valley exceed 10,000 in number, but most are less than 10 Km
and stream into northern and southern channels 200 diameter. The seven largest trojans are Hektor (225 Km),
Kilometres apart emerging from the valley. The valley Agamemnon (167 Km), Diomedes (164 Km), Aneas (163
floor here is 2,500 metres below the mesa top. The Km), Patroclus (140 Km), Achilles 135 Km), and Odysseus
only access to the colony is by air. Governor Mitsumi (126 Km. All are Greeks except Hektor and Aneas. Mars
Kotoshirodo is the colony head. has 10 trojans, Neptune 24, and Uranus 4. Other planets
have some trojans, but none have yet been explored.

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Janissary is the only major colony on the Jupiter trojans, UMBRIEL (Uranus II)
located on the asteroid Achilles in the "Greek Camp". Diameter 1169 Km
SOLDEX

Several mining outposts exist on some trojans and Umbriel is the third largest moon of Uranus, named
rumors of pirate havens abound. As with the Asteroid after a character in Alexander Pope's poem The Rape of
Belt, the trojans mostly exceed Earth-Luna distance apart the Lock. It orbits Uranus at 266,020 Km and is composed
and can be safely navigated. of about 50% water ice and 50% rocky material. Like
all other major moons of Uranus, Umbriel orbits nearly
TROJANS, Battle of
perpendicular to the ecliptic, which creates extreme
During the Barbary Wars, Gerald Carter's main fleet of
seasons. The poles spend 42 years in complete darkness
pirates was intercepted near the Trojan Asteroids and
then 42 years in constant light. There are no surface
suffered a decisive defeat. Carter perished in the battle,
colonies on Umbriel, but Heartland orbits at Uranus-
and the remnants of his band scattered. Among the Umbriel L5 lagrange. Umbriel is "Wild West" country.
allied casualties, was Alicia Jermyn, commander of the
Outstation League. Despite praise for "a glorious pan- UMOJA
system victory," the Terran Commonwealth and the Location: Callisto, Jupiter IV
Outstation League have found it necessary to maintain a Function: Industry
watchful peace. Population: 156,600 (87%)
League: Outstation League
TRUE BROTHERHOOD Attitude: Wary
Once one of the most important members of the Band Government: Democracy
of Humanity, the influence of the "Brothers" has greatly The colony name is Swahili for "Unity". Built in 2142 for
declined since the destruction of several of their colonies the African Congress, an organization of sixteen African
during the Purge War. The Brotherhood's sole remaining nations: Angola, Botswana, Cameroon, Ghana, Guinea,
colony, Destiny, is home to some of the most fanatical Kenya, Liberia, Madagascar, Malawi, Nigeria, Senegal,
racists and fascists in the High Colonies. Sierra Leone, Tanzania, Uganda, Zaire, and Zambia. South
TWENTY MINUTE WAR (2109) Africa is an associate member, but has its own colony at
A joint American and Russian strike force attacked Shaka.
Genstar headquarters at Gateway seeking to destroy the Umoja has a separate sector for each nation. After
corporation's power. The attack was quickly repulsed several "bloodlettings" the Outstation League demanded
when corporation security forces destroyed two of three that continued membership required cessation of tribal
attacking ships with nuclear torpedoes, inflicting at least politics. Intermarriage between tribes is now encouraged
70% casualties. See Gateway for more information. with tax incentives. President of the African Congress,
Clement Mokoena, is the colony head.
TWINSTAR
Location: Luna, farside, Tsiolkovsky Crater, 20.1˚S, 129.1˚E UNITED TECHNOLOGY ASSOCIATION (UTA)
Function: Science (Astronomy) The UTA controls most high tech jobs in
Population: 21,800 (87%) space. This “white collar” union regards
itself as the elite member of the Solar
League: Terran Commonwealth
Federation of Labor, but has the least
Attitude: Closed
Government: A joint dependency (Mokos and Kennedy) UTA members and least voting power of all
three unions.
on the far side of Luna. Founded in 2080 in one of the
few relatively flat lava-flooded craters on the farside, UNITY
named after the great Russian astronomer. Twinstar Location: Asteroid Belt, Pallas
now has a large array of 32 radio telescope receivers in Function: Mining, Industry
a circle, each roughly 21 Km from the colony. Each radio Population: 168,000 (84%)
antenna can be moved inward or outward on maglev League: Solar Federation of Labor
monorails as needed. The observatory also has a massive Attitude: Wary
980mm optical telescope which astronomers have used Government: Union
to observe Kuiper Belt objects and some exoplanets. Built in 2146, this station is now the headquarters of the
Informally called the "Very Large Peeper", Russian Mining & Manufacturing Union. Union Director Charlie
astronomers used this telescope in 2137 to first observe Ferrara is the colony head, although all three unions
Minerva. Most colonies pay annual fees to Twinstar to share control of their own union activities.
survey and track orbiting space debris and asteroids.
UNITED STATES: See American Union.
Sheila Greening and Tatiana Nebikov are co-heads of
Twinstar.

