51 Las-Rifle (rifles). Las-round firing shoulder arm. Las-Sniper Rifle (rifles). Many of these marksman’s weapons, like the Nort Jagdzer rifle, are upgraded with sophisticated sights and suppressors. Master Blaster (pistols). Nort close-quarter weapon that fires a deadly volley of four solid tungsten rounds. Micro Blaster (pistols). Easily concealed las-pistol . Mortar (heavy weapons or gunnery). Infantry support weapons used to fire grenade-sized bombs in a high trajectory. Its components can be broken down and the load shared between the soldiers of the mortar team. Rare item on Nu Earth, but sometimes issued to troops lacking other means of heavy support. Smoke Discharger (heavy weapons or gunnery). Armoured vehicles sometimes include clusters of launchers for firing smoke grenades either singly or as barrages. If multiple shots are fired, each extra grenade must roll for scatter from the site where the first grenade lands. For example, a cluster of four tubes can be fired singly or all together. Stun Rifle (rifles). The Nort DG-1 fires a non-lethal bolt of electricity and is used by Nort forces to disable droids, which can be subsequently reprogrammed. It is sometimes used as a means of capturing human targets. Spear Gun (rifles). Gas-powered gun used in underwater environments. Tank Gun. Main armament of MBTs that can fire different types of shells. Some of the larger tanks carry upgraded AntiVehicle shells with increase of 3 or 4. Similar weapons are used as defensive artillery in emplacements. Tractor Beamer (heavy weapons). Miniaturized version of a starship weapon that is used in engineering tasks but doubles as a weapon. Viral Gun (pistols). Rare xeno-weapon that shoots a stream of serum inflicting a deadly and rapid alien virus into living organic targets. Use the dart gun penetration rules to see if a target with a SOAK is hit. The reservoir holds ten shots and if a replacement reservoir is needed, they cost from upwards of 3,000 cr. SPECIAL AMMUNITION Mole Bomb (1,000 cr per munition). Some rockets and missiles include drill heads that allow them to burrow towards underground targets. ‘Porcupines’ (300 cr). Particle-accelerated, armour-piercing, sabot micro-rounds are high velocity nano-missiles fired from autocannons, typically used by fighters against space vessels, CH/2: TOOLS OF WAR //RANGED WEAPONS
52 killing crew whilst causing minimal damage to the vessel and cargo. Rounds count as Anti-Vehicle 2, but even if they penetrate, they only do 1 damage to a vehicle (plus 1 for each 6 rolled). If the round penetrates, roll damage again treating rounds as 2d6 Burst 2. ARMOUR All the types of armour listed in Judge Dredd and the Worlds of 2000 AD except Judge uniforms and helmets are available in a Rogue Trooper campaign. Most soldiers wear hostile environment suits called chemsuits, cumbersome items when the weapon and equipment are also factored into the weight an infantryman carries. Some officers wear high quality versions of the chemsuits worn by their men. Other types of armour worn by specialists include Kevlar vests used by snipers and heavy anti-blast suits worn by special forces in extremely hostile environments. ARMOUR IN COMBAT [OPTIONAL RULE] The Gamemaster might determine that natural 6’s on a damage roll still cause a loss of at least one point of HEALTH for each 6, but that the suits themselves are not punctured unless the damage total exceeds their SOAK. Sno-Suit. Environment suits worn by troops in cold conditions that incorporate a few pieces of extra armour. They include the Thermal upgrade, which grants 5 SOAK versus cold (cryo) damage. Drysuit. Close-fitting, environmental suit designed for use by scuba divers in the toxic, acidic waters of Nu Earth. The suit includes a weighted belt, chronometer and depth gauge as well as a pair of swim fins and a closed helmet that incorporates twin torch lights. Chemsuit. Standard environment chemsuit worn by civilians and most of the Nort military. ARMOUR ARMOUR SOAK COST (CR) TYPE WEIGHT INEFFECTIVE AVAIL. SNO-SUIT 5 [10 v COLD] 750 MEDIUM 45 PIERCING M DRYSUIT (INCLUDING HELMET) 6 [9 v ACID] 1,000 MEDIUM 45 PIERCING L CHEMSUIT 4 500 MEDIUM 40 PIERCING L ARMOURED CHEMSUIT 6 700 MEDIUM 50 PIERCING M [S] ADVANCED CHEMSUIT 6 12,000* LIGHT 3 - A *Minimum cost. They are normally sold in xeno-space at auction and usually fetch far higher prices. As a minimum, multiply the base cost by the result of 1d6.
53 Armoured Chemsuit. Environment suit worn by the Souther military. Advanced Chemsuit. Close-fitting, xeno-tech masterwork environment suit that includes a clear bubble helm and selfsealing systems. If the wearer has light armour skill they can ignore the -2 DEFENCE penalty for light armour. Chem-Hood. Most Nort troops wear armoured hoods that completely cover their heads and incorporate a pair of goggles rather than the full helmet used by their Souther counterparts. Omni-Shield. Master-crafted personal force field engineered by a xeno-species that can be worn over light armour. The SOAK also applies to environmental effects, though this provides a further drain on the energy source. Typically, a hostile environment reduces the shield’s charge life to half an hour. G.I. HELMET Mark 1 G.I. Field Helmet. This tough, open helmet includes anti-slip texturing, a biochip slot and a set of sensors which a biochip can use as a military scanner. If targeted, the helmet is a small sized item with HEALTH 10 and SOAK 15 that has 25 SOAK versus acid damage. Mark 2 G.I. Field Helmet. The upgraded version is available from ‘89 and incorporates a targeting laser that that can be linked with a chip in a Mk 2 G.I. rifle. The laser finder has a base range of 10 and the Beam special trait. If targeted, the helmet is a small sized item with HEALTH 10 and SOAK 17 that has 27 SOAK v acid damage. CAMOUFLAGE Camouflaged armour is an easy and cheap way to blend into the surroundings. Camouflage can be selected for a specific terrain (desert, snow, jungle, night, urban, sky). Wearing the correct camouflage armour for the terrain grants a +1d6 bonus to checks to hide. Armour and uniforms can be supplied with suitable camouflage at no extra cost. CH/2: TOOLS OF WAR //ARMOUR SHIELD ARMOUR COST (CR) WEIGHT AVAIL. SPECIAL CHEM-HOOD 100 1 L +1 SOAK, -2 DEFENCE G.I. HELMET 1,000 3 G.I. CHIP SLOT, +1 SOAK, SCANNER, -1 DEFENCE* G.I. HELMET MK 2** 1,000 3 G.I. CHIP SLOT, +1 SOAK, SCANNER, TARGETING LASER, -1 DEFENCE* OMNI-SHIELD 30,500 *** 1 A +3 DEFENCE, +6 SOAK, KINETIC *DEFENCE penalty is ignored by the G.I. if the helmet incorporates a co-operative biochip. **Only available from ‘89 ***Minimum cost. They are normally sold in xeno-space at auction, and usually fetch far higher prices. As a minimum, multiply the base cost by the result of 1d6.
54 VEHICLES VEHICLE CUSTOMISATIONS Most military vehicles on Nu Earth are capable of being sealed from the atmosphere and routinely carry spare oxygen cylinders. The following customisations can be found on some vehicles. Airdrop (weight in cr). Either a parachute system or powerful retro rockets allow the vehicle to be dropped safely onto the ground from a flier. Amphibious (weight in cr). The vehicle has either the ability to sail like a boat at a speed of 3 or can travel along the bed of a water feature at a speed of 3. Articulated (1,000 cr). The vehicle is adapted to tow a large trailer unit. Burrower (weight in cr). Vehicles of car size or more can hide just under the surface of the ground by using extractors that allow it to immerse itself completely in loose sand or earth in two game turns. Decontamination Chamber (1,000 cr). Small sealed space where automated systems cleanse and expel unwanted gases, toxins and radiation. Ejector Seat (3,000 cr). One vehicle occupant can rapidly flee, flying out into the air in their chair before safely parachuting to the ground. If a vehicle spins out of control or explodes, an ejector seat ensures that the occupant is safely removed. Electro Circuit (HEALTH x 10 cr). The operator can use power from the vehicle to generate an electrical current that does 2d6 electrical damage to anything touching its exterior. Each turn it is activated drains 1d6% of a full charge of power. Fire Extinguisher (120 cr). A fire extinguisher can be used by an occupant to extinguish a fire. A fire extinguisher can be used once, but multiple extinguishers may be installed. Tunneller (weight in cr). The vehicle can tunnel through the ground, though its SPEED is dependent on the type of material it is drilling through, and it will sometimes need to halt to allow cooling or even the replacement of the drilling apparatus. The technology is only perfected by the Nort military. Un-Scales (HEALTH in cr). Smooth plates used to clad armoured vehicles to prevent infantry from clambering onto them. Climbing attempts on the plates suffer a -2d6 penalty. Water Boiler (20 cr). Lim-Ee vehicles usually incorporate a device that allows them to heat water for making cups of tea. MILITARY VEHICLES The military forces of Nu Earth use a wide range of vehicles, of which the following are just a small selection. GMs wanting to use other vehicles are encouraged to create their own using the table below as a guideline. Many of the largest or most sophisticated military vehicles feature self-destruct programs that can prevent crippled vehicles falling into enemy hands. Aerosan. Ski-mounted, open arctic vehicle that is powered by a rear-facing rotary engine and mounts a las-machine gun the driver can operate. A.P.C. Eight-wheeled, amphibious armoured personnel carrier. They usually include a support weapon mounted on top of the hull such as a las-cannon. Auto-gyro. Flying, rotary-powered craft used by Norts in locations where there is little enemy air cover. They can be dissembled and carried in light trucks and are easy to conceal on the ground. The auto-gyro can include a mount for a single las-machine gun. Beachball. Floating, transparent cylinder of sealed material that encloses two soldiers who can move the cylinder by walking. It is deflated by one of its crew releasing a value that contains a seal burster solution. Blackmare MBT. Nort tank. The main turret houses a large tank gun and a las-cannon. Four smaller turrets are located on the hull’s corners and contain gas lighter flame throwers or twin linked las-machine guns. Carter Class MBT. Souther tank, outclassed in a stand-up fight with the Nort Blackmare. The main turret houses a tank gun. Four smaller turrets are located on the hull’s corners each contain a las-machine gun. Chariot. Hover pods with an attached sidecar mounted a sniper rifle of las-machine gun are used by recon units of the Kashar Legion. Drill Probe. Tunnelling machine that is used for getting the infantry troops who follow it into the midst of an enemy’s position. The machine includes four linked assault carbines that fire a single 2d6 Burst 2 attack centred on itself as it surfaces. Drop Pod. Transport released from high altitude that uses parachutes or retro rockets to slow and control its descent. Pods dropped from orbit include heat shielding. Dobermann. Tracked Nort light tractor converted to a patrol vehicle mounting a mini gun. Dream Weaver. Nort MBT that uses psychotropic gas to confuse or terrify the troops it is attacking. The main turret houses a tank gun and a las-machine gun. Four smaller turrets are located on the hull’s corners each containing a las-machine gun, and the gas is released by a device similar to a flame thrower. The vehicles have extra seal systems that protect their
55 crews from the psychotogens it carries. To date, none of these tanks have been captured intact. Fighter. Fast atmosphere craft as typified by the Souther ‘Harpy’ class and Nort ‘Grendels’. Typical armament is two missiles and twin las-machine guns. Foil Boat. Both navies use fast patrol vessels armed with lascannons and missiles. Heli-Chopper. Rotary-powered transports capable of carrying ninety troops or 44,000 lbs of cargo. They are outdated and mainly deployed in secondary theatres of war. Hummer. Light armoured military trucks. They typically have a heavy weapon mounted on the roof that can be fired by a standing gunner or by remote control. Hover Train. Transport trains that use monorail tracks to move large quantities of men and munitions. Hov-Ped. These open vehicles speed a metre or so above the ground. Single seaters are used as runabouts and emergency craft whilst two-man models are armed with twin linked las-carbines on auto and used by Nort scouts. Hopper (Hoppa in Nort army). Generic term for hoover vehicles. A typical model used for patrols and the transport of small units of soldiers has a missile launcher pod at each wing tip and a remote-operated belly turret with twin las-machine guns. Heavy weapons such as machine guns can be set up by door gunners to the rear and sides of the hull. Inflatable. Ten-man inflatable boat with paddles and an outboard motor. These craft are used for small military units in amphibious operations or as life rafts on larger vessels. Paddling is tiring work, but a full crew can achieve a burst of speed equal to their average STR pool. Krusader. Prototype Nort mek suits that are just starting to be deployed in action. Its customisations include an airdrop capability, electro circuit and ejector seat. Between four and six heavy weapons can be fitted into the mek’s shoulder and arm mountings. The Krusader has shielding that gives a +5 SOAK against HEAT weapons, but the current model has several vulnerable points. Attacks that roll critical besides their normal critical effects also count as Anti- Vehicle x2 or add +2 to an AntiVehicle weapon’s multiplier. Landspeeder. Utility wheeled transport. Many include a turret with a heavy weapon mount for a las-machine gun. Jet Ski. Fast, personal watercraft. Souther ones are armed with twin las-machine guns. Missile Carrying Vehicle. MCVs come in a wide range of vehicles. The example in the table is for a Nort MCV designed to accompany armoured assaults. Motorcycles. Sometimes issued to recon troops as well as escort and dispatch riders. Motorcycle and Sidecar. Some are used by two Nort reconnaissance troopers and include a las-machine gun mounted on the sidecar. Point. Robotic scout ships used by the Norts that include a power array of military scanners. Some are converted to ground attack support by removing most of the sensors and giving them payloads of gas or hard rain missiles. River Boat. Motorized civilian vessel that includes a small cabin. Used for fishing and haulage. Seraphim Fighter. Faster and superior to Nort fighters. Armed with a missile, twin las-cannon and twin las-machine guns. It is a dual atmosphere/near-space aircraft. CH/2: TOOLS OF WAR //VEHICLES
56 Sno-Speeder. Crawler used for arctic conditions. Besides a heating system, it usually incorporates a heavy las-machine gun in the front cab. Southern Comfort. Souther crawler troop transport. Some military models include a turret ring and gunner’s chair for a heavy weapon such as a las-machine gun. The Norts have similar versions of half-tracks. Spyder. Nort tank used for scouting and ambush. Includes Burrower and Un-Scales features. Its hull can be raised on hydraulic struts that connect it to its tracks to gain protection from mine blasts. They are typically armed with a forward firing las-cannon and festooned with eight or more las-machine guns in individual turrets. Staffcar. Wheeled, half-tracked or tracked vehicles used by a commander and his aides. Some tracked versions feature improved armour protection. Senior staff away from the frontline sometimes use prestigious versions that include pristine paintwork, gleaming chrome trimmings and luxurious upholstery. Stalker Skeletoid. Nort meks containing ‘waldo’ cyborgs that are used as scouts. They are usually armed with heavy weapon such as a twin linked machine gun. Waldo skeletonoids are presented in a form with character stats on page 186. Steppenwolf. Fast, light tanks used by Nort armoured forces and equipped with a top turret incorporating a laser cannon and one or two small turrets with a las-machine gun. Stomper. Hulking, apelike, four-limbed vehicles designed for exploration and work in high gravity and life-intolerant non-terrestrial environments. They carry shield generators that allow them to work in conditions such as Jupiter’s moons for periods of 24.7 hours. The shield systems add +10 to the vehicle’s SOAK against environmental damage. Space Attack Craft. Versatile combat vessels used in space battles and planetary operations. Some have two las-cannon turrets and the capability to operate as water-borne assault boats. Wolverine. Tracked carrier built for arctic terrain that can tow a tracked trailer unit and mounts twin linked laser cannons. MONSTROUS MACHINES Some vehicles are so colossal that they are best destroyed by boarding actions, sabotage or extreme ordinance. Examples used on Nu Earth include tracked or walking forts and command posts used in some theatres. Oversized vehicles include the following: Cuthono-craft. Nort, submarine-like vessel that travels through the earth using an array of cutting tools in its bow section. They are a top-secret weapon, and whilst Souther intelligence suspects their use, they still lack any substantial evidence about the machines and their technologies. Narwhale Class Submarine. Powerful Nort submarines like the Resurgam boast a titanium hull, ballistic missiles, torpedoes and a small complement of marines. Naval Cruiser. Surface vessels equipped with massive gun turrets and missile systems. Shuttle Sub. Relying on stealth rather than armaments, these submarine vessels are used for moving troops out of the sight of prying atmocraft and spy satellites. Nort vessels include a bay where beachballs can be released. Destroying or crippling some vehicles will sometimes be beyond the abilities of some PCs without some type of nuclear missile. Consequently, they must try to avoid them! Cunning traps and distractions, especially involving hazardous terrain, might immobilise or cripple these behemoths, and heavy ordinance from spy satellites or artillery emplacements might be directed onto them. Inventive use of tactics involving breaching charges, improvised explosives and targeting weak spots, not to mention the use of LUC dice, can be rewarding. Sea-going vessels are susceptible to capsizing if their hulls are breached or damage to their superstructure overbalances them.
