An Eldothic Tech Playtest

Grok tries its hand at Karkadann

A relatively complete set of Eldothic Tech, barring infrastructural scale technology, spaceships, some more advanced forms of armor, and oddities, has been released.

This preview is available to all $3 (Fellow Traveller) backers. Patrons and Subscribers can pick it up here:

Some of my readers have asked for a non-recurring option to buy access to the latest material without paying a subscription. Non-subscribers can _buy_ all the current deep engine content here for $5. I intend to update the post as more content is added.

A Playtest

As part of this current draft of Eldothic personal technology, I wanted to know how this technology compared to TL 11 tech. Is it better enough to justify investing in Eldothic technology? How does it actually feel in gameplay?

The best way to know for sure is to playtest! Now, the idea today is not an exhaustive playtest, but to simulate a basic scenario that might play out in a tabletop session to see how things land, and to get a sense of scale. If things don’t pan out so well, I might adjust the tech, or adjust the scenario, or adjust my expectations.

This is a public post, of course, so if you’re following along without the benefit of the content, you may be a little confused. I’ll try to explain as I go along, but consider it a teaser of what’s in the content above, and if you like what you see, maybe check it out, and while you’re at it, support this project!

Continue reading “An Eldothic Tech Playtest”

Backer Preview: Eldothic Weapons

I’m not dead, I’m just very busy.

Sorcery is always such an extensive endeavor, as you have to build the domain along with the spells, and for this set of the Deep Engine, I’m busy with all Eldothic Technology. This is one of the reasons I stopped everything to work on the Deep Engine, because there’s no way to really talk about parts of the Galactic Core and the whole of the Arkhaian without talking about the Eldoth (For the same reason you can’t talk about the Umbral Rim without the Ranathim), so I’ve been busy.

Normally what I should do in cases like this is blog out what I’m doing, but how can I do that when all my current work is hidden (for now) behind a paywall? So I think for awhile, I’ll be posting previews, discussions and thoughts on Deep Engine tech as backer posts. I’ve reached a point where I’m comfortable sharing some of the tech, and the first such post is out, this time starting with Cenotaphic weaponry, the military arms of the Eldoth and their client races, such as the Arkhaians and the Karkadann. This post is available to all $3+ backers.

A Brief Word on Ship Modification

Patron Simon asked me, quite some time ago, to discuss ship modification. I had been quite busy, so I didn’t get around to it, but I have a few spare moments, and I have been tinkering on the request behind the scenes, and I thought I could at least lay out some basic thoughts.

Continue reading “A Brief Word on Ship Modification”

ARC and Maradonian Military Doctrine

Today, we continue the series on military vehicles in the Psi-Wars Galaxy.  Last time, we looked at the Empire and their “Imperial Combine” manufactured military vehicles.  Today, we look at their prime enemies and the default “heroic” faction of the Alliance.

I’ve been wanting to talk about them for awhile. When I wrote up the Empire back in Iteration 6, I also wrote up a series on how I saw the Empire fight their wars.  With the Alliance, I began to do something similar, but I don’t think I ever released it, and I know I didn’t finish the vehicles because they proved complicated and, by this point, I had already grown disgruntled with the Spaceship design system.  I needed to really build everything from scratch and think my way through their different tactics.

But I like the Alliance because it presents such a contrast to the Empire, but they also represent a fairly unique faction for the setting.  The Alliance, with their focus on elegant aristocracy, space knights and a precognitive preisthood, represent an obvious deviation from the Psi-Wars inspiration of Star Wars, and I feel like their doctrines and military vehicles, despite some obvious inspirations from Star Wars (such as the Valiant by way of Starhawk by way of X-wing) represent a very different way of war.

So, as usual for these series, I’ll start by talking about how the Alliance engages in war and what their priorities are.

Military Doctrines: Constraints

The Maradon noble houses prefer to fight limited wars. They rarely see political conflict as an existential crisis; instead, they tend to see wars as an extension of diplomacy. They find it shameful that a spat between two artistocrats might result in the devastation of worlds; at the very least, this represents a tragic waste of resources, and at the worst, a humanitarian crisis of epic proportions. Where possible, a Maradonian aristocrat would rather see a dispute handled via negotiation, then courts, and only when these fail, via open warfare. Once that war is declared, the purposeof the war is to shape perception, negotiation and law so that the aristocrat’s claim is recognized, both by his peers and the galaxy at large. Thus, for most Maradon noble houses, war is largely symbolic, a game of one-upmanship and saber-rattling that should ultimately result in a duel between two titanic heroes, not a million dead in the trenches of a fire-ravaged world.

For a Maradon noble, perception matters. Their culture is built upon literally centuries of breeding the perfect rulers, heroes destined to save the Galaxy from some great catastrophe. They rule because people expect them to rule. Through this, the Maradon aristocracy has learned that they must constantly project an aura of inevitability or, even better, heroism. They seek to be celebrated as heroes, to be a “natural” leader of the people they rule. War serves this end. It grants them a chance to be heroic, to show their natural prowess and psychic talents in front of the holo-camera and to build their inevitable legend. It gives them a chance to lend assistance to the suffering, to be seen among the wounded and sick, offering succor and healing medicine. It gives them a chance to grand-stand in the senate, to gain acclaim across the galaxy until the people shout out for the hero to take their rightful and traditionalplace.

Maradonian noble houses also seek detente with one another. Ultimately, who rules a planet is not nearly as important as that the planet is ruled. Two houses may be rivals, but all ultimately belong to the same collection of houses. Maradonian aristocrats honor one anthors’ claims because they want their own claims honored; they do not shatter a rival’s factories or slaughter their population because they would not want their own factories or population harmed. They know that their limited tactics might cause them to lose the war, but tomorrow, they can always play the tragically wronged party, the “True King” that will one day remove the tyrant and return to take their rightful place, and tomorrow, they may have a chance to reclaim their world, or take a new world. Total war between houses would ruin everyone involved and create, at best, a Pyrrhic victory.

In the face of weaker alien races and minor human rebellions, this worked well and the Federation flourished, but when faced with genuine existential threats, such as the Scourge or the Valorian Empire, the genteel Maradonian military power crumbled. The struggle of the Maradonian elite in the Alliance today is to find a way to combine their traditional form of war with modern realities. Some do this by invoking their distant past, when they first forged an empire; others seek the new, more fighter-oriented way of war.

Military Tactics

Alexus Rex rode to galactic power on the strength of the Space Knight and the dominion of capital ships. In those early centuries of space flight, ships traveled with large, cumbersome hyperdrives and thus they represented massive investments of capital and human resources. Enormous space battles usually involved only a handful of capital ships. Alexus Rex used a combination of the battleshipand destroyer-sized boarding ships. The former provided covering fire while the latter slipped close and forced their way onto and into enemy ships. Once latched on, the space knights would be the first to enter, his heavy armor, force buckler and psychic power providing more than enough defense against the initial onslaught of ship-board defenders. Through skill and the lethality of the force sword, space knights pushed back the defenders and granted the rest of the boarding crew the room to move in. These vast ships provided the space for pitched battles of boarders vs defenders, but the Maradonian forces usually won without causing serious damage to the ship, and Alexus Rex would add another ship to his fleet.

During the War of Houses, after the fall of the Alexian Dynasty, war changed again. As the houses fought over scraps of Empire, they often traded planets several times, and total war meant that countless millions would die. Moreover, the Houses had literally had centuries to fortify their worlds, making their own fiefdoms virtually impregnable. War turned to siege: the Maradon elite primarily focused on dominating orbit and then parking dangerous artillery above major aristocratic sites and then engaging in aggressive diplomacy. They used their position to blockade trade routes and place economic and political pressure on the world to capitulate bloodlessly, with the unstated threat of orbital bombardment as the final possible option. As a result, war became an extension of diplomacy for the Houses and then, when they formed the Federation, the practice remained.

While war become largely ceremonial for the Maradonian elite, it hadn’t for the rest of the Galaxy. The Communion Crusade introduced fighters to the galaxy and proved their effectiveness. The Maradonian elites had been slow to adopt them, but House Elegans, during the Slaver War, had seen what they could do. During the Anacridian Scourge, High Admiral Lowellin Cole, warmaster of house Elegans and veteran of the Slaver War, suggested using fighters and carriers to push back the Scourge; eventually, the Federation went with Grand Admiral Leto Daijin’s approach instead, but High Admiral Cole’s efforts resulted in many of the starfighters used by the Alliance today.

The Alliance continues to focus primarily on planetary defenseand war through diplomacy. They endeavor to make a world or star system sufficiently difficult to take that the enemy refuses to commit to total war, and then the elites begin to jockey for political position, acquiring allies and hitting one another with trade sanctions until it either becomes obvious that the attacker has no hope of breaking the defenses of the besieged system or defender realizes the attacker has both the military and political upper-hand and graciously bows out, turning the system over.

This tactic struggles against the Empire, as they have resources to spare. The Empire will simply overwhelm a system and accept the losses that the Alliance inflicts while defending a world, testing the ceremonial strength of the Maradonian noble and, more often than not, proving them to be a paper tiger. 
 
Thus, today, the Alliance tries to reform its approach to war. Traditionalists try to bring back the very old way of war, raiding Imperial ships with space knights and boarding parties, straddling a line between military force and piratical raiding parties, but the modern space knight is a pale shadow compared to the elite and powerful companions of Alexus Rex, though every day their training grows sharper and their armor more robust. The Empire counters this tactic with beefier on-board military security and escorted logistics vessels. Progressives focus on the power of the carrier and the hit-and-run tactics of elite fighters. For them, the power of the psychic space knight can be expressed with a fighter’s blasters as easily as with the force sword; furthermore, the common man often has access to his own starfighter, so the progressives act as a support force for Alliance fighter levies. This have proven effective, as a lightning raid by strike fighters can destroy an unprepared dreadnought fairly quickly, but they struggle with resource costs, as a single Alliance fighter can easily cost as much as five to ten Imperial fighters, and the death of a single space knight shakes the Alliance far more than the death of a Javelin pilot does to the Empire. The Alliance’s warmachine costs morethan the Empire’s, and the Alliance has less resources, and so is forced to find ways to compromise.

They do not compromise their means of conquest. The gentle hand that they apply to war earns them much love from the people. The Alliance claim they come as liberators, and when they take a world, their focus on diplomacy over firepower lends a great deal of credence to their words. Their focus on keeping their aristocracy alive means they tend to have numerous medical supplies on their ships of war, which means they can afford to spread aid and support to a newly “liberated” people, earning them a lot of affection from the new populace. However, if the people fear they are unable to hold the world, they may turn against their new lords anyway, or demand neutrality, because if the Empire retakes the world, and it usually does, it may exact retribution for all of those that “betrayed” the Empire by accepting the Maradonian regime.

ARC: The Means of Production

Maradonian aristocratic power rests not only on their military might, but also monopolizing the means of production. The aristocracy controls House Foundries, vast, automated factories the size of cathedrals or planetary fortresses. These are run by the House Guild, and each house has their own unique designs and resources.  Even so, over the centuries, the houses have benefited from standardizing certain elements and sharing blueprints and designs, and this has resulted in the Allied Resource Conglomerate, which is shared initiative between the houses that manages time-sharing of House industrial resources.  Rather than approach a dozen houses for access to industrial resources, one need only approach ARC and they’ll manage the rest, seeing that your order is delivered.

The Alliance has several such cooperatives, but ARC handles the military aspect and thus has profound influence over the shape of the war against the Empire and the vehicles created to defeat them.  ARC vehicles tend to be extravagant, baroque and beautiful. They’re also highly effective, but often a somewhat wasteful expenditure of resources as most House blueprints demand that their vehicles be worthy of the aristocracy that use them and also favor form over function.  This tends to result in vehicles that assume the presence of a lordly character (excellent accommodations, beautiful heraldry, dancing halls in capital ships, etc) or a focus on serving a space knight at the expense of a common soldier, and extremely expensive vehicles, but often worth the money if one is a psychic space knight with money to spare.

Elite Armor II: Imperial Knight Armor

Over on my Patreon, I did a poll some time ago about the elements of the Emperor’s mystical conspiracy, those aspects of the Empire that are beyond the control of generals and bureaucrats, that answer directly to him and know of his command over Dark Communion. One such element is the Imperial Knight, a small cadre of elite psychics who have studied at the feet of the Emperor himself and deploy their psychic might in a dark mirror of the Maradon Space Knight or, more accurately, as a dark mirror to the Templars of Communion.

In Tinker Titan Rebel Spy, we had a player who wanted to bean imperial knight (even before Imperial Knights were a thing), and wanted to know what sort of armor they would have. I gave him some hacked together version of what I had designed for Maradon Space Knights, but it required a few different features, such as a unique material (diamondoid laminate, in this case). When I rebuilt the materials, he expressed sadness that I had removed their unique material (replacing it with Carbide Laminate, which is “common” now for the soldiers of the Empire). What this says to me is that his armor mattered to him. And why shouldn’t it? An Imperial Knight is as defined by his armor as a Maradon space knight is.

So, if I’m going to give Maradon space knights cool armor options, should I not give the same to Imperial Knights? More, this is an opportunity to show off some of the other options made available to the Cult of the Emperor, what secret technologies he uses to empower his most prized minions.

Imperial Knights are an order of magnitude rarer than Maradon Space Knights, but where most space knights play at war with their dueling while warrior over-priced fashion-original armor, the Imperial Knights are titans of psychic power with access to Dark Communion and thus make up for quantity with quality. So while this armor is unlikely to see much use throughout the Empire, those who wear it are such key NPCs, or the armor is sufficiently interesting to PCs, that its definitely worth diving into at great length.

Imperial Knight armor is elite armor. It may not be purchased with money, only as signature gear.