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UNIVERSAL TRANSPORT one or more of its moons. Like Venus, Uranus also has a
A subsidiary of IronCor that operates a large fleet of clockwise retrograde rotation. The planet has rings like

SOLDEX
water and helium-3 haulers, and also the lucrative Mars Saturn, but they are faint. Uranus has 27 moons, mostly
Clipper service. The company plans to start a similar named after Shakespearean characters. The five major
clipper service from Mars to Ceres next year. Gordon moons, in order of size, are: Titania, Oberon, Umbriel,
Simpson, a former interplanetary pilot, is corporation Ariel, and Miranda. All of them have colonies. For a list
president. of all Uranus colonies, see Birthplace Table, p.6.
URANUS VAN OWEN’S RANGERS
Diameter: 50,835 Km Perhaps the most famous mercenary
Orbit: 19.2 AU, 84 years company of the High Colonies, Van
Day: 17.23 hours Owen’s Rangers are best known for their
Gravity: 0.89e; EV 21.38 Km/s (from cloud tops) heroic stand at Horus colony against
Atmosphere: 82% Hydrogen, 15% Helium, 2% Methane Band of Humanity Ram Soldiers in
An ice-giant planet, named after the 2217. Although the company at Horus
Greek God of the Sky, Uranus orbits died to the last man, the Rangers attracted new recruits
between Saturn and Neptune. and is still one of the most highly regarded units. Their
Pronounced U-ran-us, the planet has a motto, “Rock and Roll”, originated with American troops
unique axis tilt of 98˚, thought to be during the latter decades of the 20th century. Pieter Van
the result of a long-ago collision with Owen, who founded the Rangers, and died with his
boots-on at Horus, claimed descent from a captain of the
famous 101st Airborne. The Rangers keep their main
base on Liberty.
VENUS, Planet
Diameter: 12,104 Km
Orbit: 0.72 AU (average)
Year: 224.7 Earth Days
Day: 243 Earth Days
Surface Temp: 214˚C to 18˚C
Escape Velocity: 10.36 Km/s
Gravity: 0.91e
Atmosphere: 96% CO2 , 3% N2
The second planet, Venus rotates very slowly (a year is
shorter than a day). Like Uranus, Venus has a clockwise
retrograde rotation. However, while the planet turns
slowly, its atmosphere moves fast, resulting in powerful
winds, especially at higher altitudes. Surface
temperatures at the equator once exceeded 450˚C with
atmospheric pressure at 90,000 MB, roughly ninety times
normal 1013 MB on Old Earth.
Conditions on the planet have improved dramatically
with terraforming. Beginning in 2142, Project Demeter
began to release Cylindro-Spermum (blue-green algae)
into the planet's upper atmosphere. This bacterial algae
floating in the dense atmosphere reduced sunlight
reaching the surface, cooling the planet. Progress was,
however, slower than expected, so another terraforming
strategy, Project Arion, began in 2175. This allowed the
Doomsday Watch to practice redirecting icy asteroids
and comets to crash into Venus. Each hit adds large
amounts of cooling ice and water on the planet, causing
the CO2 to convert to carbon and oxygen, which has
thinned the atmosphere. The goals of Projects Arion and
Demeter, guided by Persephone station, are to make the