57 CH/2: TOOLS OF WAR //VEHICLES VEHICLES VEHICLE COST (MCR) WEIGHT (LB) OCCUPANTS SPEED ACCEL HAND HEALTH SOAK DEF WHEELED A.P.C. 40 21,000 10 6 2 4 145 17 +6 HUMMER 18 6,000 4 9 2 4 90 15 +8 LANDSPEEDER 30 10,000 6 8 2 4 100 16 +7 MOTORCYCLE (N) 1.5 500 2 18 4 1 22 5 +12 MOTORCYCLE AND SIDECAR (N) 2 750 3 15 3 2 27 5 +11 STAFFCAR 20 6,000 6 12 3 4 90 15 +8 TRACKED BLACKMARE MBT (N) 1,500 500,000 10 3 1 5 705 25 +1 CARTER CLASS MBT (S) 800 250,000 6 4 1 5 500 20 +2 DREAM WEAVER (N) 700 200,000 5 4 1 4 447 20 +2 DOBERMANN (N) 15 5,000 2 4 1 4 70 15 +10 MCV 40 60,000 4 4 1 4 245 17 +4 SNO-SPEEDER 30 12,000 6 5 1 4 110 15 +7 SOUTHERN COMFORT (S) 35 18,000 11 5 1 4 135 15 +6 SPYDER (N) 500 80,000 4 5 1 5 282 17 +3 STAFFCAR 25 10,000 6 5 1 4 100 17 +8 STEPPENWOLF 35 40,000 3 5 1 4 200 17 +7 WOLVERINE (N) 30 10,000 4 5 1 1 100 15 +8 TRANSPORT TRAILER (N) 10 10,000 12 - - - 100 155 +8 MECH KRUSADER (N) 1,000 40,000 1 6 2 0 200 20 +8 STALKER SKELETONOID (N) 60 1,000 1 10 3 0 32 15 +10 WALKER STOMPER (S) 7,000 200,000 1 2 1 4 447 25/35 +4 HOVER HOVER TRAIN CAB 40 80,000 2+24 30 3 - 280 15 +2 CARRIAGE 10 40,000 32 - - - 200 15 +2
58 DRUGS New drugs were produced in spin-off from the bio-chem war industries, and licensed narco-dens are a feature of cities on many Nort worlds. Amnesia Drug. The basic amnesia drug is often tailored by filth columnists using their skills so that memory loss can be either one hour or 1d6 hours. VEHICLES (CONTINUED) VEHICLE COST (MCR) WEIGHT (LB) OCCUPANTS SPEED ACCEL HAND HEALTH SOAK DEF HOVER CHARIOT (N) 11 2,000 2 25 5 2 35 10 +11 HOV-PED (N) 10 1,500 2 30 5 2 25 10 +12 ROTOR AEROSAN (N) 2 1,000 1 5 3 3 30 5 +12 AUTO-GYRO (N) 2.5 500 1 10 3 2 22 5 +12 HELI-CHOPPER (N) 45 60,000 5 18 3 3 245 15 +2 TUNNELLER DRILL PROBE (N) 3 500 - 1 - 5 22 10 +10 DROP POD DROP POD (G.I.) 4 2,000 1 10/5* - 5 35 15 +10 DROP POD (SQUAD) 10 8,000 10 10/5* - 5 89 15 +6 BOAT BEACHBALL 1 50 2 Crew Crew 2 7 20 (seal) +11 FOIL BOAT 1,000 500,000 40 6 2 5 750 15 +1 INFLATABLE BOAT 0.5 500 10 4 or Crew 2 1 22 1 +10 JET FOIL 22 600 1 8 3 2 25 10 +12 RIVER BOAT 20 5,000 6 4 3 5 70 12 +7 FLYER FIGHTER 80 15,000 1 70 7 3 122 17 +8 HOPPER 50 20,000 2+6 40 4 3 141 15 +7 POINT (N) 50 15,000 - 60 6 3 122 15 +8 SERAPHIM (S) 100 29,000 2 80 8 3 167 17 +8 SPACE ATTACK CRAFT 3,000 400,000 8 80 8 4 705 19 +2 *Speed given is for the penultimate and actual turn the pod lands. DRUG COST (CR) DELIVERY ADDICTION CLASS AMNESIA DRUG 500 INJECTION / PILL I CIRCE 300 INJECTION III RAD TABS 50 PILL I VIRUS X 3,000 INJECTION I
59 Circe. This drug produced in the Nort Republic is named after the mythical sorceress who turned men into beasts. It gives the user a feeling of superiority and heightened senses but can also bring an angry, mindless state of rage. The drug acts as a combined STR street booster and reaction enhancer, but the user needs to make a Challenging [13+] WIL+ (concentration) or (discipline) check to avoid entering the angry condition. The Nordland security forces have still to identity of the crime lord behind its production. Rad Tabs. These act as an antidote drug to counteract radiation poisoning. They grant a bonus die to a poison dice pool. VIRUS X During ’87, the Nort scientific intelligence had determined that an unknown toxin from the polar zone was capable of paralysing Rogue Trooper and started to issue filth columnists who might encounter him with a range of possible serums. By ’88, they had still to narrow the toxin from twenty-four indigenous species and started to issue a selection to ToxTeams. Finally, by the end of the year, they had isolated the drug they were seeking which they named Virus X. The solution can be made into a gel or a serum for a chemical dart. It automatically inflicts paralysis on a G.I. clone. CYBERNETICS With years of training, the G.I.s were considered to be too valuable to lose. The latest cybernetic technologies were harnessed by Milli-Com to develop a means of electronically recording the personality and skills of those lost in action into a biochip so that they could be rehoused in a fresh clone body. The technology is avidly sought by other organisations. At least one crime lord in the Nordland system has manged to get a biochip, which he places in bodies he selects for specific purposes. Black market, bootleg biochip operations will not necessarily be able to deliver chips that keep the exact personality and skills of the original individual. BIOCHIPS Biochip. The credit card-sized chip uses gold micro-circuitry to retain a personality matrix that is downloaded at the death of a biochipped individual. The chip’s internal power source is limited and can keep an imprinted matrix for sixty seconds, requiring it to be quickly transplanted into an energised biochip slot . Biochip slot, Sensors and Comms. Energised slot capable of storing an imprinted biochip that can use the cybernetic-linked systems in the equipment it is incorporated into. The chip uses a speech synthesizer and sensors, which give it audio and visual capabilities. Most have a switch that a human operator can use that prevents the chip operating the equipment and a cap that absorbs the sounds they generate. Biochip Scanner. Field kit used for examining an imprinted chip for any faults. Complete checks take a full half hour and chips can be stored in the device for up to 6 hours but will need 48 hours to recharge themselves afterwards. A pair of tweezers is included to facilitate loading and unloading without contamination. Biochip Support Capsule. Device for storing an imprinted chip safely till it can be rehoused in a chip slot or a body. The capsule includes a pair of tweezers to facilitate loading and unloading without contamination. Cyber-Tattoo. These experimental military implants to heighten senses did not, ultimately, find favour with the Souther army, but the technology ended up as a fad with adolescent gangs on some planets. They comprise of exposed circuits that are wired into the face or head of the recipient. The device gives the user +1d6 to perception tests, but they become ‘twitchy’ and have a -4 penalty to their MENTAL DEFENCE to resist most conditions. CH/2: TOOLS OF WAR //BIOCHIPS BIOCHIP ITEM COST (CR) WEIGHT (LB) AVAIL. BIOCHIP 1,000,000* - G.I. BIOCHIP SLOT, SENSORS AND COMMS 100,000 * - G.I. BIOCHIP SCANNER 250 1.5 G.I. BIOCHIP SUPPORT CAPSULE 100 0.5 G.I. *The cost includes the installation by a skilled surgeon.
60 Laser Monocle. The operator can use the movements of their eye to project a fine laser beam that can operate light sensitive controls within 50’. GENETICS Specialised genetic laboratories can grow and store spare limbs, organs and even whole bodies for customers. These services are too expensive for normal combat soldiers but are a luxury made available for G.I.s, senior staff officers and wealthy civilians. CLONE BODIES Bodies can be as organ banks or might house a brain transplant or a biochip. The cost of a clone body is 50,000 cr per point of STR, AGI and END and 50,000 cr per dice pool of each of these attributes. G.I. CLONE BODY Typical G.I. bodies kept in storage for imprinted biochips have bodies that are superior to those developed by the G.I.s during their training and have the following profiles: G.I. (Male). STR 10, AGI 10 and END 10 G.I. (Doll). STR 6, AGI 14 and END 10 MOUNTS The stamel is a genetically modified camel that was developed for use with the settlers who colonised Nu Earth’s deserts. As the planet’s atmosphere became poisonous, further modifications allowed the beasts to filter out the local toxins. Nort raiders operating in these regions use stamels, but many traders from cities held by either faction also make use of the beasts for riding or hauling goods through the Atomic and Marrok Deserts. On other worlds an assortment of birds, reptiles and mammals can be trained as mounts. A full NPC template for a stamel can be found on page 182. Mounts can be incredibly advantageous, especially in combat. They enable a traveller to move faster, and they give combatants a height advantage while making them harder to attack. While every mount has its own statistics as an independent creature, when mounted they are treated as part of the rider. A mounted combatant automatically gains the following benefits while outdoors (an interior area counts as outdoors for this purpose if it is at least 100’ wide and long). Indoors, things are too cramped and crowded to make full use of a mount, and while a rider can physically be astride a steed, he does not get the below benefits. The rider gains the SPEED score, JUMP score, and any other movement mode of the mount. The rider gains +4 MELEE DEFENCE. The rider gains a +1d6 height advantage to attacks and +1d6 damage to opponents who are not mounted. A mounted rider who is knocked down or pushed back is dismounted, falling prone to the ground and taking 1d6 blunt damage. Normally, the mount does not get hit and lose HEALTH in combat nor does it attack. The rider and mount are treated as one entity, unless a dismount exploit is used against the rider. An attacker can choose to specifically attack a mount. This costs an additional 2d6 to the attack, and if it is done within reach of the rider (many use long reach weapons, however), subjects the attacker to a free attack. A rider can ride a mount of his size or larger. After selecting a mount, roll randomly for its statistics on the Mount Statistics table, or use the NPC stats on page 182. Reroll any die showing a 1 or a 6. Once the mount’s base statistics have been determined, roll d66 twice on the following list to select two quirks. ENHANCEMENT TYPE COST (CR) EFFECT CYBER-TATTOO MINOR 20,000 +1d6 to perception -4 penalty to MENTAL DEFENCE to resist any conditions but Angry. LASER MONOCLE MINOR 2,000 Can activate light sensitive controls within 50’. MOUNT COST (CR) SIZE CARRY (LBS) SPEED JUMP (FT) STAMEL 200 L 1d6+1x100 3d6-2 2d6+4/1d6
61 CH/2: TOOLS OF WAR //GENETICS D66 MOUNT TRAITS 11 Fleet. The mount is unusually fast. Increase its SPEED by +1d6. 12 Hardy. The mount gains +2 SOAK. 13 Sturdy. Increase the mount’s CARRY value by 20%. 14 Loyal. The mount will always immediately come to you when it is called or whistled for. 15 Lame. The mount has a bad leg or foot. Reduce its SPEED by –1d6. Intelligent. The animal is unusually intelligent, has a LOG attribute of 3 and can understand basic instructions. 16 Intelligent. The animal is unusually intelligent, has a LOG attribute of 3 and can understand basic instructions. D66 MOUNT TRAITS 21 Aggressive. In combat, once each round, the animal gets a free attack against an adjacent opponent. The attack’s damage is based on size (1d6 for medium or smaller, 2d6 for large, 3d6 for enormous) and uses a 5d6 attack roll. 22 Skittish. Any time the rider is attacked in melee combat, there is a 1 in 6 chance that the mount will panic and flee in a random direction at full speed. 23 Leaper. Increase the mount’s JUMP distances by 1d6 feet each (although vertical jumps still cannot exceed horizontal jumps). 24 Guardian. The mount is especially useful as a guard. It has a 6d6 INT check. 25 Proud. The mount will carry its rider, but it refuses to carry bags. 26 Jump-Shy. The mount will not attempt a jump of any kind.