Imperial Knight Armor

Imperial Knights have the whole of the imperial industrial might at their disposal when crafting their armor, thus all Imperial Knight’s have armor customized to their precise specifications. Below are three variants to represent the possible directions an Imperial Knight might go with. All such models provide vacuum support with 8 hours of air and bio-monitors. Furthermore, this armor is tailoredto the wearer; anyone other than the intended wearer, or someone with an extremely similar build (a clone or a twin) will suffer -1 to DX and DX-based skills while wearing it. An armorer might be able to modify armor for someone else of roughly similar build to wear, but this would take days.

ImperialJuggernaut” Armor: The heaviest form of armor available to Imperial Knights, it closely resembles older “crusader” armor, but it replaces the gleaming diamondoid plates with precisely machined plates of carbide laminate over a heavy battleweave body sleeve. The result offers impressive protection for its weight. This tends to be preferred by Imperial Knights who see themselves as the mailed gauntlet of the Emperor, taking the fight directly to his foes.

ImperialWarlock” Armor:Patterned after the ancient “Gothic” model of armor, this sacrifices some of the baroque psychic geometries of that older armor for more elegant psychotronic circuitry. The resulting design of carbide laminate and battleweave integrates the circuitry directly into it. The resulting design is cleaner, but carries an ominous air about it. This is preferred by those Imperial Knights who see it as their duty to employ their psychic powers in defense of their Emperor, or to ferret out the secrets of his enemies. This armor provides +2 to a single psychic power, or the bonus can be split up (+1 to two different powers simultaneously) as per a universal psi-amplifier (see PT 13). The psi-amplifier also reduces the cost of extra-effort to 1 fatigue rather than 2 fatigue. See PT 12.

ImperialRogue” Armor: This armor most closely resembled Imperial trooper armor, though usually of a much darker cast and sculpted so closely to the body of its wearer that the integrated carbide laminate plates and battleweave seem to hug the wearer’s curves. The resulting armor offers minimal protection, but enough to deflect a stray pistol or carbine shot, and is extra-ordinarily light for the protection it offers. This model of armor tends to be chosen by Imperial Knights who wish to serve their emperor from the shadows, infiltrating the enemy or assassinating his enemies.

Armor
Loc
DR
Cost
Weight
LC
Cell
Notes
“Juggernaut” Armor
All
130/90*
$150,000
50
2
C/5 days
SV
“Warlock” Armor
All
90/70*
$140,000
35
2
C/4 days
PSV
“Rogue” Light Armor
All
80/60*
$120,000
25
2
C/5 days
SV
*The higher value protects the torso only; Double DR vs Plasma or Shaped Charges.
P: Universal Psi-Amplifier: +2 to single psionic power or +1 to two different psi-powers
S: Sealed with helmet
V: Vacuum protection

Imperial Knight Sealed Helmets

Just as with Space Knight armor, Imperial Knight armor is functionally a heavily armored vacc suit; with the inclusion of a sealed helmet, it offers full vacuum protection and a sealed system. While any such helmet can be used, Imperial Knights generally have helmets that come with their armor. All of the following helmets provide a complete seal airmasks (allowing them to provide filtered air rather than relying on separate air stores), a tiny radio with a 10-mile range and a nightvision HUD (×8 magnifier, +9 Nightvision) and offers both protected vision and hearing. They also include Psi-Shield circuitry, providing a +5 to resist any telepathic intrusions or afflictions!

Imperial Knight Mask: Patterned after the Maradon masque, this system consists of a battleweave “hood” that hugs tightly to the skull and seals an armored mask to the face. This is light, thus preferred by those wearing Warlock or Rogue armor, and the mask itself is satisfyingly intimidating, if far simpler and cleaner in lines than the Maradon version.

Imperial Knight Helm: This far heavier helm is a typical helmet crafted of Carbide Laminate, offering increased protection at the cost of greater weight; those who wear Juggernaut armor tend to choose the helm.

Armor
Loc
DR
Cost
Weight
LC
Notes
Imperial Mask
Head
60/20*
$1500
3
3
ANS
Imperial Helm
Head
130/90†
$5000
8
2
ANS
* The higher DR protects the face; the lower DR is flexible
† Lower DR protects the face
A: Contains an air-mask and filter, allowing it to remain sealed while breathing atmosphere without airtanks.
N: Nightvision HUD (×8 magnifier, +9 Nightvision)
S: Completes a seal

Imperial Knight Armor Customization

The Emperor custom crafts each Imperial Knight’s armor to exacting specification. In addition to tailoring them to their exact dimensions to ensure a snug fit, he also chooses what various options to integrate. Imperial Knight armor is notmodular, rather, the player (or GM) may select from the following options to represent customization options selected to individualize their armor.

The Emperor outwardly embraces Neo-Rationalism and thus often makes a point of integrating advanced Shinjurai technology into his Imperial Knights’ armor. The Emperor and his cult also have access to unique techno-occult technologies, derived from his own understanding of Communion and knowledge stolen from ancient alien races, that integrate psychotronics with path-like resonances to create subtle and dangerous communion-like effects.

Advanced Psi-Amplifier Prototype (Armor): This doubles the amplification effect of the Warlock model of armor, or grants a +2 to a single psychic power for the other models of armor. However, if the wearer rolls a critical failure while using an amplified psychic power, in addition to the normal effects, it may generate a Broken Communion miracle, at the GM’s discretion. +$20,000, +2 lbs.This reduces the armor’s endurance to 4 hours (80% duration). 
 
Deep Engine Reactor(Armor): This reactor provides total power to the entire armor system, giving it indefinite endurance. This costs the wearer nothing, nor requires anything special of the wearer, though if the reactor is destroyed, it releases a pulse of Broken Communion energy that can create a wave of uncontrolled Broken Communion miracles at the GM’s discretion. +$20,000, +2 lbs.

Dynamic Chameleon (Armor): The armor integrates a dynamic chameleon effect. This provides a +8 to stealth rolls in contests against normal or IR detection; this bonus is halved if the character is moving or against opponents with Hyperspectral vision.: +$12,000, +3 lbs.

Hyperspectral Visor (Helmet):Replace the Nightvision HUD with a Hyperspectral HUD, with the same magnification. +$1500.

Mag-Lanyard (Armor):Built into the gauntlet of the armor, this is designed to magnetically resonate with a given weapon (typically a force sword). It pulls your weapon to your hand as long as it is “loose” and within 2 yards of your character; this functions like a technological version of TK-Tether (Psi 56). +$500.

Path Resonance (Armor): The armor is designed with to resonant with a particular path. This requiresit to be highly stylized so as to naturally evoke a reaction from those who see it appropriate to the path. Furthermore, it include occult symbols that naturally resonate with a particular path, such as appropriate colors or imagery for the path. This grants the wearer the effect of +1 Legendary Reputation for one singlepath, chosen when the armor is designed. This bonus is cumulative with any Legendary Reputation they already have. This applies to both Communion rolls andto reaction rolls, if the reputation bonus is applicable. Characters who not have access to Communion tend to develop the Aspect advantage naturally over time, and the GM might consider giving them “free” miracles everyone in awhile to represent the armor’s spooky, occult nature. The paths of the armor mustbe either Dark Communion paths, or Broken Communion paths; True Communion paths are not available. The Emperor prefers to use the paths of the Rebellious Beast, the Beautiful Fool, and Death. Triple the cost of the armor (+2 CF).

Psychokinetic Exofield (Armor): The armor integrates a psychokinetic field that augments the wearer’s natural ST. These offer bonus Striking ST, Lifting ST, a level of super-jump, and offer a bonus Psi Talent for Tactile TK only. If active, it reduces the endurance of the armor to 1 hour (20% duration). Three options exist:

  • Light Psychokinetic Exofield: +5 ST, Super Jump 1, +1 Talent; +$30,000.
  • Medium Psychokinetic Exofield: +10 ST, Super Jump 2, +2 Talent; +$60,000.
  • Heavy Psychokinetic Exofield: +15 ST, Super Jump 3, +3 Talent; +$100,000.

Psychotronic Battery (Armor): The armor integrates psychotronic storage and circuitry to allow the character to both store and use psychic energy. See PT 13 for more. Note that characters may spend multiple turns drawing energy from the battery if they want to create an especially powerful effect, and that they can refill it with energy borrowed from Dark Communion, if they have access to Dark Communion. This has a capacity of 10 fatigue; +$10,000.

Sensor Visor (Helmet):The helmet no longer has any eye-slits that can be attacked, but instead transmits information to the character via very tiny cameras located elsewhere on the helmet (these cameras can be attacked at -10, which will destroy the camera but cause no harm to the character). +$500.

Synthetic Relic (Armor): The armor integrates psychotronic circuitry laid out to invoke occult symbolism to allow the character to access specific Dark Communion miracles with some reliability. Using Techno-Communion psychotronics requires a successful Electronics Operations (Psychotronics) roll and the wearer accumulates 1d of Corruption whether or not the roll succeeds. Success allows the character to invoke one of the following Dark Communion miracles (chosen when the armor is built): Dark Charisma, Dark Confidence, Hunter’s Eyes, Psionic Focus, or Unstoppable. +$50,000; +$25,000 per additional miracle (only one miracle may be active at a time). This reduces the endurance of the armor to 4 hours (80% endurance).

Trauma Maintenance(Armor):The armor includesan injector system and an integrated ESU. It automatically detects if the character is critically injured and begins to administer emergency care. The armor automatically performs first aid with First-Aid-12; if the character is mortally wounded, it acts to stabilize the armor-wearer, and applies a +2 to all rolls to prevent death after being mortally wounded. + $10,000, +2 lbs.

Elite Armor I: Maradon Space Knight Armor

While working on armor, I came to a few realizations.  First, increasingly, armor is the signature of a few factions, especially the Maradonian space knights.  One thing I’ve noticed my readers really enjoy is the idea of a fully armored space knight, rather than the lightly-clad space samurai of Star Wars.  I don’t think they mind the latter so much as see the former as an element that stands out.  As such, I want to really bring an emphasis to that armor.
Psi-Wars feels like fantasy, but isn’t.  From this, certain forms of Space Opera gain a lot of interesting tension, so I wanted the armor of the setting to merge tropes of each.  On the one hand, they should be obviously “plate armor,” perhaps with relic suits worn by ancestors and maybe with magic psychic powers embedded into them.  But at the same time, if you look through the designs of armor in Star Wars: the Old Republic, or even just Star Wars itself, you find glowing buttons and tubes and wires.  What does all of that do?  I want to evoke a feel of the space marine who lovingly attends his armor, runs diagnostics over the whole thing before closing it about him with an atmospheric hiss and a click, and then ignites his force sword with a crack and prepares for battle.
All of this means that I need to give Space Knight Armor additional attention and, perhaps, ways of differentiating them.  Ideally, given its nature, each suit would be perfectly unique, as is true of all forms of Low-Tech armor from which it draws its inspiration, but asking your players to design their own suits of armor is a bridge too far, so I offer a few models and a few modification options below.
All forms of Elite Armor, including Space Knight armor, are sufficiently unique that one cannot buy them; they must be purchased as Signature Gear.

Maradon Space Knight Armor

While the Maradon Houses pool their industrial resources together for ARC, they do not trust ARC to handle all of their industrial needs for them. One core reason Houses control the means of production is so that they can use them for their own purposes, and one such use is the creation of personal armor.

The armor of a Maradon space knight is deeply personal. When a noble decides to commission armor, he approaches his Guild foundry (or asks politely to borrow a Guild foundry from an ally or friend) and they scan his physique to create a perfectly tailored suit of armor to his needs. Then the noble selects what sort of armor he wants and works with the Guild to design his armor his way. Finally, the foundry assembles the armor, generally using advanced and proprietary materials, especially diamondoid (though some heavier armors will use a carbide core). The results is a glittering, magnificent work of art that provides nearly unparalleled protection.

Several variations of Space Knight armor exist, noted below. All are at leastStylish, and provide 8 hours of air and, with a proper helmet, are sealed and provide vacuum support. Furthermore, all armor is tailored to the wearer; anyone else attempting to wear it (unless they have very similar builds; GM’s discretion) suffers a -1 to DX and those attempting to attack chinks in the armor gain a +1 to do so. It can be modified by an armourer to fit another wearer, provided the wearer is somewhat similar in body size and shape as the original wearer, but this takes days.

Maradon “Crusader” Model Armor (Any): When Alexus Rex first waged his war on the Galaxy, his Space Knights wore “full plate” diamondoid armor. The armor was constructed entirely out of diamondoid, bound together via intricate joins and very thin sections of battleweave. This armor most strongly resembles plate armor, with some additional attachments and tubing on the back that handle power and air supplies. Designed for practical use in combatrather than style, this fell out of fashion during the heights of Maradon power. Today, though, it enjoys a resurgence as traditionalists seek their roots and war-focused knights look for something that will offer them superior protection against the armies of the Valorian Empire. House Grimshaw and house Kain are especially likely to use this model.

Maradon “Gothic” Model Armor (Any):At the height of the Alexian Empire, Maradon armor began to shift away from a purely martial role. This model integrated psi-amplifier circuitry into its design, as well as a thinner, more comfortable armor, and exaggerated features such as taller collars, pronounced vambracesand, typically, a long skirt covering the legs, as well as a very complex set of tubing, fins and psychotroniccircuitry running along the back of the armor. In addition to providing its usual benefits, this armor grants its wearer a +3to the use of a single psionic power (for example, Electrokinesis or Telepathy or ESP). Today, it’s a less popular option, preferred by those who wish to expand their esoteric abilities over their martial prowess. House Grimshaw and House Sabine are more likely to use it than other Houses.

Maradon “Cavalier” Model Armor (Any): After the fall of the Alexian Empire and during the war between the houses, knights began to shift from a front-line role to a more ceremonial position. They still fought, but preferred lighter armor that gave them greater agility and allowed them to defeat other force-sword armed opponents, or engage more easily in raids behind enemy lines. This armor consisted of a battleweave “arming garment” with embedded diamondoid plates, giving it a very sleek appearance. This also inspired modern Imperial armor, and later developed into Duelist armor, which abandoned diamondoid anywhere but the arm and face. Today, this is most often commissioned by House Sabine or House Elegans.