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planet habitable within 20˚ of the two
poles and at elevations above 5,000
SOLDEX

metres, by 2280. However, the


devastating Venerian Flu has slowed the
terraforming timeline and that goal is
sure to be extended. Sagan is the only
surface colony, but there are two orbital
colonies, Persephone and Scobee, and
Lowe at Sol–Venus lagrange L4.
VENERIAN FLU
A deadly respiratory disease believed
to have originated with live bacteria in
the high atmospheric clouds of Venus.
The first outbreak of Venerian Flu in
2226, spread to most inner colonies
and planets, and caused over 500,000
deaths. Fortunately, the disease is
spread only by contact and quarantine
VIRIDE
measures stopped the outbreak after
two years. A second outbreak of the flu
began six years ago in 2232. Although
less virulent, this outbreak has still
caused over 90,000 deaths to date
and quarantine is still enforced on all
Venerian colonies except Persephone. VIRIDE
The epidemics have caused widespread social and Location: Neptune GSO
economic upheaval. Many colonies have become Function: Industry, Military
increasingly isolationist and some refuse to allow any Population: 36,000 (60%)
visitors who have any connection to Venus. League: Outstation League
VESTA, Asteroid Attitude: Insular
Named after the virgin Roman goddess of hearth and Government: Praetorian
home, Vesta is the 2nd largest asteroid with a mean Built by the Viride Ecological Cooperative in 2126. Nine
diameter of 525 Km. It is located in the inner Asteroid years ago, colony management were unable to pay
Belt at 2.5 AU. The topography of Vesta includes some a brigade of Cammarata’s Irregulars who had been
very large craters, one of which contains a central hired to protect Viride. The troops seized power with
mountain twice as high as Mt. Everest on Old Earth. It a bloodless coup. A degree of civilian control has been
is not a typical asteroid, but really a proto-planet with a restored, but the military effectively rules the colony
metallic core and rocky crust. Vesta colonies are Lorelei, and collects a 20% tax on all revenues to retire the debt
Sigma, and Vesta City. owed. Colonel Charlotte Leiper is the colony head.
VESTA CITY VOLGA
Location: Vesta, Asteroid Belt Location: Mars, Baldet Crater, 23.1˚N. 65.4˚E
Function: Mining, Entertainment Function: Industry, Mining
Population: 40,200 (67%) Population: 320,000 (80%)
League: Belt Miners' Association League: Russian Federation, Terran Commonwealth
Attitude: Open Attitude: Wary
Government: Corporation Government: Democracy
Built in 2144, and sometimes called the “Station of Sins”, Built by Russia in 2182, Volga is located near the eastern
Vesta City is a mining and R&R colony with a reputation end of Mariner Valley where a planned large river
where almost any pleasure or vice can be satisfied. Every will outflow as the Martian permafrost melts. Volga is
bar, and there at least two dozen of them, have attached governed by a Committee of Nine, one third elected by
rooms for rent. Martin Ingram leases and manages the popular vote every two years. The Committee elect their
mining activity; Millie Rose is the entertainment hostess. own leader, Premier Katrina Tereshnikov, who has been
colony head for over four years.

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VULCAN XANADU
Location: Earth GSO Location: Earth GSO