62 D66 MOUNT TRAITS 31 Kicks. The mount will attack anybody it does not know who wanders close while it is not being ridden. 32 Protective. Once per day, the mount takes a hit for its rider. The attack is negated. 33 Loud. The animal barks, neighs, trumps and bays making it impossible to ambush anybody while the creature is nearby. 34 Large. The mount is large for its species. It grants its rider an additional +1 DEFENCE. 35 Dislikes Barding. The mount will not wear barding of any kind. 36 Charger. When charging, the mount grants its rider an additional +1d6 damage. 41 Spirited. The mount is eager to act. The rider gains +1d6 to his INITIATIVE checks. 42 Bestial. The mount is unusually bestial looking, perhaps with broken tusks, scars or a missing eye. The rider can spend two actions to make the mount rear up fiercely, making a 5d6 attack vs. MENTAL DEFENCE of all foes within 30’. Those who are affected are rendered Afraid. 43 Hunter. The mount has an excellent sense of smell, gaining the tracking skill at a rank of 6 (3d6). The rider can use this skill as though it were his own. 44 Unusual Colour. The mount is an unusual colour for its species, making it somewhat unique. 45 Willing. The mount assists when someone tries to mount it by lowering itself to accommodate the manoeuvre. In effect, the mount can always be mounted as a free action. 46 Placid. The mount is unusually docile and friendly. 51 Rotund. The mount enjoys its food a bit too much. It is round and fat. It gains +5 SOAK but suffers –2 SPEED. D66 MOUNT TRAITS 52 Devil-Touched. Somehow the mount has a little devil in its lineage, given away by its red eyes. It grants SOAK 2 (fire) to its rider. 53 Plodder. The mount is especially suited to long distances. Its SPEED counts as 4 higher for wilderness travel. 54 Light-Footed. Especially light on its feet, the mount does not leave tracks except in snow or similar terrain. 55 Independent. Once per day, for one round, the rider can leave the mount to handle directions and movement decisions and focus on other activities; one move that turn is a free action. 56 Vertigo. The mount is afraid of heights. Any height, bridge, or ledge of over 10’ height requires the mount to be coaxed. This takes an action and is a Routine [10] CHA check. 61 Fey-Touched. Somehow the mount has a little fey in its lineage. It grants +1 MENTAL DEFENCE to its rider. 62 Small. The mount is small for its species. It gains +1 SPEED, but its CARRY capacity is reduced by 10%. 63 Emaciated. No matter how much it eats, this mount always looks painfully thin. 64 Shy. The mount takes a while to become acclimatized to its new owner due to its shy nature. For the first week, it holds back, moving at –2 SPEED and not allowing quick mount abilities to work. 65 Greedy. When food is unattended within 30’ of the mount, it moves to it and begins to chow down. It takes a Challenging [13] CHA check to persuade it to leave the food alone. A successful check regains control for five minutes. 66 Fearful. The mount is afraid of fire and will not move within 5’ of a fire source unless a Difficult [16] CHA check is made to persuade the mount.
63 CH/3: NU EARTH NU EARTH Nu Earth is a planet which had a similar atmosphere and ecosystem to that of Earth prior to the emergence of the civilizations of mankind on their home world, though this new Eden has been transformed into a hazardous, barren wilderness by the use of atomic, bacteriological and chemical weapons. After long decades of warfare between the Souther and Nort armies, it is still a theatre of a conflict where constant battle rages across its continents and seas. Twin suns rise in the eastern hemisphere and give Nu Earth a similar day-night cycle as old Earth, though in some regions, periods of daylight might be up to fifty hours in length, whilst the night’s two moons give a varying degree of illumination during night-time and create complex tide patterns for the seas that cover most of the world. Continents and islands are found in both the northern and western hemispheres, the world’s two poles are regions of snow and ice cap, whilst a scorching equatorial belt rings the planet. The globe is divided by military planners into sectors or zones that are given a numbered and lettered quadrant, such as Seventeen-Delta, and features like hills are often merely given numbers. Nethertheless, many sectors and terrain features have acquired names that evoke old Earth’s locations and history. FEATURES OF NU EARTH Nu Earth’s total war has created many distinctive features to the planet. AB-YSS These deep crevasses were caused by subterranean atomicbiological weapons used early in the war. ACID POOL Shell holes and small lakes are often filled with acid capable of burning its way through unprotected skin. Some industrial sites on other worlds have caustic pools of chemicals among the waste they dump. BATTLE SITES Some devasted areas of land are currently being contested between the two armies. Weapons that range from orbital lasers to sharpened entrenching tools take the lives of soldiers, but throughout the entire planet are the remains of vehicles and men where the conflict has moved on. Some have simple graves marked by upturned weapons surmounted by helmets, but these are a rare luxury for the slain. Areas of recent battle prove extremely attractive to scavengers who want to sell intact or repairable items of technology. The better-equipped looters use robotic pickers in case intact but volatile munitions are encountered. BLACK CRYSTAL SPIRES Communication buildings that house technologies capable of sending and receiving effectively instantaneous communication signals through the black hole located near Nu Earth. Only a handful of these bases with functioning devices still exist. CHEM-JUNGLES Incredibly, some of the planet’s lifeforms have adapted and flourished. Pockets of lush jungle include Hell Hunt Jungle, the Tyat Minh delta and a region its local bandit chief refers to as ‘the Garden’. Neither side in the war has sought to permanently occupy these regions, but occasionally small units enter it as a means of moving to an objective without satellite observation or enemy interdiction.
64 CHEM-SEAS The polluted seas and oceans of Nu Earth are a toxic brew capable of dissolving or poisoning any unfortunates immersed in them. Fortuitously, most of their expanse is free of chemclouds, though vessels sailing them need the crews to regularly hose the vessels with special chemicals to prevent corrosion. Enemy vessels are a danger to mariners, and islands and inlets provide handy cover for lurking submarines and surface craft, and just as deadly are floating mines comprised of materials that are undetectable on standard military scanners. Harbours in coastal cities are garrisoned and heavily protected, but the old krill factories are derelict. The Orange Sea and the Western Sea are just two of the seas of Nu Earth. USING CHEM-SEAS These vast bodies of water can be used for transporting troops to new fronts as re-enforcements or raiders. Player Characters having to take to a lifeboat will find themselves faced with hostile weather, limited water and rations and the threat of violence from NPCs who are sharing their vessel and its dwindling resources. Should they welcome capture or elude enemy patrols as they seek to navigate to a distant shore? DESERT Vast expanses of sand or ash deserts bake under the heat of the planet’s twin suns. Some have strange, pyramid-shaped dunes of silica clad with a brittle top crust. Occasionally water holes, fringed by mu-palms, make welcome shelter and the chance of drinking water if an individual has a filter kit. Notable deserts include the Atom Desert, the ‘Boneyard’ and the Morokk Desert. USING DESERTS Deserts are deadly to unprepared or unfortunate travellers. Untainted water holes can be the focus of fierce skirmishes. FAB WAY Fabricated road sections are sometimes used to facility troop and supply movements. FORESTS Lifeless swathes of brittle trees are the sad remnant of the expanses of the green woodlands that once covered large stretches of Nu Earth. FUNKUS ZONES Expanses of mutated fungi grow up to a height of ten feet. They give off a rotting odour and when ready to spore can explode on physical contact, releasing clouds of spores, which can inflict a variety of conditions on individuals who breath them. GHOST TOWNS Completely abandoned settlements in areas the war has now moved away from, most of them showing battle damage. GLASSHOUSE Specially designed Nort prison camps. Many of the domeshaped structure’s walls and floors are transparent to allow a greater degree of scrutinization of captives. The upper levels include an interrogation chamber and holding bays for lascannons and quadruple autocannons. A hub-like control tower caps the dome. The exteriors of these prisons are patrolled by hovering robo-guards. GLASS ZONES Some surfaces of the planet have been melted by heat bombs into glass-like plains interspersed by craters and crystallike structures. Some surfaces count as a slippery environment and light from Nu Earth’s suns or manmade sources may inflict a Blind condition.
65 HYDROPONIC FARMS These wind-powered horticultural complexes are used to filter water and produce food in otherwise lifeless regions. Most of those near the frontline are now devastated ruins. MILLIWAYS Vehicles can access these concealed supply tunnels with inbuilt nav systems to travel safely at maximum road speed. MINES The unspoiled mineral wealth of the planet had only just started to be explored and mined before the war started. Many mines are now abandoned, but some are important enough to the war effort to receive garrisons. Productivity is maintained with robots, rotating shifts, few health and safety restrictions and forced labour from military and civilian prisoners. USING MINES Abandoned mines make ideal shelters and hideouts, though unmaintained ladders, elevators and tunnels might prove dangerous. A mine might hold the promise of making adventurers wealthy if they can find a workforce and somehow operate it in secrecy using bribery, criminal contacts and cunning camouflage. Mysterious disappearances of mine workers might affect productivity and will require investigation. MINEFIELDS Military mines are scattered across strategic locations giving military units the choice of taking casualties or avoiding the location unless they wish to spend time and resources navigating through or clearing the mines. Some callous commanders reason that the speed and surprise of a swift assault through a minefield makes losses justifiable. Several minefields are long forgotten and unmapped, their mechanisms corroded and extremely temperamental. Mines can be located by military scanners, and droids are often deemed expendable enough to be used for clearing duties, though sometimes unfortunate soldiers must risk tentatively probing for them with bayonets. Some extensive minefields are occupied by ‘mine-ohs’, groups of stranded soldiers in a weakened and demoralized state, some of whom are suffering persistent conditions such as Confused, Fatigued and Sick. Those who are reduced to eking out a meagre supply of remaining oxygen will be lightheaded and suffering from behaviour similar to the Drunk condition. MOUNTAINS The mountain chains of Nu Earth sometimes extend above the chem-clouds making them welcome bases for refugees, soldiers or bandits. The use of armoured vehicles is limited, making specialist troops with climbing skills and hoppers valuable assets to armies trying to operate in these regions. Caves make handy shelters, and passes provide good ambush points for defenders. NU-CITIES The wave of colonists erected modern cities in most regions of Nu Earth, typically using the names of cities from their old home, but with the prefix ‘Nu’ or the suffix ‘2’. Some, such as Nu Paree or San Francisco 2, boasted architectural features inspired by famous examples associated with the original cities. Besides road and rail links, many included shuttle ports. Some, such as Nu Hamelin, devoted resources to features that made life for its citizens particularly comfortable, including moving slide walks for pedestrians and fair-weather canopies that can envelop the entire city. Nu-Cities now include military defences and garrisons, and those designated as frontline cities have tight martial laws where the military police have the authority to shoot on sight. Many cities are war damaged, and some of these are fiercely contested in street fighting or under bombardment from besiegers, whilst others are merely derelict ruins. Some still include formidable energy shield systems that protect against orbital and heavy weapon bombardments, and a few can maintain safe atmospheres. Civilians include refugees and workers, though there is often a criminal element amongst them, and slums and ghettoes absorb the extra population. Factories are often located underground though steam and smoke, slagheaps and scrap yards often betray their presence. The assembly lines churn out products ceaselessly as shifts of workers rotate through them. CHEM-BARS Some cities have bars that are deliberately filled with nauseous gases for chem-vets who feel more relaxed wearing their chemsuits and hoods. GASBAHS Several cities include alien ghettos were humans are excluded and pockets of chem-cloud still remain. ‘NO GO ZONE’ Some areas of Nu Earth have been designated by Souther command as off-limits to troops due to unspecified danger or the need to protect a secret project. The Nort military use the phrase ‘V Zone’. CH/3: NU EARTH //FEATURES OF NU EARTH
66 PLAGUE AREAS Settlements where diseases have infected portions of garrisons or the population are often quarantined and mark their status with black flags which bare a skull emblem. Diseases listed in Judge Dredd and the Worlds of 2000 AD such as Black Scab can be used substituting a different name. PUEBLO PYRAMIDS This type of residential structure was once used in several Nu Earth locations to house eco-friendly communities. These pyramid-shaped buildings stand some two dozen stories high and were powered by the solar panels that covered their exterior. Most, if not all, are now war damaged. PRISONER OF WAR CAMPS Senior officers who are captured are often well treated and exchanged for individuals of equivalent rank, but the plight of most soldiers who choose to surrender is grim. Many soldiers are summarily executed whilst others are brutally interrogated. Life in prison camps involves a monotonous existence, occasionally broken by sudden fights. Inmates are poorly fed and often made to undertake forced labour. The humour, good morale and organisation of POWs shown in propaganda films has little reality, and gangs usually batten off the weakest. According to rumour, some Nort camps have dead internees made into a gruel that is fed to its alien allies. USING POW CAMPS Characters who are interned will need to survive and escape, and perhaps the imminent arrival of an old enemy makes this imperative? Alternatively, the characters are needed to rescue someone from a camp.