Calibanmodel Armor (Kain): While the rest of the Maradon nobility evolved their armor away from the orignal “Crusader” armor, house Kain returned to it and perfected it. Given their stronger physiques and their propensity for cybernetic augmentation, they created even heavier armor and integrated the duelist gauntlet innovation into their design. Their armor is almost force-sword proof on the torso, helmet and on their fighting arm, and those who have combined their gauntlet with a cybernetic arm have been known to reach through force sword blades to grab and crush an opponent’s force sword!

Maradon “Duelist” Armor (Any): With the Federation, war nearly vanished from Galaxy for centuries, allowing the knights to turn their attention to sport with one another. The armor of the era evolved to support this. Duelist armor is less a cohesive set of armor and more of a combination of armor pieces. It consists of a heavy battleweave bodysleeve with a very heavy and very stylized diamondoid gauntlet/vambrace that covers the whole of the duelists’ right arm with sufficient protection to ward away a force sword blow. This remains very popular with modern space knights, as most space knights trained in their formative years win the armor, though its practicality in an actual war is highly questionable. Only house Kain disdains it entirely. The Gauntlet may be worn separately, or layered with the armor at no penalty.

Armor

Loc

DR

Cost

Weight

LC

Cell

Notes

“Crusader” Armor
All
120/80*
$175,000
35
2
C/5 days
OSV
“Gothic” Light Armor
All
60/40*
$140,000
35
2
C/4 days
OPSV
“Cavalier” Light Armor
All
80/60†
$85,000
25
2
C/5 days
OSV
“Caliban” Heavy Armor
All
150/100†
$200,000
65
2
C/5 days
OSV
Duelist Body Sleeve
All
40
$35,000
15
3
C/5 days
FOSV
Duelist Gauntlet
Arm
120
$25,000
5
2
O
*The higher value protects the torso only
†The higher value protects the torso and a single arm (generally the right)
F: Flexible; 1/3 DR vs crushing;
P: +4 to single psionic power
O: Stylish
S: Sealed with helmet
V: Vacuum protection

Maradon Sealed Helmets

Space Knight armor is functionally a heavily armored vacc suit, similar to a Combat Suit from GURPS Ultra-Tech. This means that they need a helmet to seal the suit. All of the following helmets provide a complete seal airmasks (allowing them to provide filtered air rather than relying on separate air stores), a tiny radio with a 10-mile range and a nightvision HUD (×8 magnifier, +9 Nightvision) and offers both protected vision and hearing.

Space Knight Masque: Generally worn with duelist armor, either with a battleweave hood or with the rest of the head free, this is a highly stylized, diamondoid mask, similar to the Maradon Masque. It does notprovide a complete seal on its own, but may when combined with a battleweave hood, which does provide a seal.

Cavalier” Helm: This light helmet is preferred by those wearing the Cavalier or Gothic model of armor. It offers more protection than most helmets but is not extraordinarily burdensome. It has no visor, but instead has eyeslits (which often gleam when the night vision is active) and a highly stylized face.

Crusader” Helm: The original helm and generally worn with Crusader or Caliban model armor, this provides extraordinary protection to the head of the wearer. They have no visor, but instead have eyeslits, similar to the Cavalier helm, though they tend to be less baroque in design.

Armor

Loc

DR

Cost

Weight

LC

Notes

Space Knight Masque
Face
80/40*
$3500
2
3
ANO
“Cavalier” Helm
Head
80/60*
$9000
4
2
ANOS
“Crusader” Helm
Head
120/100*
$20,000
10
2
ANOS
* Lower DR protects the eyes only (-10 to hit)
A: Contains an air-mask and filter, allowing it to remain sealed while breathing atmosphere without airtanks.
N: Nightvision HUD (×8 magnifier, +9 Nightvision)
O: Stylish or Fashion Original
S: Completes a seal

Maradon Armor Customization

Maradon Space Knight armor is notmodular: a space knight cannot change his armor “on the fly,” but they are highly individualizedand customized. When choosing a space knight armor, you may also select from the following options. Some options are proprietary. This means that they’re generallyassociated with one specific house. This does notpreventmembers of other houses from gaining access to the option, rather, the associations are illustrative of how different houses tend to customize their armor. After all, the houses have been swapping secrets and marrying one another for centuries!

Ancestral Memory Gem(Helmet; Elegans): A borrowed Keleni technology, this gem sits visibly in the forehead of the helmet, and contains some of the memories of one particular ancestor. This provides any telepathic or empathic character the ability to communicate with fragments of the ancestor’s memory. This functions as a version of Wild Talent and Racial Memory, but limited to the skills and memories of that ancestor. Many Elegans experience this as the presence of the ancestor as a “ghost” or “imaginary friend.” Many Elegan’s helmets include a second crystal on the inside of the helmet that will take on the memories of the wearer should he die, and thus these are sometimes called “Death Gems.” +$20,000.

Blind Masque (Helmet; Sabine):House Sabine often integrates a featureless, eyeless faceplate on its helms or its masques. This removes any eye-slit vulnerability, but these are notsensor visors: they blind and deafen the wearer to the outside world! However, the resulting sensory deprivation provides a +1 to all psychic powers and+3 levels to the AwarenessESP ability, and +3 to Blindfighting. +$10,000.

Bio-Intensifier (Armor, Elegans):Another technology derived from their exposure to the Keleni, some Elegans armor integrates a system that augments the mind-body connections to allow their will to liveto overcome physical hardship. A Bio-Intensifier adds the wearer’s Will/5 to their HT for any rolls to heal, to avoid death after suffering a mortal wound, or to resist diseases or poisons; it also adds the same bonus to any psychic healing or esoteric healing roll made to heal them. This only works if the wearer wishes to live. Those who wish to dieinvert this bonus into a penalty to the same rolls. +$25,000, +3 lbs; halves power endurance.

Electrotronic Bodyshield (Armor, Grimshaw):If the character has the EK shield ability, this option doublesthe EK shield value for as long as it is active. This is visible as a shimmering in the air, and becomes bright and colored if condensed into a single area via a Power-Block, giving observers the impression that some Grimshaw knights have “hand’s free” force bucklers! +$20,000, +1.5 lbs; reduce the power cell to 1 hour while active.

Electrotronic Reactor (Armor; Grimshaw):While not as masterful as Alexian secret technologies, House Grimshaw has mastered the ability to use their natural electrokinesis to power their armor. If the character has Electrokinesis Talent +1 or better orthe Lightning or Surge ability orthe Power Generator perk, they can use an integrated Electrotonic reactor to power all systems on their armor indefinitely. +$10,000, +2 lbs.

Fashion Original (Any):Maradon aristocrats with money to burn might create fanciful and awe-inspiring designs, often highly ornate, with a crystalline or a sparkling appearance. +4 CF.

GestalticInterface (Helmet; Sabine):House Sabine sometimes includes Psiberfaces in their helmets. This allows the wearer to gain a psychic link to other characters with a GestalticInterface within 20 yards. This psychic link provides a +2 to any telepathy powers meant to affect someone else wearing a gestaltic interface and open to contact, but more importantly, it allows all wearers to immediately enter a Gestalt with no skill roll as though they had Gestalt Familiarity with one another, and may maintain their gestalt as long as they remain within 20 yards of one another. House Elegans often borrows this feature as well! +$35,000.

Lightning Gauntlet (Armor or Gauntlet, Grimshaw): An example of a dedicated psi-amplifier, this system consists of a small backpack unit with wiring/tubing connected to the arm of the armor or gauntlet and a slightly oversized forearm vambrace to channel additional psychic energy solelyfor the purpose of the Lightning ability. This increases the character’s Lightning by three levels, provided they already have at least one level of the ability. +$10,000, +5 lbs

Mag-Lanyard (Any):Built into the gauntlet of the armor, this is designed to magnetically resonate with a given weapon (typically a force sword). It pulls your weapon to your hand as long as it is “loose” and within 2 yards of your character; this functions like a technological version of TK-Tether (Psi 56). + $500.

Psionic Mind-Shield Circuitry (Helmet; Any):Maradon knights often face psychic opponents and integrate psionic mind-shield circuitry into their helmets; This adds +5 to any IQ or Will rolls to resist telepathic invasion or affliction! Increase the cost of the helmet by $1000.

Trauma Maintenance(Armor, Kain):The armor integrates a bio-monitor, an injector system and an integrated ESU. It automatically detects if the character is critically injured and begins to administer emergency care. The armor automatically performs first aid with First-Aid-12; if the character is mortally wounded, it acts to stabilize the armor-wearer, and applies a +2 to all rolls to prevent death after being mortally wounded. + $10,000, +2 lbs.

Psi-Wars Armor

This took longer than I thought.  Thank you for your patience!

This should be an all-inclusive list of all generic armor, readily market-available,in the Psi-Wars setting. If more arises, I’ll add to it. Most of the armor is presented as generic; the lack of inclusion of various corporations (especially Colt and Han & Kord) does not mean they do not produce armor, rather that the armor they produce is no different from the armor noted below.

There will be additional armor, but not included here.  This will represent “rare” and exclusive armor, typically taken as signature gear rather than purchased off the market.

Battleweave Armor

Battleweave is an advanced flexible armor similar but inferior to energy cloth. It protects against all forms of damage equally exceptcrushing, against which it protects with 1/3rd its DR. Battleweave armor generally takes the form of a battleweave body suit, a skin-tight garment that can fit beneath any form of armor or clothing, which often serves either as a last layer of defense, or a base upon which to affix additional armor.

Battleweave may be layered. The garments so layered must be reasonable, and the GM is free to overrule combinations he finds unreasonable (“I’m wearing four bodysuits!”). As a general rule, up to DR 20 can be worn beneath clothing or any garment and has a silk-thin thickness, similar to a bathing suit or sheer lingerie. Up to DR 40 is the thickness of cloth and while it cannot be worn beneath clothing, it can be worn asclothing. More than DR 40 is obviously thick “cloth” armor, though up to DR 60 might be mistaken for thick outerwear (the thickness of a coat or a heavy jacket). Any layering that takes the character beyond 80 DR is either disallowed, or suffers the layering penalties on B286: each layer beyond DR 80 applies a -1 to DX and all DX-based skills.

Generic Battleweave

The Battleweave Bodysuit is the standardby which armor is measured. While not everyone wears it, those who want some level of protection often begin with a layer of Battleweave. It’s comfortable and sits close to the skin, so can be worn beneath clothing; the only real downside is the weight. Those who want additional armor typically layer it with at least a longcoat or jacket, and perhaps trousers. Battleweave gloves and combat boots round it out for a typical “civilian” form of armor.

Maradon Battleweave

When adopting generic battleweave, Maradonians might augment it, typically by making it stylish(+4 CF); they typically augment it with jewelry, naturalistic patterns (leather or cloth) and interesting designs. They also weave the flexible armor into very stylish patterns, allowing them to wear armor in their gowns and suits. Examples include long “opera” gloves, hooded cloaks, or the jacket, trousers and gown below. While they don’t offer much armor, they might blunt a vibroknife, or turn a lethal shot with a blaster pistol into a merely injurious one.

ARC also issues armored combat uniforms, typically meant for officers, which allows them to command from front of the battle lines while in full “dress” uniform, making them stand out and inspiring their soldiers, while still maintaining a modicum of protection.

Shinjurai Battleweave

The Shinjurai who wear battleweave tend to augment it with a variety of technologies and gadgetry. The most common are the Varicloth and Buzzcloth (both UT 39). The former allows multiple interesting patterns, often ranging from eye-catching to garishly neon, and the latter allows it to be worn for multiple days or to shed any incriminating stains or evidence that might have collected on them. Military versions often include bio-monitors (+$200, 0.5 lbs)

Syntech issues a few interesting battleweave garments, typically gloves and footwear.

Westerly Battleweave

The Westerly tend to be sparing with any armor, as they need it to be flexible enough to cover their needs, durable enough to endure the harsh conditions they often find themselves in, and cheap enough that they can afford it. Most small Westerly communities have at least one armor-weaver on hand who can build suits, and the most common alterations to battleweave are the addition of a camouflage pattern typical to the local environment (+2 Camouflage for the proper terrain; -2 for other terrain; +0.5 CF) and climate control systems (+$50, 1 lb, 10 days/C). The Westerly are known for their excellent hiking boots.

Armor Reference

Armor

Loc

DR

Cost

Weight

LC

Notes

Battleweave Bodysuit
Neck, Torso, Limbs
20/7
$2000
8
4
CF
Battleweave Longcoat
Torso, Arms, Thighs, Neck
45/15
$3500
13
3
F
Battleweave Jacket
Chest, Arms
45/15
$2500
10
3
F
Battleweave Trousers
Groin, Legs
30/10
$1000
5
4
CF
ARC Combat Uniform Jacket
Chest, Arms
30/10
$8000
6
4
CFS
ARC Combat Uniform Trousers
Groin, Legs
30/10
$6000
5
4
CFS
Maradon Weave Cloak
All, Skull
20/7*
$5000
4
4
CFGS
Maradon Weave Jacket
Chest, Arms
30/10
$35,000
6
4
FCST
Maradon Weave Trouser
Groin, Legs
30/10
$30,000
5
4
FCST
Maradon Weave Gown
Chest*, Groin, Legs
15/5
$20,000
3
4
FCST
*Protects attacks from behind/sides only;

C: Concealable; may be worn under clothing or mistaken for clothing; may be worn with layerable armor (see note L) at no penalty.
E: Ablative vs energy attacks; 1/3 DR vs all other forms of attack.
F: Flexible; 1/3 DR vs crushing;
G: Characters can target gaps/chinks on this armor.
S: Stylish or Fashion Original
T: Tailored; -1 DX to anyone wearing it other than the original recipient (or someone with nearly the same body build)

Gloves

Syntech “Dodger” Gloves: From the Neon line of body armor and clothing, these light gloves are fingerless and have no palm, and thus protect only the back of the hand. Opponents should be able to “target gaps,” when attacking them, but at the same time, characters wearing them should never be subjected to any penalties for bad grip or an inability to feel something through his gloves. The gloves also have a Karatandfunction, hardening the knuckles when made into a fist: this grants +1 to damage from hand strikes.