SOLDEX
Function: Industry, Pharma Function: Commerce
Population: 177,600 (74%) Population: 178,000 (89%)
League: Pan Enterprise League: Solway Group, Outstation League
Attitude: Insular Attitude: Open
Government: Corporation Government: Corporation
Built in 2062, Vulcan is owned by Genstar and is now Built in 2088 as an entertainment and gambling center,
the current headquarters of subsidiaries SolarCom Xanadu is a lavish amusement colony. It soon became a
and Ortol Pharma. Named after the Roman god of popular vacation spot for the wealthy from Earth. Since
fire and volcanoes, Vulcan was the first high colony to the Earthome War that business has vanished, but has
produce Zero-G alloys which proved the potential of largely been replaced catering to the fortunes of wealthy
space manufacturing. The colony has a long history of miners, traders, and corporation executives. The colony is
difficult labor relations, most notably the Mining and still one of the most popular tourist attractions in the
Manufacturers Union strike of 2078. This dispute High Colonies. Xanadu is the headquarters of Adam
turned bloody after Genstar imported strikebreaking Stembridge Associates. They have brought the
workers. Genstar security forces used energy weapons Outstation League into the inner domain of the Terran
against rioting strikers, causing hundreds of injuries Commonwealth who are not happy about that.
and seventeen deaths. Backlash from this crisis ended Company Director Louis Falcone is colony head.
with a labor settlement. The union claimed victory, but XERXES
it was Pyrrhic since the strike caused the foundation of Location: Sol-Earth L4
the Pan Enterprise League. Lyman Qualls, Ortol Pharma Function: Industry
president, is the current colony head. Population: 103,200 (86%)
WALDEN League: Terran Commonwealth
Location: Saturn-Donne L5 Attitude: Insular
Function: Commerce Government: Democracy
Population: 13,600 (34%) Built in 2102 by Iran, Xerxes is exclusively Shi’ite Muslim,
League: Independent. but see Hegira. President Mir Sayyed Mossadeq is the
Attitude: Open colony head.
Government: Despotic (Kingdom) YANKEE
Built in 2198 for the pacifist Walden Restoration Society, Location: Neptune-Triton L5
the colony was abandoned in 2233 after the leader Function: Industry, Commerce
Gordon Baker vanished with the colony's treasury. In Population: 174,000 (87%)
2236 it was re-settled by the self-described Forsaken League: Outstation League
Ones, a loose organization of misfits led by Lawrence Attitude: Open
Dusak, who proclaimed himself king, and invited all Government: Democracy
“downtrodden people” to join him, so far with some Built in 2095 by the USA as one of six industrial high
success. Very few Waldens do any real work and the colonies. The colony declared its independence from
colony is widely regarded as a joke, likely to collapse the American Union in 2171. The colony welcomes
again soon. King Lawrence is colony head. immigrants by offering a grant of €5,000 to new settlers,
payable in five annual payments of €1,000. President
WALDEN Angela Paige is the colony head.
YVETTE
Location: Triton (Neptune I)
Function: Industry, Military
Population: 33,600 (84%)
League: Independent
Attitude: Wary
Government: Praetorian
Built in 2164, Yvette's Zober Systems builds and installs
life support equipment in the outer colonies. The station
is also the headquarters of the Triton Free Company.
Colonel Orson Boggs is the colony head.

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ZALE
Location: Europa (Jupiter II)
SOLDEX

Function: Mining, Industry, Science


Population: 271,600 (97%)
League: Outstation League
Attitude: Wary
Government: Outstation League
A large mining and industrial colony that
also contains a research laboratory for the
Outstation League. The scientists are preparing
a terraforming plan for Europa and hope to
get that funded and underway by 2240. Mining
activity is handled by independent companies
who work small claims and pay 15% royalties to
the Outstation League. Industry is also handled
by small manufacturers who produce a variety of
products and pay a 20% tax on sales. The colony
is thriving and almost full. Plans to expand to a
300K colony are well-advanced. Martin Herling,
the colony head, is seeking more experienced
staff to ease his hectic workload.
ZHUKOV
Location: Mars, Briault Crater, 10.2˚S, 89.6˚E
Function: Mining, Industry
Population: 234,000 (78%)
League: Russian Federation, Terran
Commonwealth
Attitude: Wary
Government: Democracy
Built in 2054, Zhukov was the first Russian
Martian colony. It is located in Tyrrhena Terra, a
rugged highland area with concentrated mineral
deposits. Zhukov is governed by a Committee of
Nine, one third elected by popular vote every
two years. The Committee of Nine elect their
own leader. Premier Valentin Seyeno is the
current colony head.

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