67 FLEAS AND LICE Small vermin have quickly produced resilient strains and flourish in unhygienic conditions such as seedy hotels and crowded block houses. After spending time a few hours in Infected locations, individuals are typically attacked by fleas and lice. Extreme concentrations can result in a persistent Fatigued condition. LEECHES These tiny, loathsome creatures inhabit the jungle swamps of Nu Earth. Those that manage to attach themselves to an unarmoured passing creature will, unless detected and killed, manage to drain enough blood to drain a single point of damage from their host before they are sated. Unfortunately, they are usually found in groups of 2d6 size. REFUGEE CAMPS Pitiful concentrations of bubble tents, these camps are where desperate civilians try to survive on the often inadequate medical assistance and provisions provided by military authorities and where diseases soon flourish. Some are controlled by criminal gangs who monopolize any aid received, and occasionally organised crime extends its tendrils into camps offering rations for body parts. USING REFUGEE CAMPS Refugee camps are often near Nu-Cities and can make infiltration in and out of the cities easier. Deserters and spies might lurk amongst the population, and many of the camps’ miserable denizens will sell information for a single chocolate bar, though they are just as ready to betray anyone for a similar reward. Perhaps one of the adventurers is seeking a loved one who might be in a camp? Some adventurers might be moved enough to try to better the lot of refugees by weeding out criminals or bargaining with military authorities, whilst flint-hearted ones will see a chance to make a profit. Some camps will have the misfortune to find themselves once again in the path of an enemy advance, denied proper transport by the military. Will they get leadership and help from the adventurers? SHUTTLE BASES These provide vital links supplying men and munitions for the war effort and evacuating the wounded. Many have been battle-damaged but smaller, well-camouflaged ones have replaced some of the lost shuttle bases. USING SHUTTLE BASES Defending, repairing or escaping on a shuttle that needs to take off before an enemy force reach it can provide an exciting countdown action. UNIQUE LOCATIONS ON NU EARTH The following locations include a brief description and ideas on how to use them in play. AKRE This was the site of a battle where Rogue Trooper destroyed two companies of a Kashan legion. ANZIAK SECTOR A relatively quiet sector covered in battlefield debris, Anziak Sector only sees sporadic visits and skirmishes between small patrols. It is the home to a hidden, underground stronghold and primitive med lab of a pack of savaging ghouls comprised of deserters from both armies led by Major Barabas. The men are slowly dying through accumulated toxins and need organ transplants to keep themselves alive. Although the ghouls are armed with firearms, they take pains to avoid damaging organs of those they seek to kill or capture. ATOM DESERT This radiation-contaminated desert is where Nort desert raiders swoop down on refugee columns or weak military groups that seek to cross the territory. USING THE ATOM DESERT Souther travellers across the region will need to avoid or fight the Nort irregular bands who patrol the region. Other groups might find they need to negotiate or trade with the savage warriors. Stammels that are inured to combat fetch good prices, and collecting a herd for sale could be a profitable enterprise. BULL RUN The location is the site of the battle of Mek-Bull Run, a famous Souther victory fought some four decades ago that halted the Nort armoured formations. CH/3: NU EARTH //UNIQUE LOCATATIONS ON NU EARTH
68 USING BULL RUN The Souther propagandists decide to commemorate the anniversary of Mek-Bull Run with the broadcasting of a commemorative parade and patriotic speeches from the battle site itself. Engineers erect a huge grandstand, and VIPs and veterans of the actual battle are flown to the site. However, the Norts get wind of the preparations and insert saboteurs who are tasked with turning the celebrations into a bloodbath. CALIBAN ISLAND Uninhabited, this tropical island is located deep in one of the scum seas. It is covered with lush vegetation and edged with lagoons and sand beaches. Following the crash landing of an orbital craft, for six months Caliban Island was inhabited by the G.I. doll, Venus Bluegenes. The arrival of Rogue Trooper triggered a pattern of events which led to a naval battle. The victorious Souther fleet nuked the island as it continued with its weapon testing operation. USING CALIBAN ISLAND Before it is nuked, the island can provide a convenient hidden base for a military or criminal outfit with access to a boat or long-range hopper. CANYONS OF THE MIND Located in one of Nu Earth’s many deserts, the strangely eroded surface of this rock formation resembles an immense brain. The smooth surfaces making climbing out of the narrow canyons which wind through it nearly impossible, inflicting a -2d6 penalty to climbing tests of any would be scalers. CARTHAGE-2 The Norts triumphed in a recent battle at this site. USING CARTHAGE-2 The battle involved the Rogue Trooper and two other participants, both of whom later became Marauders. The Souther steersman, Player, flew air sorties whilst Morgen, one of the Nort force’s finest snipers, killed some 250 Souther stragglers in a single day during their beaten army’s retreat. As the battle is only mentioned in a conversation in the comic strip, it is an ideal, if crisis laden, opportunity for characters to encounter one of these highly competent individuals. CINNABAR ‘THE CITY OF DREAMS’ The legendary pleasure city, Cinnabar is where soldiers can escape from the horror of war. It was originally a convent that was taken over and used by the Norts as a secret research base. Here, they developed a huge organism which they utilized as a living production line, extracting metals to replicate vehicles and weapons from scratch. Disaster led to an abandonment of the location by the Nort scientists, and it soon became a haven for deserters from both sides. The city is run by the Kabal, a mixture of five former Nort and South leaders and advisors. They decide the fate of those desperate individuals seeking asylum at the city gates. The city has a burgeoning population, so deserters and criminals with high bounties are turned over to those offering rewards unless they seemed to provide special interest. Most would-be citizens, unless useful as whores or specialists, get allocated for pit fights or a visit into Charybis. The area is still marked on maps and computer data as a ruined mission complex, thanks to some careful bribery. However, some of the top brass and social elite of Nu Earth along with unscrupulous traders are aware of its true nature and make clandestine visits. Annulment fields protect key areas, capable of blocking comm signals and even the operation of biochipped devices. Pleasures and life are cheap in this violent, hedonist city. The graffiti-strewn battered buildings include hotels, bars, strip clubs and casinos. Various entertainments are offered. Cabaret performances for spectators tend to the dramatic. Jugglers, for instance, include hand grenades amongst their repertory. Lasting mementos of a visit can be provided by tattoo parlours and the cybernetic ‘body shops’, which provide a range of surgical augmentations. A ubiquitous sight is the city’s emblem, a combination of the old Nort and Souther symbols with eight radiating bars of chaos, one of which terminates in a male or Mars arrow and another a female or Venus cross. Cinnabar’s emporiums include: » Animal Farm. Area where various creatures are corralled. » Baiting Pits. Arena where trained fighting dogs are loosed on a variety of animals. » The Abattoir. Pit fighting. The notable stars include The Blood Brothers with a ‘unique blend of grand guignol and slaughterhouse humour’. » The Ark. Brothel that caters for spectators and participants of inter-species orgies. » The Chewed Her Arms. Rough looking bar where picking fights, but not necessarily winning them, is easy.
69 » Charybdis. ‘’Four kilometres from head to tail, weighing over six hundred tonnes…the androygne leviathan…CHARYBDIS! The cameras are working; the bets are placed. The banks are closed. Dearly beloved……it’s playtime!” - Master of Ceremonies The Nort creation still survives, a huge semi-sentient mass of tissue that is mainly submerged under the ground but capable of extruding a cluster of tentacles and an eye out to various points of marsh, river and lake some ten miles beyond its lair. Sealable portals have been constructed to lead into the creature from just outside Cinnabar’s perimeter. Periodically, armed contestants are forced into the organism and bets are placed on how long they can survive, their progress recorded on cameras that are threaded throughout the organism. Inside the creature are tentacle-like cilia and internal orifices, some of which are ravening maws. Extrusions can attack with bone-tipped weapons, and it can create bio-wire and zombie like, semihuman simulacra using DNA from earlier victims. Some sporadic nerve plexuses are capable of being wired up to a biochip or computer, allowing a hacker to try and seize control of the organism. Stats for extensions of Charybdis are on page 164. » Mahler Ridge. Region of high land within the radius of patrols from Cinnabar. USING CINNABAR The city is a great place for fugitives to escape from the military. Anyone with credits can secure a wide variety of entertainments, and gamblers and criminals will find all sorts of ways of making money, as long as they are careful. Desperate individuals, though, might find that they have to volunteer for pit fights or other lethal contests in an attempt to CH/3: NU EARTH //UNIQUE LOCATATIONS ON NU EARTH
70 make some credits. Lots of individuals somehow gravitate to the city — perhaps some of them are old enemies of the PCs? The members of the Kabal offer useful patronage if an individual can provide appropriate bribes or services. Those with ambition and negligible consciences can attempt the subterfuge and politicking needed to eliminate a Kabal member and take their place but risk being forced to enter Charybdis if their schemes misfire. The Souther or Nort regimes have their own cabals, and some might send individuals on a mission to find Cinnabar and obtain a sample of Charybdis or kidnap a member of the Kabal. The current Kabal comprises of the following members who have accumulated a lot of personal wealth: Lieutenant Tessier. Advisor to the Entente Replevine. Manages security of the city. Portreeve Scoenfeld. Lord Judge Advocate and Council to the Nicene-Kashan Alliance. Karl Scoenfield is responsible for administering the training and medical care of individuals selected by the Kabal for fight contests. Kapten Nabokov. Co-founder of the Norther Patriotik Front, now Base Administrator. Nabokov sees to a lot of the day-to-day administrative decisions. Selectperson Larsen. Nominal Intendant, Governess of the Harkena Council and Institutrix of the Cinnabar Protocol. Monique is a former hooker with large shares in the city’s sex industry. Commander Ullyart. Heraldic Earl and attorney-at-law to the Church of Saint Jarman the Evangelist. DEATH VALLEY Designated no-go zone by both armies, Death Valley has a mysterious danger from the ten-foot-tall expanse of mutated cane that ensnares soldiers who stray into it and feeds off their blood. Dealing with the cane is difficult as it regrows with amazing speed. DELTA-ZONE Once a temperate, pastoral region of hills, woodland, meadows and rivers, the land has been poisoned by warfare. The hills include warrens of tunnels made by an unknown species of creature that is presumed to be extinct, like most of the other species that once thrived on the planet. The warrens are still the home of a large, elusive, burrowing creature that is capable of wiping out two dozen intruding soldiers with its claws. USING THE DELTA ZONE The Player Characters are hired to investigate the cave system and capture a living specimen of one of the elusive creatures that occupy them. DIX-I FRONT This proud Souther enclave borders Greater Nordland. Its sectors are named after old Earth locations such as Alabamy and Savanna. » Nu-Atlanta. The Nu Earth military capital of the Souther army is located on the coast at the southern tip of the Dix-I zone. Souther navies have access to both the Orange and Western Seas from its shipyards and harbours, defended by numerous artillery positions along the coastline of the city. Visitors to the city undergo decontamination checks and treatments at one of the medi-complexes. Station WDX888c constantly broadcasts upbeat news bulletins and entertainment to the entire region. » Southpoint Military Academy. The Nu Earth military academy of the Souther forces is where young officercadets are instructed and drilled by las-sword armed veterans and watch patriotic videos of military history. The pride of the academy are the synth-bands who play martial music for the frequent parades. » Memfizz. Centrally located, this town has nearby geysers that were a popular tourist attraction before the war. The steam disperses chem-clouds and allows individuals to dispense with the need for respirators and chemsuits. » Harpo’s Ferry. On an isthmus in the Dix-I that juts out into the Western Sea, this ferry point is used to connect the beleaguered front with the Araby zone. » Oxarks. This mountain chain runs parallel to most of the western coast of the Dix-I zone, and its high ground rises above the chem-clouds. » Freedom. Hidden near a pass in the north of the Oxarks is a town whose denizens enjoy a breathable atmosphere. Here, the community live out peaceful lives under the guidance of their elder, seeking to avoid the evils of the war raging outside their mountains. They have no use for
71 chemsuits or guns and are simply armed with crooked sticks that are used to assist with climbing. The ancient style stone buildings occupied by them include a primitive hospital. During the Nort conquest of the Dix-I front, Freedom is contaminated with poison gas and its townsfolk adopt captured Nort chemsuits and weapons, becoming guerrilla fighters. USING THE DIX-I FRONT The Nort conquest of Dix-I is presented as a campaign in Chapter 6 - All Hell on the Dix-I Front. DOOMSDAY VALLEY Site of a huge armoured battle between Nort and Souther armoured divisions that continued for days, if not weeks. FORWARD FIREBASE NIXON Souther Fortress. FORWARD FIREBASE GOGOL AKA ‘THE BONEGRINDER’ The besieged Nort fortress is located on essential mineral deposits where the heavily outnumbered garrison have, to date, endured constant assaults. The string of unfortunate commanders tasked with holding the fort have all been individuals who have fallen foul of the high command. FURLOW Located underground, and a good way from the frontlines of the conflict, the settlement is the Southers’ main rest and recreation centre. Garish, neon-lit streets are thronged with soldiers on all-too-brief leave, who spend their backpay in the eateries, bars and nightclubs. The city is also a magnet to blackmarketeers, conmen, gamblers and streetwalkers who compete to fleece the transient population of their credits. The military police attempt to ensure that the streets are kept fairly orderly and keep a vigilant lookout for deserters. East 42nd Street is home to an exclusive club reserved for officers. USING FURLOW Soldiers in the military should relish being freed from the constant threat of death within a warzone or the oppression of dull garrison life, petty minded officers and routine chores. Bar fights erupt over street girls or drunken arguments with other units regarding the honour of their regiment, only to be instantly forgotten as the combatants flee or fight side-by-side as the local milli-fuzz arrive. Ambitious officers might find the hotel bars and clubs useful locations for making useful contacts and dabbling in intrigue only to become the unwitting target of a Nort agent trying to glean information. Criminals also have numerous opportunities to scam credits from gullible soldiers out on drunken sprees. FORT ANT Fort Ant is a Souther outpost that had initially suffered from a plague but received a timely supply of vaccine via MilliwaySixty-Six. USING FORT ANT Players who are part of the Souther garrison must try to find a cure for the plague before the garrison dwindles down to a state where it must surrender. Travellers might find themselves under quarantine and risk contamination unless they manage to make an escape. Nort Player Characters can be tasked with missions from infiltrating the fort to releasing a new virus. FORT DECKER When this Souther training camp suffered a mutiny, many soldiers subsequently deserted rather than face retribution. USING FORT DECKER The adventures are caught up in the events triggering the mutiny. Who will they side with? If they desert the fort, will they join with those seeking to locate Cinnabar or Fort Neuro? Perhaps they stay to face military justice, acting as their own attorneys and are all too aware of the possibility that they might have to face a firing squad if their efforts fail to find friendly witnesses or successfully cross examine hostile ones. A mission to hunt down fugitives could either be a military mission or handed over to bounty hunters. FORTRESS NEUROPA Used by the Neuropeans, this large Souther fortress has a giant natural rampart made of rock, the Shield Wall, to which armaments have been added. These defences are pierced with huge gates, which are decorated with macabre demonic heads. The Lim-Ee Sector is isolated from the neighbouring ones by a dismal wasteland of very thick chem-cloud concentrations, battle wreckage and acid-filled pools, and its border with the Roma and Scan Sectors is now a scum swamp due to flooding from a reservoir destroyed earlier in the siege. Sporadic, mutated trees and creepers intersperse some areas of the marsh, but it is free of animal life. CH/3: NU EARTH //UNIQUE LOCATATIONS ON NU EARTH