Syntech “Silk” Gloves:Part of the Black line and technically an offering to law enforcement, these excellent gloves sometimes find their way into the hands of spies or thieves. The Silk glove system integrates a primitive form of Sensor Gloves, which grant +2 to feel anything through the gloves; this pairs with an adhesive system that gives grip similar to a bare hand, which means the glove never suffers penalties for feeling or for grip. Furthermore, like the Dodger gloves above, they have a Karatandfunction which harden the portion of the glove when striking, which grants +1 damage to the unarmed strikes

Armor

Loc

DR

Cost

Weight

LC

Notes

Battleweave Gloves
Hands
20/7
$50
Neg
4
CF
Syntech “Dodger” Gloves
Hands
20/7
$200
Neg
3
CFGK
Syntech “Silk” Gloves
Hands
20/7
$1500
Neg
2
CFK1
Maradon Long Gloves
Hands, Arms
20/7
$2000
1
4
CFS
C: Concealable; may be worn under clothing or mistaken for clothing; may be worn with layerable armor (see note L) at no penalty.

F: Flexible; 1/3 DR vs crushing;
K: Karatand
G: Characters can target gaps/chinks on this armor.
S: Stylish or Fashion Original
1: Sensory Glove bonus

Footwear

This section covers all forms of foot armor not explicitly integrated into a cohesive armor system; generally most items are made of Carbide or Battleweave.

Westerly Hiking Boots: Battleweave boots with a carbide sole to protect against traps or mines. This grant a +2 to hiking rolls, due to the excellence of their construction.

Syntech “Catspaw” Slippers: Part of the Black line, these battleweave garmets resemble thick toe-socks and practically adhere to the fleet and offer equivalent grip to bare feet. They’re designed to dampen sounds, granting +2 to stealth rolls by any character attempting to move quietly in them.

Maradon Combat Heels and Long Boots: Crafted from Battleweave and with a carbide sole, the heel is designed to maximize comfort and grip, allowing it to perform as well as flat shoes in most cases, without sacrificing a more fashionable look. Maradon Longboots are battleweave boots with a carbide heel or sole that go up past the knees. Worn by both men and women, they may or may not come with a high heel, depending on the wearer’s preference

Armor

Loc

DR

Cost

Weight

LC

Notes

Battleweave Combat Boots
Feet
40
$200
1
4
CF
Carbide Combat Boots
Feet
80
$250
3
3
CF
Westerly Hiking Boots
Feet*
80/40
$800
3
4
CF1
Syntech “Catspaw” Slippers
Feet
20
$1000
Neg
3
CF2
Maradon Combat Heels
Feet*
20/0
$300
1
4
CS3
Maradon Long Boots
Feet, Legs
20
$1000
1
4
CFS3
*The higher DR value protects the sole only.

C: Concealable; may be worn under clothing or mistaken for clothing; may be worn with layerable armor (see note L) at no penalty.
F: Flexible; 1/3 DR vs crushing;
1: +2 to hiking rolls
2: +2 to stealth rolls when attempting to move silently and resisting someone’s ability to hear.
3: This armor has the equivalent to High Heeled Heroine; the character never suffers from any penalties due to the heel.

Head Protection

This covers all forms of head gear that are not explicitly meant to seal a system.

Battleweave Hood: This hood is similar to a balaclava and is typically worn with eye and/or face protection. It’s primary purpose is to provide additional protection for the face and skull.

The Carbide Helmet: Typically a form of “pot helm,” this also covers rimmed helmets, such as a conical metallic hat, or a helmet with an extended piece meant to protect the back of the neck. Treat such details as cosmetic (if they offer some real protection, increase the price by +0.5 CF and the weight by +10%)

Syntech Hypervisor: Part of the “Neon” line, these resemble “wraparound shades” that provide a modicum of armor to the eyes and also grant the wearer hyperspectral vision.

Syntech Cryptmask: Part of the “Regal” line, Syntech designed the Cryptmask with Maradonian customers in mind. This thin, featureless laminate mask covers the face (it will adhere to a bare face with a simple application of pressure, and can be removed by simply pulling it away, but is more often worn with a battleweave hood) and grants the wearer hyperspectral vision, voice distortion (if he activates it) and filtered air.

Maradon Masque: Maradonian aristocracy enjoy the romance of a well-designed mask, similar to the decorated faceplates of aristocratic battle armor or duelist armor. This represents a lighter version of such armor, crafted of carbide rather than diamondoid, but still with intricate, beautiful and individualized decorations and designs. Like the Cryptmask, this adheres to the face with a simple application of pressure and can be removed at no risk to the wearer, but is more often worn with a battleweave hood.

Westerly Goggles: A simple set of goggles meant to protect the wearer’s eyes from damage, glare or blasting sand. Often worn with a simple air mask.

Armor

Loc

DR

Cost

Weight

LC

Notes

Battleweave Hood
Head
20/7
$200
1
4
CF
Carbide Helmet
Skull
45
$300
3
3
Syntech Hypervisor
Eyes
20
$4000
0.2
3
H
Syntech CryptMask
Face
40/20*†
$5000
2
3
AHV
Maradon Masque
Face
30
$4000
2
3
ANO
Westerly Goggles
Eyes
20
$100
0.1
4
* Double DR vs plasma or shaped charge attacks
†The higher DR protects against frontal attacks only; halve the minimum value if attacks are made to the eyeslits

A: Contains an air-mask and filter, allowing it to remain sealed while breathing atmosphere without airtanks.
C: Concealable; may be worn under clothing or mistaken for clothing; may be worn with layerable armor (see note L) at no penalty.
F: Flexible; 1/3 DR vs crushing;
H: Hyperspectral HUD (×8 magnifier)
N: Nightvision HUD (×8 magnifier, +9 Nightvision)
O: Stylish or Fashion Original

Combat Armor

Even soldiers might base their armor systems on the battleweave systems above, but military forces augment their armor with something heavier. The following systems are not sealed.

Armor

Loc

DR

Cost

Weight

LC

Notes

Battleweave TacVest
Torso, Groin
60
$4,500
7
3
FI
+Cerablate Inserts
Torso
60
$150
6
3
E
Carbide Clamshell
Torso, Groin
60
$2,500
18
4
E: Ablative vs Energy attacks; 1/3 DR againts all other attacks
F: Flexible; 1/3 DR vs crushing;
I: May carry tactical inserts

Environmental Gear, Sealed Armor and Vacc Suits

The following armor is sealedif closed with a sealed helmet (see Sealed Helmets below). All Vacuum Suits have at least vacuum protection, internal air systems, extreme climate control, vacuum support, pressure supportand waste relief.

Traditional Westerly Survival Suit: Local Westerly communities tend to create their own survival suits based on the local environment. A community based in a desert might integrate desert survival gear into their battleweave, while those who live in a jungle might have some sort of cooling system built into clothing that also wicks away moisture and sweat to keep the body relatively clean. These tend to be highly efficient and well-maintained. This example is a broad one: it contains climate control, (120ºF to -40ºF), Waste Relief, and a Desert survival system that extends water supplies 60×. It also provides +2 to hiking rolls and has a camouflage system well integrated into the local environment for +2 camouflage (but -2 in inappropriate environments). Other examples are possible.

Syntech “Shadow” Armor: Part of the Syntech “Black” line, this skin-tight battleweave garment is sealed and contains a Biomonitor for tracking the vitals of the wearer. It also integrates dynamic chameleon systems: this provides a +8 to stealth rolls in contests against normal or IR detection; this bonus is halved if the character is moving or against opponents with Hyperspectral vision.

Traditional Westerly Vacc Suit: Many Westerly live space-based lives, spending their days as asteroid miners or freightliner pilots. Various communities and Westerly corporations have perfected the Vacc suit for long duration. In addition to the normal benefits outlined above, the Westerly Vacc Suit provides internal air and water sufficient for 3 days.

RedJack “Scrapper” Armor: Designed, in principle, for asteroid miners and space welders, this intimidating armor sports very heavy frontal armor capable of totally defecting blaster rifles. While not intended for pirates or for space-assaults, it nonetheless finds it way into the hands of pirates with astonishing regularity! In addition to its standard vacc suit benefits (see above), it provides 3 days of internal air and water.

Syntech “Shrike” Pilot Suit: This pilotuses an advanced bioplastic design to greatly reduce its cost and weight. In addition to the standard vacc suit benefits (see above), it provides 3 hours of air and water (and has a nozzle and support bay for 1 additional air tank; increase the duration of any air added by 10× thanks to its filtration system), a biomonitor and grants +1 to resist high-G maneuvers. It has cablejacks allowing it greater integration with ship-board systems when paired with the “Shrike” Helmet.

ARC “Star Mail” Armor: the “Star Mail” defense system is one of the standard foundry templates managed by the ARC corporation, though it can be customized, mainly to show house colors and heraldry. The elite gendarmes of the Houses wear these heavily armored vacc suits for their boarding operations, and also in parade formations to impress the population and to provide their noble his proper gravitas. This armor is stylishand, in addition to the normal benefits of vacc suits, provides 8 hours of air.

Imperial Directive AES3X Modular Guardian System:The Empire needs to fight on multiple fronts and on many worlds. Rather than create a single set of armor, it has created a modular armor system to replace the older armor systems. At its base is a battleweave body sleeve, slightly thicker than a basic battle weave body suit, sealed and run through with wires, tubes and attachment points necessary to attach the various modules. The basic armor includes a biomonitor, basic climate control, 30 minutes of air (with an attachment point for additional air) and reprogrammable camouflage (+2 to camouflage). It may be loaded with any of the following modules:

  • Light Carbide Plate: the most common attachment, this covers the wearer’s body with carbide plates; these are not trauma plates, as they do not sit in pockets, but hook up to attachment points and form a complete carapace. Mutually exclusive with heavy carbide plates.
  • Heavy Carbide Plates: As light carbide plates, but much thicker; these are too heavy to be compatible with the base-layers reprogrammable camouflate. Generally used by assault troops or elite guards. Mutually exclusive with light carbide plates.
  • Extreme Climate Module: This integrates additional warming and cooling elements and moisture-recapture systems to allow the soldier to endure extreme climates and increases the soldier’s water supplies by 60×; Mutually exclusive with the Vacuum module. +2.5 lbs, +$1500; halve the power-duration.
  • Vacuum Module: This integrates pressure support, additional air (lasting up to 8 hours), and waste relief, allowing the soldier to endure long periods of exposure to vacuum. Tend to be worn by ship-born soldiers. Mutually exclusive with Vacuum module. +4 lbs, +$1500; halve the power-duration.

Imperial Directive A-SS9G Pilot Suit: This pilot suit is inspired by early Shinjurai pilot-suit designs, and in addition to the normal benefits provided by a vacc suit, also grants the wearer a +1 to resist high-G maneuvers and 8 hours of air.

Armor

Loc

DR

Cost

Weight

LC

Cell

Notes

Battleweave TacSuit
All
45/15
$9,500
15
2
FIS
+Cerablate Inserts
Torso
+60
+$150
+6
3
E
Westerly Survival Suit
All
30
$8,000
14
3
C/month
FS1
Syntech “Shadow” Armor
All
20
$9,000
13
2
CFS2
Generic Vacuum Suit
All
20
$3,500
13
4
C/12 hours
FSV
Westerly Vacc Suit
All
45
$13,000
20
2
C/10 days
FSV
RedJack “Scrapper” Armor
All
100/60*
$10,000
70
2
C/10 days
SV
Syntech “Shrike” Pilot Suit
All
15
$4,500
7
3
C/5 days
FGSV
ARC “Star Mail” Armor
All
80/60†
$20,000
40
2
C/5 days
OSV
Imperial A-ES3X Modular Guardian System
All
20
$6000
9
2
C/10 days
FMS
+ Modular Light Plate
All
+60/30†
+$12,000
+25
2
+ Modular Heavy Plate
All
+80/40†
+$15,000
+31
2
Imperial A-SS9G Pilot Suit
All
30
$10,000
16
2
C/5 days
FSV
*The higher value protects the torso from the front

†The higher value protects the torso only

C: Concealable; May be worn beneath clothing, or may be mistaken for clothing
E: Ablative vs Energy attacks; 1/3 DR againts all other attacks
F: Flexible; 1/3 DR vs crushing;
G: +1 to HT to resist high-G maneuvers
I: May carry tactical inserts
M: Modular; may be upgraded with specified options
O: Stylish or Fashion Original
S: Sealed with helmet
V: Vacuum protection
1: +2 to hiking rolls
2: +2 to stealth rolls when attempting to move silently and resisting someone’s ability to hear.

Sealed Helmets

All of the following masks will can complete the seal of sealed armor (above); they also include hearing protection tiny radios with a range of 10 miles and are glare-resistant.

Generic Full Helmet: Commonly worn with both vacuum suits or on its own, as it provides air filters.

Redjack “Scrapper” Helmet: Generally worn with the “scrapper” suit, it has a reinforced front-plate and eye-slits through which the character can see, rather than a full visor.

Syntech “Panopticon” Helmet: This helmet has no visor, but small cameras which provide hyperspectral vision to the wearer.

Syntech “Shrike” Helmet: Worn with the rest of the Syntech “shrike” vacuum suit, it integrates with onboard systems to provide full, three dimensional holographic AR imagery of what surrounds the ship. At the GM’s discretion, this can provide a +2 to visibly see something around the ship.

Imperial Helmets: The helmets are generally interchangeable with one another. The D-EH7 is generally worn with modular guardian system when either no plate modules are attached, or when the light plate module is attached; the D-EH8H “heavy” helmet is generally worn with the modular Guardian system when the heavy plate module is attached. The D-SH9V is almost identical to the D-EH7 but lacks air masks, which streamlines its appearance and makes it a bit lighter. This is generally worn either with the imperial pilot suit, or occasionally with the modular Guardian system when the vacuum module is attached.