72 FRANK SECTOR AKA THE NAPOLEONIC COMPLEX The signposted rues and boulevards of Frank sector offer a bewildering spectacle to a visitor, the local troops have adopted colourful uniforms based on the first French Empire, whilst its civilians now don costumes based on various periods of 19th century French fashion. Strolling courtesans in long skirts and feathered hats promenade along the pavements, artists try to capture vignettes of city life on sketch pads and canvasses and the occasional vehicles, their superstructures made to resemble a carriage, push through the crowds. Further evidence of the sector’s identity comes from the strains of popular singers like Charles Boyer and Eedy Piaf, which warble out from the cafes and theatres. » Bois de Boloyn. Park site enhanced by ornate balustrades and streetlights, though its trees and grass have perished a long time ago. The location is used for settling matters of honour with duels, though these usually involve roborunner proxies armed with pistols. » Moulin Rouge. Cabaret theatre that was later renamed the ‘Moulin Rogue’ in honour of the Rogue Trooper. » Nu Owsterlitz. Sector of the wall where the Franks defeated a Nort assault. » Officers’ Mess. Building used by proud, vociferous, ‘conyak’ drinking officers. Its walls include vid screens showing Frank victories. » Plas de la Basteel. Strong point on the shield wall. » Toor du Versize. The tower is the largest building in the sector and is used for state occasions and the awarding of prestigious medals by the Commandant. Banquets and grand balls are held here, some of which are ‘masked balls’ where gala masks and normal respirators are donned. The upper levels include comfortable quarters for VIPs. LIM-EE SECTOR Most of the sector is a vast holiday camp run by the Camp Organiser, an individual dressed in clown-like clothing who concentrates on trying to ensure that the residents have a good time and leaves anything involving the war to the ‘Specialised Forces’. The red-coated revellers attend keep fit sessions, wander around holding balloons, flags and tawdry prizes or merely doze on deckchairs. Buildings and structures include fun houses and food stalls, whilst ‘chip shops’ sell electronic chips to avid collectors who have no practical use for their purchases. » ‘Bubbles’. Entertainment centre whose attractions includes both vid shows and live entertainers. » C.O.’s Office. Besides the usual administrative equipment, the office includes an electronic organ. » Nu-Dunkirk. Area adjacent to the city wall. » Specialised Forces Barracks. The building’s mess contains a bar and is decorated with assorted hunting trophies taken from Nort soldiers and vehicles. ‘Shampers’ is ordered and drunk on special occasions. ROM-SECTOR The sector’s commanding officer is Colonel Casanova. Like his men, he ensures that his hair is coiffured into a flamboyant quiff. He loves to disco dance, regularly travelling in his customized staff car to go night clubbing. » Nova Napoli. Area adjacent to the city wall. » Rosco’s. Sealed depot on the Rom and Scan border that is shared between the two garrisons. It has been converted
73 into a disco hall where the soldiers of the two sectors attend dance night contests organised jointly by the ABC and ABBA units. These contests include judging and crowning a ‘Dancing Queen’. Party-goers hand in weapons and chem helmets at the cloak room. SCAN-SECTOR Brigadier Byorn-Borg is the Sector Commander and cooperates with Colonel Casanova, albeit, just in the running of disco evenings shared by the two sectors. Scan sector is populated by extremely attractive and healthy men and women of Nordic ancestry who make full use of the numerous salons and gymnasiums. The adult female members of the garrison are all soldiers and include lazooka teams. » Armoury. Doubles up as Armand’s male boutique. » Betty’s Beauty Parlour. Formerly the Scan Sector 7 battle sector command post. » Military Police Post. The MP post also doubles up as a male escort agency. » Raymond’s Tanning Salon and Hairdressers. This unisex establishment is based in the neglected robotic workshop. Some of the old robotic servicing equipment has been undisturbed. USING FORT NUEUROPA Fort Nueuro’s isolation makes it an attractive refuge for desperate travellers and Souther deserters. Adventures in the fort offer a more humorous, whacky flavour than the other, grim warzones of Nu Earth. Scenario seeds for the different sectors are given on page 116-119. GREATER NORDLAND The political heartland of the Nort presence on Nu Earth is in Greater Nordland. It has a southern border with the enemy’s Dixi-I region. » Neo-Guernica. Located on one of Greater Nordland’s borders, this city was once a Souther stronghold until it was reduced to rubble by artillery during a brutal siege by General Josef Jaegir. Rebuilt and garrisoned by the Norts, it has had to endure continual Souther assaults. » Nu-Nuremburg. The proud capital of Greater Nordland displays its emblem seemingly everywhere. Its huge stadium is used for political rallies and victory parades. » River Rind. This polluted river still flows through NuNuremburg and is where the Nort army follows an old martial tradition by dipping their battle standards in its water. USING GREATER NORDLAND Individuals wanting to curry favour with the Nort regime can seek out patrons who are high-ranking party members. Their influence can be useful in gaining personal promotion and support for military, political and economic projects, but the allegiances come with the risk of making deadly enemies from amongst their supporters’ rivals. HELL HUNT JUNGLE Hot, steamy unhealthy jungle terrain filled with foetid swamps, leeches and diseases. Its noisy dawn chorus is unnerving for Nu Earth travellers used to lifeless wastes and hints at the host of deadly creatures hidden within the bright green foliage. Night-time is ominously quiet, and the heat is still intolerable. The easiest navigable route through the jungle is the vehiclewide trail known as the White Bone Road, named after the bones of men and animals which litter its route. Unfortunately, carnivorous napalm trees overhang some stretches, and the road is also an obvious point for enemy patrols to set up ambush points. Away from the road, travellers on foot might happen upon sheer river gorges which are spanned by rickety looking rope bridges. USING HELL HUNT JUNGLE The Kabal of Cinnabar are always looking out for fresh novelties to spice up pit fights and hire a team of hunters to capture a collection of lethal creatures from Nu Earth’s jungles. KHOISIN RESERVOIR During the initial stages of the war, the Norts attempted to capture the reservoir, but the escalating battle saw both sides pour men and munitions into the area in a desperate attempt to gain control over what had soon become the largest source of uncontaminated fresh water on Nu Earth. Catastrophically, one side blew up the dam, drowning half a million men of the interlocked armies. Now, the reservoir is a huge, chem-polluted lake, the remnants of the lost armies lying a hundred metres below the tox-mist blanketed surface, a marine graveyard of rusting vehicles, weed-strewn hulks and pitted skeletons. The lake has an ominous reputation, and many soldiers whisper that it’s haunted by the ghosts of the drowned. After all, strange lights are sometimes glimpsed in the water when soldiers vanish. The lake is actually the site of a hidden underwater base used by Nort vroogmen. They sometimes cover their suits with a local, phosphorescent algae to maintain the pretence that the waters are the home of angry ghosts. CH/3: NU EARTH //UNIQUE LOCATATIONS ON NU EARTH
74 Even for the Norts there are potential dangers. Old, unexploded munitions are partially buried in the mud of the lake’s floor. USING THE KHIOSIN RESERVOIR Just crossing the lake would be a huge challenge to a unit of Southers. Unless they could find a handy boat on the shoreline, they would need to improvise some type of vessel to hazard a passage over the mist-shrouded waters. Dangers might include sudden squalls of weather, pursuing Norts in hoppers or boats of their own and lurking vroogmen. Teams of Norts might have to investigate the loss of small patrols and lone vroogmen. Is there a force of Southers using some of the submerged wrecks as a base of their own? Does some elusive marine monster hunt in the waters? Perhaps there really are vengeful ghosts who seek revenge on the living. MAGNOPOLE The freezing, magnetic polar zone called ‘The Ghost Front’ is where whole divisions of opposing forces are locked in stalemate as they face defences that comprise miles of trenches and bunkers. MOROKK DESERT Although both armies contest the total control of this desert region, merchant caravans still cross the sands between its different cities, and both factions usually leave them free of harassment. Currently the two main cities, spaced a few hundred kilometres apart, are in a reasonably undamaged condition. Their architecture includes buildings and towers made of stone and rooftops and walls that include medievallooking crenulations. KYRO Frontline city held by Southers. It has a large alien enclave that fills its gasbah where humans are not welcome and are kept out by Milli-Fuzz checkpoints. »Rix-Bar. Located in Kyro’s gasbah close to the marketplace, this drink joint includes a cabaret and several rooms for hire. The bar is run by a bow tie wearing human chem-vet but is also frequented by aliens. The staff are aliens, though a human female bubble dancer is employed. Humans will be asked to leave, but offering to pay a large sum and not worrying about the change might persuade the unfriendly barman to tolerate their presence. The bar is the base of a Nort spy ring that includes Rix and the dancer. Other agents include a few ‘alis’, but most are humans who have been given surgery to pass themselves off as aliens. The agents have been hoarding oxygen bottles in an extensive network of cellars to supply a Nort column that plans to take the city in a surprise assault. Following the explosion centred on Rix Bar, the Kyro’s Gasbah had the cleanest atmosphere in the city. The human residents of Kyro were grateful enough for the alien cooperation in the crisis and offered them full citizenship and rights. TIMBUK-2 Frontline city held by Norts. ‘MICROWAVE MOUNTAIN’ The battle-damaged Pueblo pyramid is held by Nort troops who have turned the old solar cells on its surface into strongpoints and have heavily reinforced the structure of the command post located on the summit. NETHER-GLADES Described by Souther military intelligence as the largest and the most dangerous wilderness on Nu Earth, the glades are comprised of a vast, dismal swampland out of which sprouts a jungle of vine-covered, mutated trees. Strange and deadly lifeforms have adapted to survive in the wilderness, including vulture-like avians, several species of serpents and the fearsome mutagator. CLONE VIRUS Within the Nether-Glades swampland is a virus that can contaminate the enzyme E protective protein used within biochips. The chip is undamaged but contaminates the new clone body it is inserted into. Once the virus starts to spread, it rapidly crystallizes the body which starts to shatter into small fragments. ILLNESS TRANSMISSION POOL DIFFICULTY EFFECT CLONE VIRUS EXPOSURE DAILY DIFFICULT [16] DEATH
75 The death of the clone leaves the biochip unharmed and capable of being salvaged if inserted into a fresh biochip slot in time The only known drug that can halt the process is the anti-gen neva, which can only be synthesized from Dragoid eggs found on the Planet Horst. USING THE NETHER-GLADES Few individuals would wish to enter this region, but it makes an ideal place to conduct a project in secrecy or hide from pursuers. However, a group of military scientists might be contemplating examining and using some of the toxins and diseases that occur amongst the lethal flora and fauna. To this end, they dispatch some of the more expendable members of their team to collect samples and specimens but also use their influence or credits to hire a squad of security experts to accompany them. NORDSKA TAPOR The heart of the Nordland military on Nu Earth is also the most secure, heavily defended site and is manned by over forty thousand Nort troops. It’s sprawling network of forts, bunkers and command centres include levels that extend deep below the surface. NORTVILLE Not stationed in a fixed location, Nortville a travelling Nort rest and recreation squadron that provides a carnival resort whenever it sets up its bright, prefabricated structures behind the front lines. Attractions include fortune tellers, the ‘House of Holograms’, ‘Death Run’, the ‘Fun House’ and ‘Souther Shoot’, a las-rifle range booth. Hoven-Cit is a structure in which drivers use one-man hover vehicles with inbuilt safety features that prevent serious collisions. Mo-telles provide rooms and privacy for those with the time and credits to spare. The most recent addition to the shows is a ‘Rogue Trooper’ look-a-like that is regularly bested by a suitably heroic Nort strongman. USING NORTVILLE Nort military personnel might be fortunate to be sent on a furlough to the showground. Revellers can get into brawls with rival units, find temporary romance with another visitor or perhaps they attempt to take on the Nort strongman for a cash prize? Criminals might decide that they can frisk easy credits from the visiting troops, but more ambitious types could plan a heist of the money collected by the carnival organisers that is stored in a heavily armoured and guarded security vehicle. Civilians can try find employment that keeps them out of the way of the frontlines. ‘Rogue Trooper’ is in fact a doppelgänger droid. Following the intervention of the real Rogue, the droid was thought to be killed in an explosion, but miraculously survived and started wandering through the warzones of Nu Earth. The Kommandant of Nortville wants it recaptured and put a bounty on its head. NU-ARABI ZONE Souther-held zone, separated from Dix-I and Greater Nordland by the Western Sea. NU ARCADY ZONE Region south of the magnetic pole. NU-DAKOTA A Souther city that is located near the region’s cobalt mines. An exodus of refugees recently left it before Nu-Dakota could be occupied by victorious Nort forces. NU-HAMLYN This Nort city in Zone 112 was evacuated by its garrison in ‘86. The Souther troops were tricked into occupying it and were subsequently wiped out by automated booby traps spread throughout the city rigged to be under the control of the old civic computer system. Numerous hidden machine guns and cannons are spread strategically throughout the cityscape whilst the computer is lodged inside a room at the top of the tallest building. Its spherical mainframe is well-armoured and mobile, capable of crushing an intruder if the internal guns in the complex fail to deal with them. USING NU-HAMYLN Military outfits might have to pass through the eerily deserted city or are sent to investigate the fate of a lost patrol. Informed criminals can try to access the old bank vaults by hacking the computer using a terminal in the computer room. Civilians might become prisoners of the computer as it seeks to repopulate the city and administer to their needs, ignoring any protests as it knows what is best for them. Biochipped individuals can be slotted into auxiliary ports of the computer to find data, re-engineer or sabotage the device. They will find that they have avatar forms based on their former CH/3: NU EARTH //UNIQUE LOCATATIONS ON NU EARTH
76 bodies but must face a journey beset by various deadly traps and bio-formed avatars generated by the computer. More details for this type of adventure are on page 120. NU-NORDSTADT Nu-Nordstadt is the Nort’s capital on Nu Earth. In recent years, the Southers have initiated numerous battles to attempt to capture it, and the statues of soldiers commemorate the city’s heroic defenders. A few years after the Quartz Zone massacre, pressure on the city had relented enough for full repairs to be undertaken to its shields, defensive weapons and atmosphere processors. The rebuilt streets became thronged with off duty soldiers carousing their way through its bierhalls and bordellos. NU-PAREE Dominated by the Mitterand Tower, this devasted cityscape is the site of a twenty-year-long urban battle between the two warring factions. The sewer system proves a convenient way of avoiding snipers, as long as an intact section free of booby traps can be located. USING NU-PAREE Glory and medals await the bold heroes who manage to assault the Mitterant Tower and fly their army’s flag from its lofty summit. NU-PERU Souther-held city. It maintains Base 3, a military outpost near the White Bone Road through Hell-Hunt Jungle. NU-SUDAN Souther-held port bordering the Scum Sea. NU-SONORA ZONE Currently deserted, this zone of mountains and hills includes old battle sites. Its water holes can provide drinkable water if treated with strong purification tablets. NU-VERDUN This Souther-held city surrendered after being influenced by propaganda emanating from the broadcasts of a mysterious individual who was actually the Traitor General.
77 NUKIPELIGO Away from the main warzones by some two hundred kilometres, Nukipeligo was once the site of a coastal resort that was raised up on pylons. It is now a twisted, nineteen-mile maze of towering slag-atolls and debris lagoons that are used as a hideout by black marketeers. The ruined buildings on the islets have long been picked clean of anything useful by the bootleggers. NYTOMA Souther coastal city. Its garrison currently operates engages in nautical operations against smugglers operating from the Nukipeligo. OKLAHOMA RIDGE Souther held front. OMAN 3 Region south of the magnetic pole and east of Nu Arcady. OVERMOUNTAIN This remote, unmapped, independent mining settlement is located high up a mountain above the chem-clouds, where valuable oxite ore is extracted. The miners’ community is boosted by human and alien refugees and is governed by a council under the leadership of a convener. They trade clandestinely with various dealers, and their security is upheld by a detachment of half a dozen AMOK droids. The droids have had their AI systems replaced with the integrated heads of mercenaries who sought to control the town, but who are now slaved into the droids operating systems. USING OVERMOUNTAIN The individuals are part of a military group tasked with capturing the mines intact. Mercenary groups might be hired to heist a cargo of ore. PETRIFIED FOREST This hundred-kilometre-long belt of dead, brittle coniferous forest is the product of defoliants used in the war. During a failed attempt to capture Rogue Trooper, a squad of Nort sims went native and remains in the area. USING THE PETRIFIED FOREST The players might be sent on a mission by the Nort military to recapture its errant ape men. QUARTZ ZONE This is a glass zone where the G.I.s were massacred as they dropped into an ambush. Some items of G.I. equipment are, as yet, undiscovered by souvenir hunters and looters. USING THE QUARTZ ZONE Players happen upon a piece of G.I. equipment that has a functioning biochip in its slot. This is a valuable prize that might be worth a reward from either the Nort or the Souther commands, but the chip itself might prove to be hostile to their plans. Worse yet, the agony of death, followed by a long period of being left sentient, but alone, has driven the chip’s personality insane. RABAT This city is refuge for a rabble of deserters and criminals from both of Nu Earth’s factions, and they have formed a brotherhood of thieves calling themselves the Vaghadin. They prey on small troop convoys and sometimes take a few healthy prisoners to act as slave labourers, summarily killing any badly wounded and surplus individuals. Would-be members need to best one of the city’s brotherhood in a hand-to-hand contest. Their leader, Hachym, is unaware that Rossa, one of his lieutenants is a Nort agent who in recent months has ensured the data apparently intercepted by their main computer only leads to attacks on Souther troops. Eventually, Rogue Trooper infiltrated the band and, by tampering with their computer, tricked the Vaghadin into assaulting a large Nort force that annihilated them. The city itself was destroyed by explosive devises that were placed by Rogue. USING RABAT Captured individuals forced to work as slaves can try to escape. The players might be ordered or hired to extract an important scientist who has fallen into the hands of the Vaghadin. ROCKIES 2 Located on the same continent as the Quartz Zone and within a hundred clicks from the Nether-Glades, this limestone mountain range was turned into a maze of canyons following a nuclear strike in ‘78. The region is now completely devoid of vegetation. The Nort military still has hidden bunkers and silos in the east of the region and maintains watch posts on the high ground. CH/3: NU EARTH //UNIQUE LOCATATIONS ON NU EARTH
78 One Nort scientific base carved into the rock includes a laboratory where the brain of Doctor Froid, a captured Souther Gene-Genie, is kept alive inside a tank of nutrients and is being coerced into helping to create a clone resembling Rogue Trooper that will incorporate a concealed bomb to be used against Milli-Com. SAN FRANCISCO 2 The city is in a depression where the chem-cloud concentration is so thick that it endangers even suited individuals and obscures the immense suspension bridge that leads into the city. The buildings are up to two hundred floors tall, and their upper levels are free of the dense ‘frisco phog’. In these upper reaches, fighting still rages, though the specialized aerial bridges that allow penetration and assault on an enemy’s block are gradually yielding victory to the Norts. USING SAN FRANCISCO Individuals might have to devise ways of moving between tower blocks if the lower levels are held by enemies or becoming burning infernos. Strategies involving ropes or improvising glide chutes pose tremendous risk but might be the only means of escape from certain death. ‘THE BONEYARD’ This ominous region of sandy desert is littered with human bones and the pitted remnants of a spaceport. Some threequarters of a million refugees died to an airborne, flesh-eating virus weapon before they could be evacuated. Although the virus is still active, the area is infested with Nort ‘Dust Devil’ commandos who ambush travellers and build macabre cairns with the sandstorm-bleached skulls. ‘THE GARDEN’ The Chem-Jungle where the hulk of a Souther satellite that crashed into a small lake has recently become the base of ‘The Marauders’, a band of Nort and Souther soldiers led by a chief, the Traitor General hunted by Rogue Trooper. The base still has operable missiles and has been adapted to include a shooting range and an interrogation chamber whilst unmarked hoppers now operate from its hangers. Some miles from the hideout is a clearing containing small craters filled with volatile chemicals. The Marauders only operate for a year. The arrival of Rogue Trooper leads to a conflict which annihilates the band, though the Traitor General escapes his lair and triggers its self-destruct device.
79 ‘THE SAVAGE SWAMP’ This deadly wilderness of radioactive, mist shrouded marsh country includes foreboding trees and a lattice of creepers amongst which lurk maneating viper vines. TRINITY Rear area ghost town occasionally used by Norts for training missions. USING TRINITY The adventurers wander into the vicinity and are subjected to an assault by a proto-type weapon. Alternatively, they can be tasked to protect or capture the experimental technology. TWISTED ZONE Measuring over thirty square kilometres of chemical mist shrouded territory, this shunned region is a nightmare landscape of radio-active chaos. All the remains of human habitation, occasional trees and even the stacks of rocks have an unsettling, distorted appearance. Some strong pockets of chemical-laden atmosphere exaggerate the strangeness, as the warped terrain features glimpsed through its haze seem to move. USING THE TWISTED ZONE The characters are told to locate a missing patrol inside the region. Unfortunately, the men they are seeking have been driven insane and see their would-be rescuers as demonic monstrosities. Mad cultists realise that the zone is a borderland where the boundaries between the dimensions are strained. They capture assorted sacrifices and attempt to summon a powerful being from a hellish world. TYAT MINH RIVER DELTA This equatorial jungle region is used by bandits and privateers who lurk in creeks and inlets. Hidden along its course is a research station where Souther scientists worked to make bioweapons from genetic engineering of old Earth predators. USING THE TYAT MINH RIVER If travellers lack a flier, the fastest and safest way to travel through the jungle is along its waterways, through constant vigilance is needed against ambush by pirates. Missions involving the abandoned research station could include the retrieval of data or capturing an escaped bioweapon that has made its hunting ground in the dense forest. Military teams or mercenaries can be sent upriver to rescue a captured device or prisoner from river pirates or might be sent to eliminate a special forces officer who has gone insane and set himself up as a sadistic warlord of a barbaric band of killers. VALLEY FORGE This Souther site was taken by Norts, who subsequently suffered heavy casualties when the retreating Southers released an airborne virus. VULCAN’S BELT In this volcanic region of geysers and rivers of molten lava, there is also a centre of unpredictable electromagnetic activity. ZHULANSKI POINT Cunning tactical deployments and courage enabled a last stand of heavily outnumbered Nort forces to prevail and hold this location. ZUKURSKY POINT Site of an intensive Souther bombardment that was targeted headless of their own wounded. CH/3: NU EARTH //UNIQUE LOCATATIONS ON NU EARTH
80 MISCELLANEOUS LOCATIONS The following Nu Earth regions and features are only referenced briefly in the comic strips, and the GM may use and develop them as they see fit. » Battle Sectors: Nevsky, Skaros and Pushkin. » Okalama Ridge » Nu Georgia » Nu-Kosovo » Odessa Front LEGENDS OF NU EARTH Stories tell of unusual locations. Some probably don’t exist whilst others, like Cinnabar, might prove to be radically different from the yarns spun about them. » Nu-Topia. Green, idyllic regions of Nu Earth still untouched by the war » The Keep. According to old soldiers’ tales, the Southers once built gigantic, robotic wardozers, but when they turned against their masters, they were incarcerated in a purposebuilt prison. » Scum Sea Triangle. Region where craft vanish without trace. » Valhalla. Brave and dying soldiers have the good fortune to be taken by the Valkyrie Express medivac shuttles to be healed at an orbital medical station. ROGUE TROOPER TIMELINE The following chronology has been compiled from the comic strip. Aside from a treatise on the development of the Nort/Souther war and devastation of Nu Earth, it will also be useful for helping to devise backstories and scenario—more information concerning development of campaigns can be found in the next chapter. GMs should note that Rogue Trooper campaigns in the next section assume a start point just before or after the Quartz Zone Massacre in the year ‘86. MILLIONS OF YEARS AGO The Varr imprison an ancient and powerful ‘abomination’ in the Acoma system. THOUSANDS OF YEARS AGO The inhabitants of the Acoma system fall under the influence of an ‘abomination’. The Varr fight a war of extermination to stop the evil, destroying the civilization’s homeworld, which becomes an asteroid field. PREVIOUS CENTURY Expansion across a large swath of the galaxy of the allied factions of the Southern Cross Confederacy and the Nordland Republic. The virgin planet that is titled Nu Earth is discovered. Colonisation of Nu Earth features the rapid building of settlements. CURRENT CENTURY War starts between the Nort and Souther factions. Nu Earth has vital strategic importance in the galaxy-wide conflict and soon becomes a warzone where most natural life is poisoned by chemical warfare. The Norts have early success with their offensives, but Neuropa’s heroic defence buys time for the Southers to rally and mobilize more troops. ‘46 » Battle of Meka-Bullrun halts a major Nort offensive. ’66 » Battle for Nu Paree commences. ’73 » Batch of G.I. clones produced on Milli-Com that will become the first operational regiment.
81 ’74 » Evacuation of the planet of Nu Karthage by Souther civilians. ‘75 » The Norts and Southers send advisors to the Planet Horst to utilize its populations and resources for the war. ‘83 » Infighting amongst some Nort military clans brings down one of them on the planet of Karsk Novkza. ‘86 » The G.I.s are committed to action on Nu Earth but are annihilated in the Quartz Zone Massacre. Rogue Trooper and three biochipped comrades embark on a private mission to uncover the traitor responsible. » The Battle of Doomsday Valley. ‘87 » Defection of a group of Norts led by Kapitan Stalov to the Souther Confederacy. » On Nu Earth, the Souther region of Dix-I falls to a Nort offensive. ’88 » Rogue Trooper helps to defeat a series of Nort offensives against Neuropa. » Rogue Trooper foils an attempt by the Norts to seize Kyro. ’89 » Colonel Kovert, fearful of a secret Nort cloning project, uses Rogue Trooper to destroy the moon of Torpor. » Rogue confronts the Traitor General at Nu Earth’s Magnapole and witnesses his death as he tries to escape. » As Nort and Souther secret xenoarchaeological investigations in the Acoma system near completion, a series of military actions and assassinations escalate, cumulating in powerful intervention from the Varr who order the Norts and Southers to leave the system. ’90 » Rogue Trooper is active on the planet Horst. The Norts attempt to combine several fleets at Horst for an assault against Nu Earth, but it proves to be a Souther trap, and the Nort armies are lost in a chemical attack. ’91 » The Nort and Southern high commands commence peace talks at Milli-Com, though the commanders are attacked by a force of mysterious aliens. Rogue Trooper is amongst the messengers sent to Nu Earth with the peace declaration, but the aliens intervene, destroying the evidence of the cease fire, and the war continues. » Rogue is persuaded to side with the aliens and embarks on a series of galaxy-wide assassination missions. ’94 » On Earth, Rogue throws aside the influence of his alien masters. He becomes a priority target of his former puppet masters and flees Earth after leaving behind his comrades’ biochips with a genetic scientist to be rebodied. CH/3: NU EARTH //ROGUE TROOPER TIMELINE
82 CH/4: BEYOND NU EARTH Although much of the action in Rogue Trooper takes place on Nu Earth, other strips do explore different places within the setting. This chapter offers an insight on some of the places that can be visited beyond the war-torn planet. NU EARTH SYSTEM Two moons orbit Nu Earth, which is itself influenced by its two suns. Deeper into space, often in regions accessed via travel through black holes, are the galactic empires of the two factions of humanity comprised of hundreds of worlds that border regions of space populated by alien races. Some factory planets are dedicated entirely to producing munitions and equipment whilst others serve as vast training grounds. Throughout this mind-numbing vastness of space, convoys of huge transporters carry cargoes to the different war zones and squadrons and fleets of military vessels patrol and engage in battle. THE JUNKYARD ZONE Drifting in the space above Nu Earth is the accumulation of wrecked satellites and space fleets destroyed during decades of warfare. The hulks provide convenient cover for craft trying to ambush or avoid killer-sats or space fighters. USING THE JUNKYARD ZONE Potential wealth might lure some adventurers to seek out intact cargo holds. Military units can be dispatched to set up covert surveillance station in a derelict craft, whilst
83 others might be sent to rescue survivors or retrieve top secret technology. A signal received by the characters could be a lure with booby traps or hidden fighter craft lurking amongst the debris. High-speed chases between craft through the region will require skill and reflexes from adventurers if they are to avoid collisions which make their own vessel a new cluster of scrap floating in space. BLUE MOON Resembling a shimmering blue pearl when viewed from Nu Earth, when in closer proximity Blue Moon reveals a forbidding, bleak landscape. Despite some early attempts at terraforming, the Blue Moon has a poor atmosphere and low gravity. Before the war, it was used as an experimental research station by Souther colonists and was involved in early attempts to produce clones. The ‘Blue Mooners’ are the rejects and descendants of these stunted and deformed blue-skinned clones who now form an underclass amongst the civilians still based on the moon. Currently, it is a Souther military base under the command of the martinet Marshal Bute, the Chief-of-Staff of the entire Souther Army committed to Nu Earth. USING THE BLUE MOON Souther military characters who have fallen foul of a senior officer on Nu Earth are demoted and sent on a refresher boot camp course on Blue Moon. Once there, they are under the harsh command of a sadistic NCO who has been bribed by one of their enemies to ensure that they are crippled, killed or receive a severe penal sentence. Fleeing the camp poses a challenge. Unlike Nu Earth, there are no cities or bandit strongholds to head for on foot or in a vehicle, the only option is to stowaway on a shuttle or hijack it, hoping to land on Nu Earth or perhaps heading out deeper into space. The adventures are approached by a vengeful group of Blue Mooners wanting help in locating a genetic scientist who performed cruel experiments on them and their now dead relatives. SATELLITES Above the poisoned atmosphere of Nu Earth, the war is waged by a variety of military satellites including surveillance craft and orbital weapon platforms that target the world beneath them. Their efficiency is impaired by the thick clouds of chemicals that cover the planet’s surface and the orbital debris zone. Military command satellites, such as the Souther Buzzards and the Nort Black Sun classes, function as an intimidate level of command between the ground-based staff and the strategists who plan the galaxy wide campaigns, constantly at risk of discovery and elimination by killer satellites. USING SATELLITES Satellites can pose a threat of detection, observation and bombardment to individuals on both Nu Earth and in space and need well-planned routes and stratagems to avoid. Satellites have limited periods of time when they are available over a specific area of Nu Earth, and GMs might devise countdown situations for individuals to devise countermeasures or escape before a bombardment. Boarding a command satellite to steal its files could be a hazardous military mission. At one stage during his cat and mouse existence, the Traitor General and yet another renegade band he gathered use a former Nort military satellite as a hidden base. In a Rogue Trooper campaign, other major opponents of PCs can have a similar refuge.