Armor

Loc

DR

Cost

Weight

LC

Notes

Generic Full Helmet
Head
30/20*
$400
5
4
A
Westerly Vacc Helmet
Head
45/30*
$600
6
3
A
Redjack “Scrapper” Helmet
Head
80/40†
$400
7.5
2
Syntech “Panopticon” Helmet
Head
40
$6,000
5
2
AHS
Syntech “Shrike” Pilot Helmet
Head
20
$2,000
2.5
3
NS
ARC “Cuirass” Helmet
Head
80/40*
$4,000
9
2
AO
Imperial D-EH7 “Standard” Helmet
Head
80/40*
$3,500
5
2
AN
Imperial D-EH8H “Heavy” Helmet
Head
100/80*
$,4000
6
2
AN
Imperial D-SH9V “Pilot” Helmet
Head
80/40*
$3,000
4.5
2
N
* Higher DR protects against attacks to the skull; lower DR to attacks to the face (via the visor)

†The higher DR protects against frontal attacks only; halve the minimum value if attacks are made to the eyeslits

A: Contains an air-mask and filter, allowing it to remain sealed while breathing atmosphere without airtanks.
H: Hyperspectral HUD (×8 magnifier)
N: Nightvision HUD (×8 magnifier, +9 Nightvision)
O: Stylish or Fashion Original
S: Contains a sensor visor; the “cameras” can be targeted at -10 to hit (equivalent to eyeslits)

Force Screens

Syntech “Shield Wall”: This mobile force screen emitter can be secured to the ground and then activated in a total of 3 seconds. Once the screen has fully stabilized, it presents a “wall” large enough for up to two humans to crouch behind. This force screen provides 150 ablative, hardened DR that regenerates 1/10th of its DR every second. $15,000, 20 lbs, D/20 minutes.

Wyrmwerks Bulwark System: Worn as a belt, when activated (takes 1 second to activate), this generates a force screen that covers the front of the user. He may still fire through it as normal. This force screen provides 75 ablative hardened DR which regenerates 1/10th of its DR every second. If it is ever reduced to zero DR, it must roll HT of 9 or the wearer’s Armoury (Force Screen), whichever is better, or be permanently shorted out until repaired (ten minutes and an Armoury (Force Screen) roll). $1500, 6 lbs; C/5 minutes.

Maradonian Force Buckler: see Reflective Force Shield, UT 192.

The Personal Tech Overview of Humanity

I previously said I was going to “start” with the Maradonian military, but that’s not entirely right. What I should start with is an overview, as per the general setting design principles I laid out in this post here (and here). The whole reason I started moving in this direction is that I can’t really do anything, such as run a decent playtest, until I have a good sense of what everything looks like, and there’s a few ways you can do that: you can start from the bottom up (“I want to use Starhawks and Typhoons!”) or you can start from the top and work your way down, which is generally how I prefer to work with this, because it’s easier to “start simple” and build your complexity from there. This means we should work on a quick summary of what allthe military forces of Psi-Wars look like.

This will do a few things for us. First, it gives us a “minimum viable product.” If I design the Maradonian forces, but fail to build anything else, you’ve got 1/4th of a setting, but if I give you an overview and do nothing else, you’ve at least got insights into how you can flesh out the entire setting. Second, by building an overview, we can get a sense of what general elements the setting has in abundance, and what it might lack; that is, we can make sure that military forces don’t look too similar. It helps us ensure that each faction has a well-defined niche. Finally, it makes the final design process easier, because we’ve already laid out the blueprints.

I know I said “all” the military forces, but naturally, we’re focusing on humanity because they are the core “default” of the setting. A good space opera has nice contrasts between the familiar and the exotic, and humanity and its grounding in “Star Wars” is familiar. We know the Rebel Alliance vs the Empire, we have little trouble explaining it; to be sure, I’ve done some different things, but it should still feelfamiliar. Aliens, by contrast, should contrast with the base we build out of the “familiar” human setting elements, so that when you transition to those parts of the setting, they feel as exotic as they should. Thus, we will not worry about them yet, and will handle them in due course.

This will be a very high level perspective. We’ll briefly touch on how I see each faction approaching their military, what sorts of niches that I see them filling, and then hit on the archetypes I’ve mentioned in my previous posts, creating a table so we can see where we have “too much” of a particular element, and where we might need more.

A further note: I had intended this to cover spaceships, robot and vehicles too, but something happened: it got very long and, also, I noticed some of my readers already discussing ground doctrines and equipment, so I thought it might be better to strike while the iron was hot and just release this portion and move on to personal equipment and come back and deal with robots, vehicles and spaceships once that was done.  I’ll have a general overview of space combat soon enough as well.

Also, I’m diving into corporationsand I want to credit a couple of people for names: GURB, for introducing quite a few corporate names, and Alan Chambers, for suggesting Starlink Telecom.

General Themes

Let’s talk about how each human group in Psi-Wars works.

Maradon

The Aristocratic houses the dominate the Alliance and that used to dominate the Galaxy descend from the remnants of the Alexian dynasty and their eugenically-engineered psychic nobility. They ruled the Galaxy for several centuries in a fractious federation, and became accustomed to a more genteel sort of war. Their opponents were typically pirates, minor alien factions, or one another, and in all cases, total warfare was out of the question. The aristocracy preferred to present the threat of force as one part of a multi-pronged diplomatic attack. If they wanted a planet, they would bring economic, diplomatic and legal pressures to bear and, yes, park a battleship in orbit, but only as additional pressure. They expected to win through maneuvering, not through hard warfare, and see the people and industry of planets as valuable assets not to be damaged to serve the petty disputes of aristocracy; more, they prefer to be seen as heroic liberators bringing much needed succor rather than tyrannic conquereros. This served them well for their own disputes and ensured that no house excessively alienated the populace (with a few exceptions), but serves poorly when fighting an existential threat, like that from the Great Galactic Invasion or the Empire, where “total war” may be necessary.

The Maradonians rose to power via their space knights, massive capital ships and excellent boarding operations. They were primarily a space-based, rather than ground-based, power and their attention remains ever focused on the stars. Over time, their edge has been dulled via their centuries of largely ceremonial warfare, and faced with the existential crisis of civil war with the empire, some have begun to revive old techniques, such as traditional armor or boarding operations, but others have put their training and wealth towards newer means of victory, such as the starfighter.

If we were to define the niche of the Maradon in terms of character, it would be Beauty, Wealth and DX (and psychic powers, obviously). Their technology tends to be good, but to get out the best of their technology, one needs to be highly skilled (or psychic). They favor beautiful technology because it serves their pursuit of legitimacy: they want you to be impressed by them, to instinctively submit to their glorious and natural leadership. The result tends to be very expensive technology, perhaps needlessly so.

Maradon Corporations

The Allied Resource Conglomerate (ARC)

Sometimes called “the Guild,” this governs the collective industrial resources of all noble houses. The Maradonian noble houses have, where possible, attempted to monopolize the industrial resources of their planets, maintaining their so called “Guild Foundries” for the manufacture and maintenance of their arms and armor. During the days of the Federation, houses began to pool their resources: after all, when your foundry is inactive, why not allow another house to use them for a fee. Ultimately, it proved more useful to create an organization that handles all the complex treaties, agreements and negotiations and to act as a central point for administration of collective war efforts, such as the one fought now against the Empire, thus the Federation created ARC.

ARC does not controlthe individual assets of each house so much as it manages them. It accepts the requirements placed upon it by the Alliance, determines which industrial assets would best serve the requirements, and collects and distributes payment. This has had the effect of standardizing a lot of Maradonian technology; while each house has its own “guildsmen,” craftsmen and inventors who maintain the traditions of the house, and their own proprietary secrets, when it comes to technology they feel no special attachment to, they rely on the shared ARC blueprints.

The head of ARC is a representative of a Maradonian House selected by the Alliance Senate; the current head of ARC is House Grimshaw, with the Bale Grimshaw himself acting as representative.

The Westerly

“The Westerly” are something of a misnomer, as unlike the other two ethnic groups, they have little political cohesion and the name might be little more than a convenience used by the Maradonians and the Shinjurai to lump all “barbaric” humans into a single group. The Westerly flooded the galaxy long before the other two groups, and continue in nearly every nook and cranny they could find for themselves. They value their independence, their ancestral lands, and their ancient traditions. They tend to live “close to the land,” understanding their planets and their star systems better than any would be conqueror. What they lack in wealth or sophistication, they make up in quality of their hand craftsmanship, their pragmatic industries and their knowledge of their environment.

The primary enemies of the Westerly have, traditionally, been pirates, at least when they weren’t pirates themselves! The battles of the Westerly have been small, rarely elevating beyond corvette vs corvette, and they were the first to begin using starfighters (during the Communion Crusades), originally designed to be cheap, one-man craft similar to small-scale asteroid mining ships scaled up for conflict, typically against pirate raids, and they remain masters of small-scale craft. For weaponry and vehicles, they tend to focus on ground power and integration with their environment.

If we were define the niche of the Westerly in terms of character, it would be HT, terrain adaption and poverty. The Westerly tend to make do with what they have, which means they have to leave off some of the fancier features, but the result are cheap craft that are very good for their price and very affordable for poorer characters. They tend to be tough, able to take a beating, and well-suited for their environment, but perhaps not well-suited outside of that specific world. They tend not be be attractive.

Westerly Corporations

“Westerly” is not nearly as unified a community as the other human ethnic groups, and often each Westerly world or community has their own local industry and small companies. Nonetheless, a few Westerly-based companies have risen to interstellar prominence.

Grahm Industries

The singular individual, Harwood Grahm, grew up on a frontier world and learned first hand the difficulties of enduring such a world. He began work manufacturing weapons for the locals to defend themselves from the hostile life, and he gained such a reputation for excellence that he soon had more customers than he knew what to do with, and he began to expand his expertise into a full company. Grahm Industries remains as his legacy: they focus primarily on personal arms and armor for self-defense, but have dabbled in military supply. They’re known for high quality and highly practical gear for a decent price.

Han & Kord Defense Manufacturing

Several interrelated Westerly-colonized worlds faced mounting pressure from external threats, mainly pirates but also alien warlords, and so local industrial leaders pooled their resources to a cooperative effort, creating the H&K Defense Manufacturing corporation. They primarily focus on local-scale military defense, everything from blasters to combat vehicles to even light capital ships. They have a reputation for rugged equipment that can take any punishment thrown at it.

The Redjack Shipyards

The Redjack Shipyards began as an asteroid mining enterprise, processing the material brought in by asteroid miners of a particularly rich system and then churning out new asteroid mining equipment, but this soon turned into military-grade vehicles when their lucrative operations began to attract the attention of raiders. The Redjack shipyards primarily focus on starships, especially on the corvette and starfighter scale, though they dabble in military arms, light vehicles and, of course, mining equipment. They’ve excelled at “hit and run” tactics and, somewhat ironically, their craft are well known for their excellence at piracy.

The Shinjurai

The Shinjurai are a defeated people, and are thus less a military power and more “merchants of death.” They once ruled pockets of the galaxy, before the rise of Maradon, and those pockets remain, but the Shinjurai have faltered as a galactic civilization. Thus they concern themselves less with war and more with spreading their Neo-Rational ideology and improving their standing with the power that be. They want to prove themselves as useful. Thus, their military assets tend not be designed with the perspective of forming a cohesive army, but for sale to other factions, and thus they tend to be “high end” tools, rather than basic technologies.

Shinjurai technology is defined by Shinjurai technological excellence. They are not content with the millennia of stagnation that typifies the tech level of the Psi-Wars galaxy, and push deeper into TL 12. They alone seem to realize they’re in a sci-fi setting, and fill their technology with advanced concepts, electronic sophistication and technological prototypes. This can make their technology unstable, but in the right hands, lethal and surprising.

If we defined their niche in character terms, they would have superior IQ, high TL, but be unreliable. They have more electronics in their vehicles than any other faction, and often have TL 12 prototype technologies. The downside of their technology is its propensity to fail if pushed to its limits.

Shinjurai Corporations

The Shinjurai people have been scattered by the rise of other, greater powers, but they still retain a sense of identity and share similar beliefs and principles. A few Shinjurai-based corporations have risen to prominence across the Galaxy, and made a name for themselves with their excellence and innvoation.

Syntech

Originally the royal industries of the Shinjurai family, after the conquest of Denjuku, the Shinjurai homeworld, the Alexian empire allowed the Shinjurai family to continue to rule as a puppet monarch while his shipyards and military-industrial complex was reorganized into an ostensibly independent entity. With the collapse of Maradonian power and the rise of the Alliance, the amount of leverage their conquerors could levy against the Shinjurai royal line has waned, and a Shinjurai princess as managed to join the board as, slowly, the old family begins to reassert influence.

Syntech is known for its top-of-the-line excellence of products. They’re especially masters of miniaturization, stealth and advanced electronics; they tend to sell most of their products to mercenaries and bounty hunters who want the finest equipment money can buy. Naturally, the Shinjurai royal family makes no use of the stealth gear of electronic countermeasures to get around Alliance law…

The Wyrmwerks Laboratories

The Shinjurai Diaspora cast colonies far and wide, and many of them ended up in the “Tech Arm” of the Galaxy. The notorious Wyrmwerks laboratories took root in the weird and fertile soil of this ancient part of the galaxy, where they excelled at pushing the boundaries of technology, as they were not content with the stagnating technology of the Galaxy. While their research and development resulted in astonishing innovations, their equipment was never the most reliable. However, with the rise of the Valorian Empire and the Cybernetic Union, the Wyrmwerks corporate empire has been largely reduced to a few holdings, with numerous abandoned laboraties scattered across the galaxy, treasure troves of prototypes and innovative technology for whatever scavenger finds them.

The Empire

We know the Empire the best of all of our factions. They arose from the failure of the Maradonian federation in the face of an existential threat, and they are a military force built to fight such threats. They believe in total war on a galactic scale. They marshal all industrial assets to further their war effort to create vast and powerful dreadnoughts as well as vast and powerful fleets. They keep their technology simple and direct, so that any loss of vehicle and personnel can be replaced with a new vehicle of like design and new personnel, freshly recruited. This makes the Empire resilient and dangerous to opponents unwilling to devote everything they have to defeating the Empire. The Empire also subscribes to Shinjurai ideology, which means they tend towards more advanced technology and innovation, in contrast to the devotion for tradition displayed by the Westerly and the Maradonians. Finally, the Empire needs to be able to fight in any situation, on any terrain, so they tend towards generalized, rather than specialized, technology.

If we defined the niche of the Empire in character terms, they would have enormous size, ST, speed, and flexibility. If they go big, they go very big, which means they tend to have a lot of HP and firepower. They also tend to react very quickly to threats, and they’re built to handle any terrain thrown at them, which tends to make their technology a “jack of all trades, master of none,” which means they might lose to a more specialized force in specialized terrain, but the Empire accepts this, favoring their vast industrial capability to overwhelm such opponents or, failing that, to flow around them. Their vast industrial might has a downside, though, mainly in the form of corruption and inefficiencies, so while the Empire has some of the best toys around, they pay more for them than they’re worth: Imperial technology tends to be over-priced and not exceptionally resilient (as it can be tossed aside and replaced if necessary).

Imperial Corporations

When Ren Valorian reorganized the Federation into his personal Empire, he also reorganized its economy. He did not “nationalize” the corporations under his direct control, like the Cybernetic Union did; he allowed them to continue, at least, in name, but placed them under the oversight of the Ministry in the form of a special committee called the Directorate. The Directorate oversees all industrial manufacturing of the Empire and, indeed, overlooks all corporate activity. Technically, it only advisesand oversees, but in practice the members of the Directorate can dictate the output of any corporations. The corporations under the umbrella of the Directorate include, but are not limited to, Wald and Tac, Starlink Telecom, the Arcturan Shipyards and the imperial remnants of Wyrmwerks.

Military Technology overview

The intent with this overview is to pick out the highlights of each faction, not to create an exhaustive list of every possible weapon or vehicle. If we find that we don’t “have enough,” we can always add more and I encourage you, dear reader, to shout out suggestions, or to work out your own material. Several bloggers have already done so! Thus, our intent is to focus primarily on “signature” technology and soldiers, enough to give an impression of how their doctrines might function

Personal Military Technology

My intent with looking at the infantry-based aspects of a doctrine is, of course, to choose weaponry and armor for our factions, but as I dove deeper and started looking at the weapons I could see them using, I quickly realized that most factions would definitelyhave most sorts of infantry. Let’s hit the highlights

Maradon Shinjurai Westerly Empire
Basic Infantry
×
Assault
Heavy
Commando
×
Officer
×
Engineer
×
Medic
×
V Operator
×

Maradon

Maradon, being a military power, will obviously have Basic Infantry, though with a preference for elite parade troops that look good. The absolutely key focus will be the Space Knight, which mingles the role of Assault and Officer, though we might expect to also see basic officers, especially commanding major warships. Obviously, all factions “have officers,” but the officers, the concept of them and the specific equipment they would enjoy, are sufficiently important to the sense of prestige and self-importance of the Maradonian military that they deserve some attention. Similarly, Maradonian knights want to stay healthy and alive and often the tide of a battle turns on whether or not a knight can stay in a fight.

Maradonian militaries will not focus on commandos or engineers. This not because I don’t see either fitting: I can imagine Maradonian “rangers” who watch the wilds of a planet, and they definitely favor extensive fortifications. However, the Maradonian character doesn’t lend itself well to sneaking in from behind to assassinate some targets, thus I don’t see it as a priority to emphasize. Similarly, they tend to build their fortifications for decades before combat is joined rather than rapidly improvising in the heat of the moment, and thus engineers are not a high priority. Finally, while Maradonians are definitely pilots, I don’t see the need for a unique form of vaccsuit or pilot suit, as the space knight armor is their signature vacc suit.

Shinjurai

When it comes to the Shinjurai military doctrine, picture them less as a military force and more as merchants of death. They rule very few worlds directly, but often cater to larger powers, such as the Alliance, Empire or Cybernetic Union. As such, they often build their equipment for the consumption of others and tend to favor elite gear. As such, they have no “basic infantry” gear (most military forces already have that well in hand). Instead, they have advanced gear for any elite soldier you might want. They tend to favor the commando or the officer, offering great options for grasping the battlefield at a glance, formulating a plan and then executing it with precision and stealth. When it comes to blasters, they favor smaller weapons or more precise weapons. This gives them interesting toys for nearly any infantry position exceptbasic infantry.

The Westerly

The Westerly rule no vast star empires, but they have numerous colonies and communities both within and beyond the reach of empires. They prefer to exist on the fringes of the world, which allows them to be masters of their own fate, but leaves them vulnerable to raiders. The key elements of any Westerly ground power are their infantry, which tend to be closer to militia than elite forces, commandos, which tend to be closer to “hunters” and represents their deep affinity for their local terrain, and the engineer, as the Westerly depend on their technology for survival and often take on roles like “asteroid miner,” and can turn their tools into weapons when necessary. The Westerly also tend to have very good, very resilient vacc suits, which they will use when piloting starcraft.

The Westerly mayhave more advanced combat techniques, such as assault or heavy combat techniques. These tend to be a result of long-term insurgency and self-defense, or because they’ve gained experience with things like piracy and ship-boarding, or countering such tactics. Medics also tend to be very important to the Westerly, as they fight hard to keep their own alive, but I doubt they have especially innovativetechnology in this regard.

The Westerly do not have strict hierarchies; they do have leadership, but their leadership tends not to have unique equipment compared to the rest. They may have officers, but they don’t deserve special attention.

The Valorian Empire

The Empire is a fully functional, star-conquering force that has experience on multiple worlds and understands deeply the nature of lightning warfare and total war. They prefer high mobility and total destruction of their enemy. They also have huge resources at their disposal, as they control more of the galaxy than any other faction, including the population-rich worlds of the Galactic Core.

The Basic Infantry are key to Imperial power. They tend to be well defended and well-equipped, but ultimately disposable, hence no special combat medics. They augment their forces with elite troopers that can lead an assault, or support the squad with heavy firepower, though this leans towards anti-personnel rather than anti-materiel (they have heavy vehicles for the latter). They also deploy “engineers,” though these tend to be more focused on destruction than creation: they might rapidly build trenches, but they’re more likely to be deployed burning down villages and dismantling enemy factories and laying waste to rebellious populations than to crossing rivers.

The Valorian empire maydeploy commandos, especially in the form of Black Ops, but this is not a primary concern for the empire, thus I hesitate on special “stealth” gear for the Empire.

Ground Based Military Doctrines

Military personal gear and ground vehicles are ultimately tied to soldiers and military forces. Every weapon manufactured and every tank built are designed to fit the military doctrine of the customer that purchases them. Thus, to understand what military gear we have, we need to understand how a force fights. For the purposes of this post, we want to get a sense of how a military force fights “on the ground,” with infantry, human(ish) scale combat robots, and ground vehicles, so we can get a sense of what sort of equipment they might manufacture to fit their needs.

Infantry

The Basic Soldier

Unless a military force’s goal is extermination, that force needs human or humanoid soldiers, because the point of most military forces is to exert control of a human (or humanoid) population. Soldiers can walk through doors, they can physically restrain someone, they can talk, trade, threaten and negotiate with the denizens of a world. They represent the core of every military force, and the default template from which all other more specialized soldiers are derived.

For a weapon, the basic soldier generallyuses a blaster carbine or blaster rifle. The blaster rifle is typically more accurate and has more power for punching through armor, but a carbine is lighter and thus easier to carry (weight is always a major concern for an infantryman). An infantryman will often need to lay down “covering fire” to drive his opponents out from cover. This is typically done with either a high ROF weapon, grenades, or a grenade attachment. Most infantryman don’t concern themselves with melee, but if it comes up often, they may have a pistol, a bayonet attachment, or a vibro-weapon of some kind (typically a vibro-knife).

For armor, many infantryman have no appreciable armor at all! When they do, something that covers the chest is generally a good starting point. More well protected soldiers might have helmets and boots, while the most well protected soldiers may have total body suits. Generally, the intent of the armor is to turn a lethal rifle or carbine shot into a merely injurious one. Materials include ablative, if weight and cost is an issue and the only real concern is blaster fire; nanopolymer, if the army is cheap or primitive; battleweave, if weight is a concern, or carbide armor. Additionally, some armor may come with built in environmental suits of some kind: they may be specialized for a particular terrain (a desert survival suit see UT 177), for generally hostile environments (an expedition suit, see UT 178) to a sealed suit (see UT 179) or even a Vacc suit (UT 179). Armor might also come with camouflage, either specific to the environment (see HT 76 to 77) or programmable camouflage for multiple environments (UT 99). All such armor generally has attachment points for gear or utility belts.

Finally, the infantryman will need some general accessories. The most common will be some form of communicator, typically a small radio communicator. The infantryman, if he expects long marches, may also carry supplies, survival gear appropriate to the environment, a first aid kit, and something to carry it all in.

The infantryman faces monetary and physical limitations: soldiers will not carry everything because it both weighs too much, and it costs too much. Thus, all armies must make choices. The most common choice is between quantity or quality: some armies will choose to field as many soldiers as possible (who tend to be ill-equipped) or to field as good a soldier as possible (who tend to be well-trained and well-equipped, but few in number). A second choice many armies face is between generalizationand specialization, and if the latter, what sort of specialization.

  • Numerous armies might have cheap, low quality weapons that focus on laying down as much firepower as possible. They’ll rarely bother much with armor.

  • Quality armies might have accurate, robust, high-damage weapons that focus on effective precision strikes. Armor will be a high priority.

  • Generalized forces will either carry a considerable amount of gear, or will have modular gear that can either change functionality or allow for easy change of loadout based on mission (for example, weapons with accessory rails, programmable camoflage)

  • Specialized forces will save weight and cost by taking highly specialized gear custom built for the sort of circumstances they expect to find themselves in: desert warriors in desert survival suits rather than expedition gear; mountaineers with ascending gear and mountain camouflage.

These choices can be on a case-by-case basis (an army might choose to have high ROF weapons but still use heavy armor).

Infantry Specialization

An army might consist of nothing but basic soldiers, but most armies will include a variety of specialists, often more elite than everyone else. By using a mixture of specializations, certain tactical options open up that the army can use to exploit the weaknesses of the basic infantryman. Below, I present a variety of specializations. Note that not all will be present in every force, and that some forces will combine multiple functions into a single soldier. More importantly, while a force mighthave every position below, not all of them need explicit detail; some can be assumed, especially if they make no major impact on the battlefield or aren’t exemplary of that force’s preferred method of combat.

The Officer: All armies have some form of chain of command, but a military force with an “officer” type emphasizes “front-line” officers, integrated with their unit and who lead from the front, rather than remote officers who “lead from behind.” Officers typically specialize in tactics and leadership, allowing them to help their soldiers overcome their fears and inspiring them to success; through superior coordination, they can defeat less well-led infantry. Officers often have pistols in addition to the rest of their gear, and long-range or expensive communication systems to maintain lines of communication with strategic overseeers. They maybe brightly colored to be easily visible to their own men, but this makes them obvious targets to the enemy, so they either wear superior armor, or they don’t use bright colors.

The Assault Specialist: The original stormtrooper, these focus on breaking through suppression fire and enemy defenses to force the enemy infantry to fall back. They typically carry either high ROF weapons that can be easily fired on the move, or they have melee weapons (force swords or heavy vibroweapons) or both. They also need armor that can withstand basic covering fire, or some exceptional form of mobility (such as a jet pack) or both. They tend to be elite, and lead the charge.

Heavy Support: A squad often finds itself facing a difficult situation, typically either an exceedingly numerous enemy, or a heavily armored opponent such as an assault specialist or a vehicle. Heavy support carry the industrial-scale tools necessary to deal with those problems, typically in the form of a ridiculously oversized weapon. For dealing with large numbers of enemy, the support soldier might carry a high ROF weapon (such as gatling blaster) or an explosive support weapon (a semi-portable plasma cannon) or both; for dealing with vehicles or heavily armored opponents, they’ll carry low ROF, high-damage weaponry, such as plasma lance missiles, plasma lance grenades, or a semi-portable blaster cannon. Such weapons tend to be very heavy, so the Heavy Support soldier is usually very strong and very selective about what he carries. Some heavy support units are a team of two soldiers, a gunner and an assistant.

Commando: Recon units and commandos often need to slip behind enemy lines to either gather intelligence or to damage supply lines or sabotage communication networks. Commandos tend to favor stealth and accuracy over armor and firepower. They tend to have sniper rifles, pistols, “submachine blasters,” and explosives, and light armor with many stealth options. Commandos often tend to have extensive survival gear depending on their mission, allowing them to overcome difficult terrain with ease. They may also carry specialized equipment, such as comm scramblers, depending on their mission or role. They also often operate as forward observers for orbital or artillery strikes.

Vehicle Operators:Not properly infantry, they nonetheless have personal gear. They’ll often carry a smaller, more portable weapon, such as a light blaster or a pistol, in case their vehicle breaks down behind enemy lines. They may also need environmental suits if operating a dangerous vehicle, or in a dangerous environment. This is especially true of starfighter pilots, who will often have vacc-suits and need to worry about crashing behind enemy lines or on alien worlds.

Engineering: Before or after the conflict, some heavy construction may be necessary. This includes rapidly building fortifications, constructing bridges, building communication networks, or destroying these very things. While most such operations call below the radar of Psi-Wars (we don’t need to worry about the stats of the guy who built a temporary bridge), such units may carry unusual weaponry, such as plasma flamers, demolition charges, chemical weaponry, bomb-disposal gear, etc.