84 MOON OF TORPOR In the days when Norts and Southers were united, this moon was discovered, claimed and explored. To commemorate this achievement, a huge group of four statues was installed, sculpted as planting the old banner of United Earth. At the feet of these titans, a plinth with an, ultimately, futile inscription reads: WE CAME IN PEACE FOR ALL MANKIND AND THIS TIME LET’S GET IT RIGHT The moon is a cold, barren site without an atmosphere and a weaker gravity than Nu Earth’s. Columns of rock are scattered across its surface, which is also pitted with craters formed by meteorite strikes. Abandoned scientific bases still remain in a few locations. THE DUST SEA The gravitational pull of Nu Earth results in a constant, tidelike shifting of ‘dust-drifts’ across a huge expanse of the moon, capable of burying a shuttle within a few hours. Torpor was eventually used as a secret base for Nort scientists to create and train their own genetic infantry. Before this force could be deployed on Nu Earth, it was destroyed by a nuclear explosion that also destroyed the moon. Its destruction in ’89 brought about changes in Nu Earth’s tides and a slight change in Nu Earth’s orbit, though the immediate effects include catastrophes such a tidal waves and earthquakes. OPS COMMAND SATELLITE Colonel Kovert is a Souther officer who runs the secret war of his Off-Planet Strategies outfit from this satellite. His command post’s resources include sophisticated sensor and stealth technologies and computers that hold a wealth of heavily encrypted top-secret information, shuttles, a tractor beam and laser weapons that can target Nu Earth. Kovert rarely leaves his base, communicating with his agents through commlinks. Kovert’s closest staff on the satellite are three silent aliens or mutants who respectively lack a pair of eyes, a pair of ears and a mouth. Other resident aides include a cyborg that gives an analogue analysis of agents and strategies. USING THE OP COMMAND SATELLITE Kovert is prepared to make deals with individuals he wants to undertake missions for him, trading information they need or getting the sentence of a court martial lifted, but ultimately seeing them as expendable pawns. He will not be candid about risks or the true nature of a mission. Nort intelligence, and possibly elements within S3 itself, might send agents with special skills to try to retrieve data from Kovert’s computers. Kovert is later promoted to General and holds a command which gives him powerful authority within the S3 intelligence service. MILLI-COM Hidden away in deep space is Milli-Com, the overall command centre of Southern Cross Confederacy’s galacticwide armies. The space station is the largest ever manmade item and comprises of a thousand decks where a million strategic staff, including alien staff officers, direct a myriad of wars. Some of these theatres merely merit a single room to oversee them, whilst the Nu Earth campaign has three entire levels of deck devoted to controlling it. Security is paramount, space fleets constantly guard it, but silent running procedures are adopted if Nort probes are suspected in its locality. Discipline, at least for lower ranks, is strict, and the base’s military police enforce this. Capital punishment is performed by firing squads who have executed personnel for crimes ranging from treason to striking a superior officer. Senior staff occupy the upper levels where security measures include retina recognition devices. The uppermost level is allocated as the private quarters of Star Marshal Nukrom Lamal, a veteran of the conflict on Nu Earth. Some restricted areas are given over to the S3 Military Intelligence, though its rumoured that other, seemingly, innocuous offices are a front for their operatives. Throughout the entire structure of Milli-Com are various staff rooms, private quarters, dormitories, gymnasiums, canteens, hangers and armouries. Entertainment for personnel includes bars and even includes a disco on deck 54. The G.I. barracks on the station include full training facilities for the clones including weapons ranges and work bays where the G.I. ‘Dolls’ maintain equipment. The G.I. quarters are located next to the genetic laboratories where the clone tubes birthed them. These labs also incorporate a storage area where spare organic parts are stored for the most senior commanders. A legion of servo-droids undertakes countless duties inside the space base whilst others equipped with thrusters constantly maintain its exterior.
85 USING MILLI-COM Getting to Milli-Com will be the prime aim of any individuals in biochip formats who require a new clone body. Trying to get the attention of strategists regarding a specific war theatre, including Nu Earth, will be far from straight forward as individuals will need to canvass and persuade successive levels of staff officers. Adventurers soon learn that there are cliques of officers pursuing their own glory and agendas all locked in discreet infighting with their rivals. Important individuals accused of treason or gross incompetence might find themselves extracted to Milli-Com for a court martial and will need a good attorney, an investigation team to find useful evidence or perhaps an escape plan if they fear being executed. Perhaps a G.I. Doll needs to escape the attentions of the top brass and is looking for help in getting to a planet? The Nort military has sympathisers in Milli-Com itself but is constantly trying to infiltrate agents into it to recruit informants, steal data and sew misinformation and dissent. Information on cloning techniques and the capture of a Gene-Genie are attractive projects along with sabotage of the Souther gestation tubes. Neutrals to the conflict might stumble upon Milli-Com and face internment or worse as the Southers seek to keep its location a secret. The unwitting intruders must outwit and elude the craft sent to either board them or blow them into floating fragments. THE BLACK HOLE Visible from Nu Earth, the nearby black hole is an important nexus to interstellar travel. Once traders throughout the galaxy used it, but now it is more frequently a route for the fresh troops and munitions being swallowed up in the meatgrinder war. Passage through black holes allows rapid transit and usually the element of surprise, though the stellar craft emerging become temporarily vulnerable for a short period as their sensors adjust. CH/4: BEYOND NU EARTH //NU EARTH SYSTEM
86 OTHER SYSTEMS & PLANETS ACOMA SYSTEM AKA ‘THE A-HOLE’ Southern held system that guards the vital supply route between the Nu Earth and Nu Karthage warzones. Extensive mining operations extract vital ores for the war effort, though pirate mining outfits also exploit this wealth. Travellers through the system need careful navigation. Its binary star throws out deadly radiation, the local gas giant, also named Acoma, has a powerful gravity well and the systems asteroid fields are constantly in motion. The Varr, a mysterious alien race, seem to border the region. Their ships are so powerful that mere proximity to their passage or weapons discharges can unintentionally destroy human space vessels. The Termites, a race of short, bipedal aliens with four arms who work as miners, are the nearest thing to an indigenous species. The ‘termies’ are assigned I.D. numbers by the humans who hire them and are regarded as ‘pretty harmless’, though newcomers to the Citadel are still warned not to go deep into the mines. ACOMA The local gas giant is a burning, radioactive, high-gravity environment of liquid, metallic hydrogen. At incredible expense, a surface station, has been established requiring fourteen thousand tonnes of gravity shielding and generators to protect a small habitation bubble. Teams of ‘stompa’ walkers are dispatched to explore anomalies on the planet, though even these heavily shielded behemoths have a life span of only 6.2 hours on its surface. THE CITADEL This Souther military base of the 86th Air Reconnaissance Squadron is located on a deep asteroid mine that is still being worked. Accidents seem to happen to individuals who prowl the mines unaccompanied, and the seventeenth sublevel is off limits to most personnel. Sub 17 is the access point for a high-security complex taking up several lower levels of the Citadel. A former Gene-Genie turned xenoarchaeologist, Doctor Friedkin, leads a scientific investigation team here. The Souther military hopes to glean information for new weapons technology from a colossal sarcophagus they are examining, but Friedkin, prematurely aged by disease, is secretly hoping to learn the key to eternal life. The doctor protects his personal agenda using his own agents hidden amongst the Citadel’s personnel.
87 The 86ers are under the control of the competent, but irascible, cigar-smoking Commander Harrigan. The personnel under her includes Kristos, a psi, and an odd assortment of Souther pilots in the forms of the alien Rhun, the alien hybrid Japeth, Nort defectors and Lieutenant Rafaelle Blue, a female G.I. Most of the squadron members who use the officers’ mess believe the rumours that a Nort spy is on the base, and many have placed a wager on the agent’s identity. Their suspicions are well-founded, though spies from other factions also move amongst their ranks. THE ROCK GARDEN Asteroid field that provides convenient cover for Nort raiding craft. Some of the mining outposts in the system use mass drivers, electromatic catapults which hurl payloads of ore at tremendous velocities over long distances to collection points. The Norts have also established a secret science base in an old asteroid mine that relies on an orbital defensive minefield besides its anonymity. Deep in the bowels of the mine, they are excavating a huge alien artefact whose secrets they wish to unlock. The twin to the one buried under the Citadel, the artefact’s tampering releases bursts of psionic energy which trigger strigoi mutations amongst some of the personnel and results in a bloody massacre. The Varr respond quickly, sending a cruiser to blow apart the asteroid and its secret. BORDER MARCH WORLDS The frontier of Nort regime, some of the worlds include would-be separatists armed and equipped by the Souther Confederacy. Part of this region includes the Inner and Outer Taiga systems. GORKI-ZAI Dissident world that includes survivors from Karsk Novzka hiding from the Khasans. TAGANA THREE Border march world where Josef Jaegir used summary executions to force cooperation against separatists. BRUT The homeworld of the Brutals, man-like, hulking bullies. Typically, those encountered away from their home world are often thugs or mercenaries. CHARLETON SYSTEM Critical location guarding access to the Vita Karthage/Nu Sevastapol axis, and the ‘backdoor’ route to Nu Earth. CHARLESTON BETA AKA ‘CHARLEY BOY’ Frontline world currently held by Southers. FELDER SYSTEM Souther system where one of the colonies was subjected to a Nort bio-weapon attack that caused wide-spread death and thousands of severe genetic abnormalities with later generations being born deformed. FORT CHANNARD Military prison of the Southern Cross Confederacy. HORST A distant planet at the edge of the galaxy, Horst can be reached by travel through a black hole. It has an atmosphere and gravity similar to Earth’s and is covered in vast tidal oceans, forests and mountains interspersed with large inland, craterlike seas. It is populated by a dozen or so intelligent races that resemble hybrids of men and beasts, possibly the results of mysterious experiments from long ago. Both of humanity’s factions sent advisors to the planet some fifteen years ago, stoking up strife that has plunged the world into conflict. The technologies supplied were often semi-obsolete by Nort and Souther standards but have proved adequate enough for enabling the different races to kill each other. The rural temples now stand abandoned, and the inland seas are cluttered with the wrecks of the trading vessels that once sailed across them peacefully before the great galactic war came to Horst. The Southers inadvertently picked the weaker side, and Milli-Com apparently cut its losses by ending any communication and supply of its allies. The humans have labelled regions of Horst as zones with capitals referred to as Zoncaps. CH/4: BEYOND NU EARTH //OTHER SYSTEMS & PLANETS
88 VAULK MOUNTAINS Codenamed the Blue Zone by the Souther agents, they include the main base of the bat-like alien allies of the Nort faction who use its high caverns for stockpiling weaponry. PORT ONE Spaceport where Nort robo-medics have been using Dragoid eggs stolen by robo-rats to create a serum that immunises troops to effects of warp travel. They plan to assemble a vast armada at the location. Unknown to the Norts, the Southers chem-mined the area as one huge booby trap. ZONE 4 Populated by the Rhinoid allies of the Norts. ZONCAP 4 In this medieval-style capital of the region with steepled towers, traditional pennants are juxtaposed with security cameras. The bio-warfare research unit is run by Doctor Moho, a Canoid scientist who switched sides and now experiments on prisoners of war. Moto had a horn transplanted on himself so that he resembled his new, adopted race. ZONE 5 The pointed desert is full of pyramid shaped dunes. It is occupied by the warring Dragoids and Droms. BEASTMEN OF HORST Most beastmen soldiers are armed with firearms and wear light armour marked with symbol of the faction they have sided with. NORT FACTION Their combined armies are led by a Rhinoid Grand-Marshal, distinguished by a grand uniform and three horns. » Batoids Winged beings with bug-like, compound eyes. They can use weapons with their clawed hands and hang upside down using their feet to grip. Batoids live in mountain caves, and their culture includes cave painting, tattooing and torture. They are armed with firearms and short swords. » Craboids Amphibious, crustacean like species with tough carapaces that protect their heads and bodies. Their claws are capable weapons and are dextrous enough to use blasters and assault line projectors. Their bipedal legs can walk on land. Naturally armoured, they have had the Nort insignia painted on their shells. Craboids use unit tactics and sometimes include suicide bombers in battle. » Droms Large centaur-like dromedaries who dwell in a desert region. They are armed with sabres and bolt action rifles. » Rhinoids Hulking brutes with a nasal horn, leaders having two or more. They are armed with automatic rifles tipped with wicked sweeping bayonets. Most of them are prone to superstitious fear.
89 SOUTHER FACTION Various races include ones resembling canids, felids, ursines and equines. » Dragoid Burrowing lizard like beings who live in underground desert communities. Their bites contain a paralyzing venom, though it only paralyses a G.I. for a brief period before acting as a booster drug. Their eggs hold many unusual properties for scientists to unlock. » Insectoids Small, hardy ant-like beings that live in cone shaped dwellings resembling termite mounds. They are skilled diggers able to hide themselves quickly in sand. Their current ‘elder’ is a human Souther advisor who has recorded a large resource of data discs about Horst. LADBROX The alien inhabitants of this planet are insatiable gamblers. LEPIS MAJOR Former Nort world conquered by insect-like, gun-wielding alien allies of the Southers. JO-KORAL SYSTEM The inhabitants of this alien world include an intelligent, tentacled race who live in a liquid environment. KARINA-4 Souther-occupied planet. The Nort evacuation was badly handled. Thousands died through poor planning, and tens of thousands were left at the mercy of the occupying army whilst corrupt Nort officers extorted wealth from the refugees there were charged to protect. KURTZ VIER Nort occupied planet where a brutal governor seeks to stamp out Souther guerrillas. KUSHKOW SYSTEM Nort system of colony worlds. Kushkow recently suffered the loss of ninety thousand colonists after a Souther retaliation. This followed the loss of six thousand Souther civilians in an unauthorized attack on the transport ship Memphis Star. MESAR SECUNDA The Nort civilian population here were subjected to atrocities by a Khasan commander. NORT FORCES ORIENT BASE WORLD This world is under the control of Nort Forces Orient whose supreme commander, General Yuan-Toh, seized power in ’59 and rebooted the flagging economy by building up a slave labour force from local convicts, Souther POWs and recalcitrant Norts. The general commands a motley, lightly equipped army and rules from a castle fortress, protected from assassination by the surgically altered doubles he uses as decoys. USING THE N.F.O. BASE WORLD Capable mercenary types can find work protecting the general and keeping the population under control. The slaves in the compounds vastly outnumber their guards and are capable of overthrowing their overlord if given dynamic leadership. CH/4: BEYOND NU EARTH //OTHER SYSTEMS & PLANETS
90 NU-KARTHAGE Nu-Karthage was originally in the Souther Confederacy. During the war, it evacuated a large number of its civilians as military action intensified. In recent years, the world fell to a Nort offensive pressure and was occupied. The new regime proved harsh, and resistance led to an anti-insurgency campaign commanded by Arkhan, ‘the Beast’, which caused 265,000 deaths, including those of 30,000 loyalist Nort settlers. Arkhan was court martialled by his own side and incarcerated in the Lubiyanka gulag. Given its strategic importance, the area of space around the planet remains a fiercely contested warzone. PAESCHENKOV Battlezone where the Norts occupy dozens of levels of underground tunnels and bunkers. PUSHKIN MINING BELT Location of several Nort factory colonies. KURSKA-4 Nort factory colony located near an unstable brown dwarf star. Souther agents sabotaged the colony’s radiation shields resulting in 16,000 Nort civilian deaths. RODINA SYSTEM This system of populated planets is the heartland of the Nort Republic. Teaming cities include bars, bordellos, fast food booths, rail systems and slum quarters. Huge patriotic slogans adorn buildings, and statues stand guard over the quiet ‘gardens of stone’ as the immaculate war cemeteries are termed. Large numbers of unemployed war veterans are part of the urban underclass, and some are used as expendable goons by local crime gangs. Some worlds are virtually unspoilt, typically used for hunting lodges and ancestral home fortresses of the social elites. Species hunted for sport include bears and dinosaur-like reptiles. INNER RODINA SYSTEM Gulag Asteroid Cluster The location of several prisons including ‘Lubiyanka’, a maximum containment facility for famous and deadly prisoners. BADEN VRI R&R world. Needless to say, various military leaders and criminal organisations generate wealth from its attractions. KARSK NOVZKA The military house based here plotted a coup to restore their prestige and power. However, they were betrayed to the Kashans and Kashars who, assisted by a traitor, launched a surprise attack on the clan’s main citadel, slaying Clan Marshal Milosa and many of his followers though a few survivors chose to escape into exile. ODESSA BINARY Industrial world where grim factories such as the Grand Patriot munitions plant in the Izbrisa zone churn out produce for the galactic wars. Showered with smelter ash and cluttered with scrap yards and polluted slagheaps that include pools of mercury, some zones require their occupants to wear chemsuits, and many war veterans choose to constantly wear masks. The local outcast camps provide useful squalid boltholes to dissidents, criminals and deserters who use the warrens to elude the authorities. Away from the towering mass of buildings, towers, smoking chimneys and masses of pipelines are the muster grounds where the newly equipped legions leave for the distant warzones. THE STAVKA The Nort military high command space station, the equivalent of the Souther Confederation’s Milli-Com, is situated in a classified location in the region of the Inner Rodina system from where it controls all of the Republic’s wars. OUTER RODINA SYSTEM TAURUS Military garrison world that includes the training grounds of the Seventh Kashan Legion. Several camps for Souther POWs are maintained here, and the prisoners undertake hard labour to promote feelings of superiority in new recruits. The Khasan legion is secretly experimenting with Strigoi storm troopers using POWs as victims. RONDO The home world of the Rondians was recently destroyed by the Nort military. The Rondians are an intelligent race of small, fungus like blobs that can climb on sheer surfaces, typically staying out of sight by clinging to the ceilings of structures.