Combat Medic: How much does a military force care about its wounded? Few military forces are going to have nomedical assistance (perhaps the Cybernetic Union, which might discard damaged robots and simply build new ones, or slave armies), but having access to medical assistance for wounded soldiers is a different concern than having front-line combat medics. In reality, the latter are more like combat paramedics, whose job it is to stabilize the wounded so they can be transported back to combat hospitals, but with access to advanced TL 11 medical technology, they may operate more like RPG medics, and tending to the wounded with such care that they can immediately return to the fight, provided their wounds aren’t too bad. Forces that choose such a character as a signature character will greatly favor keeping their forces (or at least their elites) in top condition and keeping them in the fight; alternatively, it might be a way of illustrating how compassionate a force is.

Logistics and Maintenance:As with engineering, logistical officers don’t generally need combat stats, but it may be worth stopping to think about the nature of the sort of people who engage in logistics, and what sort of logistics your military needs. These tend to be unstatted NPCs, but might serve as an interesting inspiration for a character.

Personal Materiel

The point of our exercise is not to choose signature soldiers, but to choose signature gear for each faction: the sorts of arms and armor that faction regularly manufactures. Understanding what sorts of soldiers they deploy tells us a lot about what sorts of arms they manufacture, but we still need to work out the details of this final point!

Armor

It should be noted that the armor in UT is not entirely compatible with the armor design system found in Pyramid, and in any case, we have new materials, which means all of our armor will be new.

Uniforms: Some factions won’t bother with armor, but all factions will have some sort of “combat dress” that their soldiers will wear. This is generally below our resolution, though it should be noted that Battleweavedoes offer the opportunity for “armored” combat uniforms, and they can be made stylishor given clothing options from UT 38-39.

Combat Vest: A carbide clamshell or a battleweave tactical vest might act as a core defense for most forms of infantry, but especially the basic rifleman. Armoring the torso defends the vitals and can turn a critical wound into a merely dangerous one. Characters with battleweave tactical vests might also add cerablate inserts for additional protection; as an ablative form of armor, it will only protect the character once or twice, but this is sufficient if the character does not expect to be taking the brunt of fire during an assault.

Full Body Armor: The heaviest and most expensive armor, this is likely reserved for assault or elite troops. This includes everything from carbide laminate armor systems of the Empire to the diamondoid armor of space knights. They tend to be designed to be proof against at least blaster carbines and perhaps proof against blaster rifles, and they’re generally sealed with at least filtered breathers or, possibly, full vacuum support.

Lighter forms of full body armor are possible. A battleweave body suit is light and slim enough to be worn with some other forms of armor, such as a combat vest. A battleweave tactical suit or full vaccuum suit offer protection inferior to full combat armor, but comparable to that of tactical vests or clamshells, as well as sealing the character off from the world, and might make a good “compromise” armor, offering the totality of protection of full combat armor, but with lighter weight and lower cost.

Accessories: Armor for the core of the body is only the start. In addition to cerablate inserts, characters might choose to wear gloves to protect their hands, or boots to protect their feet, or to provide assistance to stealth, hiking or climbing. Especially stealthy characters (such as commandos) might wear programmable camouflage or dynamic chameleon systems. Advanced industries might manufacture some form of force screen, such as the force buckler, especially suitable for assault forces.

Blasters

As with armor, while there’s nothing wrong with the beam weapons of UT (they’re actually fairly accurate for the beam weapon design system), Psi-Wars has some new assumptions that makes it easier to simply rebuild a lot of the old blasters.

The Blaster Rifle: The blaster rifle or blaster carbine will be theweapon of choice for soldiers. The blaster carbine is typically lighter and has a lower bulk, making it easier to carry and easier to fight with in close combat. The blaster rifle isn’t actually more accurate (though we can make it more accurate, of course), but does have longer ranges and slightly better damage. When it comes to specialty weapons, we’ll tend to see either a focus on higher ROF (“assault rifles”) for dealing with large numbers of opponents (especially while on the move) or a high powered weapons, especially with a lower ROF, for dealing with single, heavy targets, such as a “sniper rifle.”

The Blaster Pistol: Most soldiers won’t use a pistol as their main weapon, but officers or vehicle operators (pilots) might, and soldiers that don’t use it as their main weapon might prefer to keep it as a back-up, especially commandos or assault specialists who need to use a weapon in tight confines. The variations tend to be light, heavy and “holdout” pistols. Heavy pistols are ideal for dealing with tough opponents in close combat (the US military chose the .45 Colt because it had sufficient firepower to stop a berserking Moro warrior dead in his tracks; a heavy blaster pistol might have a similar origin), while a “light” pistol is generally sufficient for most cases. The holdout isn’t generally interesting militarily, but might see serious use by spies.

Specialist Blasters: Between a blaster pistol and a blaster rifle stands the “assault blaster,” or a “blaster SMG,” a light but highly rapid firing weapon, ideal for firing on the move. It tends to do little damage compared to a carbine, but tends to be heavier than a pistol. It’s a good choice for light assault infantry or vehicle operators who want something with a little more punch. In Psi-Wars, plasma weapons broadly take the place of the shotgun, and works well for attacking doors or as a sort of “grenade launcher,” packing serious, indiscriminate firepower. This might be an excellent choice for assault teams. Flexible forces might also include plasma flamers (for structural destruction), EM disruptors (to disable vehicles or robots) and stunners; some of these features might be “underbarrel” attachments.

Heavy Weapons: Like rifles, heavy weapons tend to break down into attacking groups (“anti-personnel”) and attacking singular targets (“anti-materiel”). The former includes gatling blasters and other high ROF blasters, as well as EMGLs or hand-held grenades armed with plasma explosives. Heavy plasma weapons might also qualify. For the latter, we tend to see missile launchers with plasma lance missiles, plasma lance weapons, or heavy single-shot blasters. Most military forces need at least light anti-vehicular weaponry, lest they be destroyed by the first IFV they face, but most military forces will also have some sort of anti-personnel heavy weapons (“squad support” weapons). Basic infantry might also equip underbarrel grenade launchers, giving each infantryman the flexibility to be a “light heavy” if necessary.

Melee Weapons: Swords and knives don’t win wars much in Psi-Wars, with the exception of the force sword, but the force sword needs to be in the hands of an expert, and is only useful for an assault specialist in tight quarters (which makes it an exceptional weapon for boarding and taking starships). Vibro-knives see use by commandos who want a silent kill, or as a weapon of last resort; vibro-bayonets are similarly only useful as a weapon of last resort, though they look intimidating. Heavier melee weapons, such as vibro-blades or vibro-glaives only see ceremonial use, or among primitive assault forces. Neurolash weaponry see some use, but mainly for police actions or for capturing targets.

Combat Robots

Military robotics deserves more attention than Psi-Wars has given it; the Alliance almost certainly uses combat robots, and the Cybernetic Union definitelydoes. Broadly speaking, we can define robots in much the same way we define human infantry (especially since Psi-Wars uses very humanoid robots), and they can fill the same niches; however, robots can be built to be much tougher, bigger, stronger and more specialized than their human counterparts; they also tend not to panic or suffer major morale problems and are easier to supply and maintain. Their downsides are that they require major technological industry to build and maintain, and they tend to lack tactical depth and the ability to acquire too much experience without “gaining interesting personalities,” which means they tend to remain specialized. Furthermore, the “best” robots in regards to a lack of panic or morale problems, those that follow orders precisely, tend to lack imagination.

Light Combat Robots: The lightest combat robots tend to resemble humans in scale, size and durability. They tendto be built with cheap materials and serve the role of “warm body with a gun,” being vast, manufactured armies of disposable soldiers. Eliteversions of light combat robots tend to fill a similar niche to the commando: they may have stealth functions such as dynamic chameleon systems and take advantage of their natural silence to better ambush their targets.

Heavy Combat Robots: If we take advantage of the ability to manufacture an inhumanely strong and tough robot, we have a combat robot. They tend to have armor built in, and may also have weaponry built in. These make excellent assault units or heavy support units. They tend to be too expensive to field en masse, but operate well as “elite” combat units. The Combat Android from GURPS UT page 167 is a good example of such a robot.

Super Heavy Combat Robots: Given that we can build our robots as big as we want, we can start to blur the lines between vehicle and robot. In principle we can go all the way up to a robotic tank! For our purposes, however, we’ll treat such a robot asa tank, and thus treat them as vehicles. Even so, we have room between “full vehicle sized robot” and “infantry-scale robot,” including SM +1 to SM +2 robots with unusual locomotion systems and heavy weaponry that put it behind a heavy support unit, but below mobile artillery, such as robot armed with two semiportable blasters and moving on multiple legs. An example of this is the Warbot from GURPS page 167. These tend to be blatantly inhuman in appearance.

Recon Robot: We can also build robots much smaller than a human, and real-world drones often operate in a recon capacity, carrying surveillance equipment to places where soldiers cannot easily go. They generally have some sort of contragravity, surveillance equipment and perhaps some tools to allow them to better infiltrate or attack. They fulfill a role similar to that of commando, but much lighter and less effective in combat. This includes the Scout Robot on page 80 of UT.

Tactical Robot: Robots lack the presence and innovation to act as good commanders (though the Cybernetic Union does not hesitate to use them). With sufficient processing power, however, they can begin to make god-like predictions about the future, and use their superb calculations to offer advice to commanders. Such “robots” are more likely to be semi-mobile mainframes than actual “robots” in the classic sense.

Logistical Robots: The role of the Robot in Psi-Wars (and, arguably, Star Wars) is to take up the jobs that player characters find uninteresting. They can act as medics (nurse bot, UT 202), engage in maintenance and repair (Tech bot, UT 85), perform complex hyperspatial navigation, do the heavy lifting during construction, act as interpreters during negotiations, or servants to help equip and assist elite units with their combat preparations. Arguably, the most commonrobot on the battlefield will not be the “combat robot” of any stripe, but logistical robots assisting quietly in the background.

Ground Vehicles

While not strictly necessary for a functional Psi-Wars military, vehicles can move far faster, carry more armor and heavier equipment than a human(oid) on foot can. They generally cannot replace basic infantry, but they certainly augment them. The downside of vehicles is that they can be too big to easily enter areas that infantry can, that they’re larger and heavier and thus take more room to transport through space or down from orbit and, finally, that they tend to be expensive.

We can break down vehicles into a few different categories, based on their speed, toughness and firepower. In reality, most vehicles will mix these to some degree, depending on the specific needs of the military. As with infantry, a military may have any or all of the below options, but most will mix, and we’ll only pick a few exemplary options.

Fast vehicles

Generally, vehicles that favor speed over every other concern are designed for recon or highly mobile warfare. If a military force can rely on its orbital assets for recon and deployment, it might not need fast vehicles at all, but armies that must traverse great swathes of land or who cannot rely on such assets (due to things like cloud cover, foliage, interference, etc) may need high-speed vehicles to quickly cover ground. High mobility vehicles can also trade “mobility for armor” relying on dodges and lightning quick flank “hit and run” tactics to defeat an enemy.

Examples of “fast” vehicles include recon hoverbikes, which are a pure expression of speed often augmented with light weaponry; fast attack vehicles like the TIE Mauler from Empire at War, which operate like light tanks, with an emphasis on light or specialized firepower and little armor.

Most such vehicles will use either repulsorlift technology or, in specialized cases, legs. Most such vehicles will go as fast as they can, typically 100 mph+, but certainly faster than walking. They might also have unique forms of mobility, like jump-jets, but won’t have flight (because then we’re discussing an aerial vehicle, rather than a ground vehicle), but one might conceive of hybrid ground/air vehicles, such as an aircraft that can land and attack.

Tough Vehicles

A tough vehicle’s primary purpose is to overcome the firepower of the enemy. In the case of armored personnel carriers or infantry fighting vehicles this is to protect the soldiers long enough to get them into position and thereafter support them in combat. In the case of a tank, this is so they can blast through a hardened defensive point. Tough vehicles need sufficient defense to pass unscathed through the worst attack they expect to face: an infantry fighting vehicle should be immune to light arms fire, and even semi-portable gatling blasters, while a tank should be able to endure a shot from its own cannon, and certainly brush off anything that could defeat more lightly armored vehicles.

Most tough vehicles, unless they want to be semi-mobile fortifications, are a hybrid of some kind, as the toughness is meant to protect something. In the case of an APC, the vehicle focuses on mobility as well, to get their occupants into position. In the case of a heavy tank, then it needs at least some mobility and solid firepower to do its job. Tanks often have as much mobility, toughness and firepower they can, making them the most defining vehicle of a faction’s arsenal, but often at the cost of a very high, well, cost.

Powerful Vehicles

A powerful vehicle seeks to put as much firepower on a target as possible. These can be broken down into anti-vehicular and anti-personnel. The latter tends to be called artillery, and focuses on explosive ordinance, usually “over the horizon” attacks, either a gauss launcher or a missile launcher, though direct-fire plasma cannons can work too. Anti-vehicular weapons include anti-tankcannons, which focus on having as much direct firepower as possible to defeat the armor of a tank, anti-aircraftcannons, which usually have high ROF and explosive rounds (such as plasma flak) to defeat supporting aircraft, and anti-orbitalcannons, which are often massive behemoths with sufficient firepower to damage a capital-class ship 100 miles away.

Most powerful vehicles need at least a little mobility, because once they attack, they invite inevitable reprisal.

Aerial Vehicles

Starfighters, corvettes and capital ships can all directly support a ground operation, but we need to understand precisely what it is they need to do before designing our vehicles to perform in this arena. Military forces might deploy dedicated air vehicles (such as ornithopters) but most Psi-Wars vehicles capable of aerial flight are capable of space flight, thanks to the nature of plasma thrusters, ion thrusters, etc.

The main missions of aerial vehicles are recon, transport, close air support, and bombardment. Recon can come from orbiting craft simply looking down at the planet and transmitting the results, or starfighters that fly overhead and report the results. Transport might involve bringing infantry and/or vehicles from orbit to ground or vice versa, or moving the same across difficult terrain and then landing them somewhere. If these are to be “hot” landings, they need to have plenty of armor and supporting weaponry, and often come to resemble “flying” IFVs. Close Air Support involves bringing major firepower to a designated area at the request of local infantry, typically do deal with something they cannot. This typically requires precise weapons (missiles, high ROF blasters, etc) capable of dealing with infantry and heavy vehicle and the ability to “loiter” (stay in the area in case more support is needed), which typically means a contragravity device, though most fighters can at least strafe an area. Bombardment involves the total destruction of an area, either via something like bombs or, more commonly, an orbital bombardment. In this case, the aerial vehicle takes on the role of artillery.

Aerial vehicles have the advantage of being able to reach an area faster than most ground vehicles, and are beyond the reach of ground forces not specifically equipped to deal with them. However, they tend to cost far more, and have less “ground presence” which prevents them from intimidating a population or responding as quickly to a problem. Finally, they may have limited availability, especially in the case of orbital support, which means they cannot always be called upon. Orbital vehicles will often have “windows” in which they may operate, times during which their orbit puts them in position to do something. Realistically, an impulse drive or similar device could easily “loiter” over an area forever, but I encourage GMs to suggest that orbital vehicles have these windows to prevent them from being exploited (a ground fight is not interesting if an orbiting vehicle can just destroy everything from its untouchable position).

Building the Psi-Wars Technological Frameworks

“I understand why you’re revisiting this technological stuff, I just miss working on the setting” – Maverick (I think; and paraphrased, because it was ages ago, which illustrates how much of a problem it is)

“I think its time for a new playtest.” – The Secret Council, ominously

I am unhappy. I had wanted to round out a final playtest and a new version of the Dreadnought, but in the latter case, it felt redundant based on what I knew was coming up, and the former felt unfinishable, because I would have to use “Generic everything.” In fact, the reason I came up with the Generic Fleet was to do a playtest, but even as I found myself sitting down to write it, the words wouldn’t come, and I think I know why: it’s because I’m unhappy. I am unhappy because Maverick is right, and that sort of thing is way more fun. I am unhappy because my mind swims with alternate races and lost houses and Alexian secrets. I am unhappy because I know you want to see those things and I watch interest dwindle on my discord and my patreon.

It is very important that a writer be happy. Sure, he can be stressed, push to his limits and freaking out, but he should be enjoying what he’s doing, or the words will stop flowing. Creativity requiresan element of play, as they are deeply bound to one another! If it feels like homework, then, perhaps you shouldn’t do it! Yes, eventually you need to get it done, but pain (and boredom, etc) are indicators of a problem, and perhaps we can solve that problem.

There’s a reason I’ve done Iteration 7 the way I have, and it boils down to dissatisfaction with GURPS Spaceships as a catchall for vehicles. We don’t have Vehicles 4e, and I must say, this journey has showed me a lot, and provided a great deal of useful assets I need to move forward with this, and now that we have them, let’s move forward, shall we?

I want to make December my “Framework” month, not in the bland “Let’s talk about technology in an abstract way” but concrete material that you, as a Psi-Wars player, can use, and I want it to reflect the setting, so we’ll kill two birds with one stone: we’ll build a gear catalog and develop our setting at the same time! Though let’s be honest, this will take more than a month, but let’s see where this takes us!

The Roadmap

As for how to build a framework, I invite you to check out the following posts:

Most of our core elements in the Ultra-Tech Framework have been set up, and so we don’t need to revisit them. Now, we need to tackle the task of coming up with like 50 ships and 50 guns and 50 bits of personal gear and a mess of robots, which seems like a daunting task, but my setting manifesto explains how to break it up into smaller pieces. I wish to draw your attention to rules 2, 3, 4 and 5.

Rule 3: The Setting Fractal

Rule 3 is probably the most critical: the easiest way to break this down is to look at the fractal pattern of the setting, and we already know what that is. We have our core conflictbetween the Alliance and the Empire, and then we have the rest of Alien Kind. For our first, core run, we’re going to stop and focus in on the Alliance and the Empire, on humanity itself, because we haven’t yet discussed aliens, and when we do, that seems a good time to bring up alien technological frameworks.

However, we can dive deeper into the Alliance and the Empire. The Empire itself is fairly uniform, but we might break it up into periods: the Old “Leto Daijin” period, when the Empire was still the military arm of the old Federation and fighting a war against the Great Galactic Threat, the current era of war against the Alliance, and the “future era,” the experimental tech that’s just around the corner, which emphasizes the Empire as innovator.

For the Alliance, we couldlook at each House, but I would argue that this is a step too deep already, and assumessomething, which is to say that the Alliance isthe Aristocracy and it is not. The Alliance is all the varied factions arrayed against the Empire. That is, we’re talking about humanity in terms of “the Empire” vs “Everyone else,” at least when it comes to technological frameworks.

One thing that irritates me in sci-fi settings is when all Aliens are alike (“All Klingons are honorable warriors”) and, worse, when humans are this way (“All humans are charismatic, heroic and liberal-minded!”). One easy way to get around that is to break down a race (humanity, in this case) into sub-groups, to expand their part of the fractal. We in the modern world already do this, thinking in terms of ethnic groups, but I want to break up modern ethnic understanding and push the reader to lump the humanity of the setting into different sorts of “thematic buckets” to give us several different ways to picture what humans might be like and, thus, several different ways to picture their technology.

Maradon: These are the heirs to the galaxy, the rulers of the defeated Galactic Federation and the would-be rulers of the Alliance. They are humanity-as-space-fantasy, with elegant nobles, space princesses, space knights, great orbital fortresses, Dune-inspired houses that once bowed to a feminine order of “witches” called the Akashic order. I think when the average reader thinks of the Psi-Wars alliance, they picture the Maradon. In Star Wars, Leia Organa, Mon Mothma and probably Lando Calrissian would have been of Maradon extraction.

Shinjurai: The technologists of the setting, whose Neo-Rationalism ostensibly serves as the ideological foundations of the modern Empire, they once ruled pockets of the Galaxy and the foundations of their civilization gave rise to the Cybernetic Union. They are humanity-as-cyberpunk, with cyborg punks and strange robotic religions and devoted logicians. There are few such characters in Star Wars, though Lobot might fight the bill, as might General Greivous; instead, they represent a mashing of other genres into Star Wars, and include characters like John Preston from Equilibrium, Clara from Killjoys, and Kanjiklub from the Force Awakens.

Westerly: The common man of the setting, they can be found scattered across the stars, living simple lives and primarily wishes to be left alone; they are the most diverse of the forms of humanity, and worry about survival more than galactic politics. They are humanity as space-Western, with varied and simple religions (from Shepherdism to shamanism to True Communion) and simple and effective technologies. They are asteroid miners, farmers, survivalists, smugglers and gunslingers. In Star Wars, the Skywalker line is probably Westerly, as is Han Solo; outside of Star Wars, we have most of the crew of the Serenity, and we have the Fremen of Dune.

I find it easier to come up with some corporations, give them some fluff and assign them equipment modifiers that they give most of their gear. I then use these corporations kinda like character lens to differentiate my gear to be easier and quicker then doing it case by case (though don’t be afraid to mix methods). In effect they become Corporate Lens. -The Ryujin, Brand Loyalty

We can break down our gear first by human ethnic group/theme: what does Maradonian spaceships look like; what does Westerly spaceships look like, etc. I would propose further do to this along the lines of manufacturingcorporations. Each ethnic group and the design philosophies they stand for can be exemplified by a handful of corporations, each with their own specific themes. We can designthe equipment around those themes, but we can also arbitrarily give them benefits, as described in GURB’s Brand Loyalty article, or the “Gun Cult” sidebar on page 39 of GURPS Gun Fu(“The blasters and vehicles of Not-Kalashnikov are just more robust, with +1 to HT or Malf, just because. Everyone knows that!”). By having a few corporations, we also give the GM and players a few names to toss around and more setting elements to play with.

We can, and maybe should, dive into other frameworks and lost pieces of technology, such as alien frameworks, or the equipment of True Communion, but we might save that for a later time, as the gear here, for these factions, is the most foundational gear of the setting.

Rule 4: Themes

So, we have the rough fractal breakdown: we want some gear for each Ethnicity and the themes they represent. We’ll need to think of those themes, of course, but we can break down our material even further by creating another axis on which we think of our gear.

Of course, we already have several subsets of gear:

  • Spaceships
  • Vehicles
  • Personal Gear
  • Robots
  • Enhancements
  • Infrastructure

The first three are self-explanatory. Robots are something easily lost in the shuffle, but someone somewhere has to be making these robots, and it’s thus part of the technological framework. Enhancements represent things like Cybernetics or other purchasable upgrades, and I would argue that these tend to be setting concerns more than something we need to design: we might want to know who creates what particular set of cybernetics so we can put a name in front of it, but beyond that it’s not a major concern. Infrastructure fills a similar niche: we need to have hospitals and weather satellites and power plants and factories, but we worry about them more as setting elements than something the players will directly use.

We also have several broader themes to concern ourselves with:

  • Military: what the wars are fought with
  • Security and Infiltration gear: what special ops, criminals and cops use
  • Civilian: what the guy on the street uses
  • Special/Magical: the gear a faction uses to power its psychic abilities and other secret conspiracies.

These sort of fall into what various characters will do, or what the main conflicts of the setting are. Military and Security and probably the most important, while civilian will mix the two and serve as a backdrop for the first two: a criminal might use a civilian car, or a rebel in a military conflict might use a civilian blaster. The special/magical is like Enhancements: it tends to be unique and special and likely not worth an entire discussion on its own, but is worth remembering.

So, for example we might start with the (Military) (Spaceships) of the (Maradon). Each of these elements will have their own subsets: Capital Ships (which might be broken down into Carriers, Battleships, etc), Corvettes (which might be broken down into escort corvettes, torpedo corvettes, etc), and so on. Once you’ve got the whole complex map built out, it’s not especially difficult to just start plugging ships in, though you needn’t fill every gap.

Rule 2: Keep it Simple

Now that we have our fractal and themes (and fractals of themes), we must endeavor to keep it simple. I think it’s obvious that when looking at just one thematic group (Maradon) with just one aspect (military spaceships) that you can dive deeper and deeper into each set. I would suggest that we limit ourselves: given that the patterns here are sufficiently obvious that a GM can easily see where he can insert his own, we only need to draw in broad lines. So, if we’re talking the military spaceshipsof each group, I would argue we need:

  • 0-3 Capital ships per group
  • 0-3 corvettes per group
  • 0-3 fighters per group

And then we stop. That’s up to 9 military ships per ethnic group plus 9 military ships for the empire, plus up to 9 “spy/security” ships per ethnic group and 9 “spy/security” ships for the empire, and 9 civilian ships per ethnic group and 9 civilian ships for the Empire. That’s already 108 potential spaceships, which is a bigdesign space, and thus we shouldn’ttry to fill in every little gap. 50 human ships would already be plenty, and that means we’re almost certainly not going to have 3 in every category (do we need 3 different Westerly capital ships? Probably not!)

I would like to add one additional thing into the mix as a call-out to Rule 1: We need to know our target audience, and one thing I’ve noticed with mytarget audience is that you guys like specifics. You like named characters, which probably means you like named ships, so we’ll come up with a handful of signature ships per faction, no more than 2-3.

Rule 5: Steal Like an Artist

Where do we get our ships? We’ll look in two major places. The first, obviously, is that we’ll steal from existing material. Obviously we’ll use Star Wars, but we have other sources as well, from the real world to other sci-fi (like the fighters of Cowboy Bebop or the corvettes of Firefly or the capital ships of Battlefleet Gothic). The second is that we’ll stop and think about the reasonsbehind our fighters.

When I created the Military Doctrines of the Empire, I set off something of a firestorm, as well as when I discussed the tactics of rebellion. I’d like to revisit each of these before I dive into the infrastructure of each. Why does the Empire have dreadnoughts? Why don’t the Westerly? The answer lies in how each faction views war, or security and stealth, or their civilian concerns. As we stop and contemplate the circumstances of each group, their technology will naturally flow from this. Personally, this isn’t the sort of setting material that needs to be outright stated, though I do find people reference it a lot (my rebel tactics gets a lot of views), but it’s definitely the sort of work you should do, even if you choose not to “show” it in the end, so we’ll definitely stop to think about it.

Heat the Forge!


And that’s it! I think this lays out a roadmap of how to go about building our technology nicely, and I think we have most of the tools we need to do this. We are missing some pieces, but better to stop and build those pieces as we need them than to set up everything in a slow, boring manner in advance, because we’re often engaging in “premature optimization” which is one of the greatest creative sins one can commit!

So, where to next? Clearly I think Militaryconcerns interest us the most currently. We need to tackle the rest, absolutely, but we’ll start here, because it’s what people talk about the most, and it’ll serve as the basis for my playtest the best. What aspect of the military? Well, we need to hit everything, but I think the most obvious sequence is:

  • Personal Gear
  • Vehicles
  • Spaceships
  • Miscellaneous
We need to know what gear soldiers carry to know what vehicles support them to know how much space a spaceship needs to carry said soldiers and vehicles; things like factories, fortifications, starports, medical facilities, can come later, as they can be fairly easily abstracted away; I don’t think you’d even miss them if we forgot them.

Which faction? While I’m sure everyone would like to start with the Empire, I want to start with Maradon, because I have a pretty good sense of what they look like and they predate the Empire, so the Empire has adapteda lot of its technology to defeat the Maradon-led Alliance. After that, and this is subject to change, I’d like to do: Westerly (as they make up the bulk of rebellions), the Shinjurai (they straddle the line between Empire and Alliance) and then the Empire.

Before I do each, I’ll stop and talk about the doctrine that drives them and their preferred tactics.

Once I’ve finished the militaries of each, we’ll see if we can get a playtest up and running, and I’ll turn my attention to spycraft and civilian elements.