91 Their small pseudopods aid locomotion and can also be used for speech. They are pacifists but might be motivated to assist someone by passing them a weapon or providing a distraction. SPROL SYSTEM Alien system. The native intelligent species are a landbased intelligent race of large, many-tentacled beings. Their limbs hold orifices capable of transmitting speech and can be regenerated if lost. VALLEY FORGE Site of an airborne virus attack released by retreating Southers that caused severe casualties on a Nort division led by Josef Jaegir. ZELL PRIME Nort factory world that uses a workforce of slaves. MISCELLANEOUS WORLDS AND MILITARY STRONGPOINTS » Attila » Kroi » Fort Kinnaird » Fort St Angelo » Lennox » Molotov’s World » Nu-Kursk » Ryden’s World » Sevastapolitan » Volgis » Zhaika’s Tomb XIANTA This criminal cartel is comprised of individuals from various intelligent races who can, reputedly, provide anything that exists in the universe, as long as the price is right. If severely provoked, they have the use of a space fleet that includes the ability to teleport troops into opposing space vessels. EARTH The home of humanity is located an incredible distance from Nu Earth. The colonisation of space brought new materials to replenish its exhausted resources, though it remains densely populated and polluted. The industrial cities that cover much of its land mass now rely on imported raw materials from a myriad of worlds. The CEO of its most powerful corporation fears that the Xantia, or another race behind them, are war profiteers manipulating the Nordland Republic and the Sothern Confederacy in an expensive conflict, possibly seeking to conquer the two empires once they are sufficiently weakened along with Earth itself. To counter this, the corporation is recruiting spies and assassins into a force called the Seekers. DREAMARAMA On a world beyond Nu Earth, possibly on ‘Old Earth’ itself, computer gamers play ‘sin games’ in which neural links allow them to experience the skills, reactions and feelings of the captives hooked into violent alternative reality programs. The customers and the main computer programmer eventually experienced their own, real life deaths when Venus Bluegenes, one of their guinea pigs, escaped to wreak havoc. CH/4: BEYOND NU EARTH //OTHER SYSTEMS & PLANETS
92 CH/5: ROGUE TROOPER CAMPAIGNS TYPES OF CAMPAIGN Judge Dredd and the Worlds of 2000 AD gives excellent advice on running various types of campaigns and adventures. Police campaigns will face extra challenges compared to most Judge ones, as investigations are often hindered by the progress of the war and senior officers in other units. Perps have an ideal opportunity to acquire military grade weapons, but serious criminal activity inside warzones carries the risk of being executed by the authorities. Still, there’s plenty of credits to be made by offering to get desperate individuals to safe locations away from the war. Citizens appear to face a miserable existence on Nu Earth. Unfortunates might need to get away from encroaching armies by fleeing across Nu Earth or being crammed onto transports about to embark on a hazardous voyage along a space lane. Once a haven is reached, they might find themselves in a daily challenge trying to survive in a refugee camp. Others might be able to lead more comfortable lives as elites or traders, but there is always the nagging threat that the war will encroach, either through a sudden orbital bombardment or by whisking them away from their family and friends as conscripts in its legions. Those with a conscience might find the opportunity to give victims of the conflict a flicker of hope, volunteering themselves in altruistic missions as medical workers, drivers, pilots and diplomats. G.I. CAMPAIGNS Campaigns which involve all the Player Characters taking the role of a G.I. clone have advantages. The characters will typically be physically tough and capable of fighting a wide variety of foes with their martial skills and equipment. Training is flexible enough to allow for specialization beyond that of a mere assault trooper. Furthermore, individual clones are still capable of having distinctive personalities. Campaigns will ideally be military missions fighting against Norts on Nu Earth. After all, it’s what they were created for, and this gives them a tremendous advantage compared to other combatants on Nu Earth. Unless they go rogue for some reason, they can expect to be assigned to a series of different missions rather than serving a long posting as simple infantrymen on a frontline. Obtaining replacements for any G.I. weapons and ammunition will require characters to visit or communicate with Milli-Com. The ability to have a Player Character’s personality and skills downloaded onto a biochip offers the chance of a type of immortality. Scenarios involving some PCs who are currently in biochipped weaponry can be entertaining and challenging, and some character exploits can be chosen for this role. Care is needed by a GM though, as players might become jaded if they find themselves in a constant role as a talking piece of equipment carried by another character. Getting imprinted chips back to Milli-Com for a replacement body or improvising an android to hold their biochip will be a supremely important goal as far as the biochip is concerned.
93 GMs can devise encoded imperatives and information that have been implanted by Gene-Genies into G.I.s that should help to steer them into finding and completing missions. G.I. troopers and Dolls might perceive these messages as coming from an avatar of a former comrade or a dimly remembered dream. The GM must decide why any G.I.s avoid the fate of their clone brothers in the Quartz Zone massacre unless they play through the battle as an adventure. Perhaps they missed the battle due to training injuries or were seconded to Colonel Kovert? Despite the advantages of playing a G.I. character, some players might find the role as an obedient warrior of Milli-Com from a legion of similar clones as unappealing. G.I.s are, after all, frequently despised as freaks by humans, are not expected to spend much time between missions and their leave is merely spent on a remote military base in space. CHEATING DEATH G.I.s are not the only Player Characters who might be granted the chance of re-incarnation via a biochip. Powerful organisations such as Colonel Kovert’s OPS might spend the resources into biochipping important agents. It is also a useful plot device for ensuring that a defeated major villain returns to vex his enemies. SOUTH SIDE YEAH? Many Rogue Trooper campaigns will feature Player Character groups of Southers fighting Norts, after all the Greater Nordland Republic is a militaristic, totalitarian, brutal regime whose masked soldiers commit constant atrocities. That said, GMs with players who want to play Nort characters should still be able to accommodate them, even allowing them to fight against their homeland nation. At least one Nort military clan on the losing side of a power struggle had its surviving soldiery defect to the Souther cause, just as the Norts themselves employed the ‘traitor general’ after he fled from the Buzzard command site. Such turncoats will often be treated with suspicion by their new allies and will constantly need to prove their loyalty. If the overall campaign can accommodate it, some Nort Player Characters might be loyal secret agents in the Souther military. Robots are easily enough reprogrammed to obey new masters, and humans and clones might find themselves used as experimental prototypes in brainwashing programs. The GM can also choose to run a campaign with players fighting for the Nort faction. Looking beyond the propaganda images, the Souther Confederacy themselves have never fought a chivalrous war. Chemical attacks and murderous alien allies have been unleashed on Nort civilians by the Souther high command, and the C5 intelligence service is prepared to use extreme torture in its interrogations. Milli-Com’s authorities order the execution of any rankers who strike their superior officers, and even a hero like Rogue Trooper is sentenced to death as a deserter with assassins being dispatched to summarily kill him without trial. War changes people, and many Souther soldiers see the Norts as inhuman enemies who must be eliminated by any means possible. The Nort regime does at least recognise that some of its military leaders have committed war crimes. They have dedicated a division of State Security police to bringing some of the perpetrators to justice. Outside the brotherhood of the arrogant military castes, many Nort soldiers are hapless, miserable conscripts who are told that Southers are merciless killers. Many of them would rather live in peace on their homeworld handing out presents to their children on Patriot Day. The Norts also developed their own genetic infantry. GMs can allow for parallel secret training camps existing besides the one used on the Moon of Torpor. This could include Nort G.I. Player Characters, generated like their Souther counterparts, but armed with standard military weapons and lacking biochips. Some groups of PCs can have no allegiance to either the Southers or the Nort factions. Bands of criminals, mercenaries and deserters may try to maintain an independent existence, and organised and ambitious groups can scheme to enrich themselves by playing the two rival powers off against each other. Sometimes, the players might have to co-operate with their enemies in the face of a danger that threatens them both. This could include a wide range of threats such as hostile natural environments, rapacious bandits or vast alien space armadas. Such co-operation might forge bonds of friendship that prove useful in further trials or could be part of a tense situation where both of the sides in a temporary alliance expect a double cross and intend to get theirs in first—though if they act too quickly, their common objective might be ruined.
94 MILITARY CAMPAIGNS Gaming a continuous day-to-day posting in a static trench line will soon pall for participants. The Rogue Trooper campaign should spare players the monotony of garrison duty or long bouts of frontline service until they become casualties of the constant attrition from artillery strikes and chemical poisoning that is the lot of many of the soldiers on Nu Earth. Military missions and events should take them, like Rogue himself, to various locations on Nu Earth and present a wide variety of foes and challenges. Periods of duty and training prior to the adventure can be simply summarized by a GM. Although a warzone might feature involve tens of thousands of combatants, the actions of the PCs should be of prime importance to an adventure. The resolution of one scenario might be inconsequential to a vast battle, but others will have important consequences to a grand strategy. The GM can devise a series of scenarios connected to the eventual fate of an important sector of Nu Earth or the control of a series of planets. Military teams will have to report to an NPC commander. Ideally, they shouldn’t be mere cyphers, and plot threads and drama can develop if they prove to be charismatic, sadist, inept or glory seekers who care little of their men’s welfare and lives. Care must be taken by a GM to avoid a group of PCs becoming disillusioned if they are constantly having to perform actions ordered by NPCs. Allow them an opportunity to use their own initiative and don’t be too surprised if they try to ensure an unpopular commander doesn’t get out of a tour of duty alive! Besides the Rogue Trooper stories in 2000 AD, war movies and books should provide inspiration for themes, plots and characters. The Confederate States Army from the American Civil War and the United States military of later centuries are useful role models for the Southers whilst the Norts resemble stereotypical Russians and Nazis. These campaigns are best suited to characters playing military teams, either units of G.I.s, a conventional military squad or, more likely, a ‘dirty dozen’ collection of misfits and specialists from a regular army or a mercenary band of offworlders. One advantage is that they will usually receive rations and replacement arms whilst munitions and transport will often be provided for a mission. Rewards might include pardons for past crimes, medals and promotions and the D66 MILITARY MISSION 11 Mine laying/clearing/assisting engineers 12 Prison guard detail/searching for escapees 13 Prevent looting/clear an area of civilians 14 Patrols against bandits or guerrillas 15 Staff an observation point 16 Defend a hill 21 Defend a riverbank 22 Defend a bunker 23 Defend a fort 24 Defend a town 25 Defend a city 26 Escort an agent or war correspondent 31 Escort refugees 32 Escort a military convoy 33 Reconnaissance of a region 34 Scout enemy positions 35 Search for enemy special forces team/ agent D66 MILITARY MISSION 36 Assault a bunker 41 Assault a fort 42 Assault trench line 43 Tunnel fighting 44 Fighting withdrawal 45 Rapid evacuation 46 Rescue mission 51 Raid to intimidate opposition 52 Raid to seize vital supplies/free POWs 53 Raid to take prisoner(s) 54 Raid to seize technology 55 Seize a vital hill or building 56 Seize a vital bridge or rail link 61 Seize a shuttle port or harbour 62 Sabotage 63 Ambush 64 Deception operation 65 V.I.P. protection 66 Assassination
95 chance to be heroes on propaganda broadcasts along with the consolation of military funerals for those who are killed in action! GMs requiring instant backstories or impromptu adventures can choose or roll military missions from the table below. Military characters who tire of risking their necks in a cause they cannot identify can try to come up with a plan to desert, though once their attempt is underway, they will need to keep a wary eye out for military police and bounty hunters. CAMPAIGN TONE Future war is a grim setting, and GMs are best tailoring their depiction of its horrors to meet the preferences of the gaming group. The Rogue Trooper stories generally lack the same level of bizarre humour or satire featured in strips like Judge Dredd or Strontium Dog, though there is still a quirky feel to some stories and a grim gallows humour of quips is used by Rogue and his biochipped buddies. War is hell, but there is still no reason to impose constant misery on Player Characters. CAMPAIGN LOCATIONS NU EARTH The Rogue Trooper comic strip provides a wealth of detail on Nu Earth’s geography and history, but as the world is largely unmapped, there is still plenty of scope for GMs to add their own regions and nu-cities. As mentioned earlier, Rogue himself never stays for long in one location, and it’s a good idea to move the PCs to adventures in different locations so they can experience a wide variety of terrain and challenges. Being assigned a vehicle or stowing away on a train or hopper will get travellers to their destination, though there is always the option of undertaking long odysseys on foot. Periods of travel can be briefly summarised by the GM when the actual adventure needs to get underway. The toxic environment makes adventures more challenging, but some adventures can have the action staged in sealed environments or mountain passes with untainted oxygen. CH/5: ROGUE TROOPER CAMPAIGNS //CAMPAIGN LOCATIONS
96 The world of Nu Earth was never fully explored before war broke out, so a campaign or scenario can involve the discovery of a hither-to-unknown region and the life and resources in it. OFF WORLD There is a galaxy-wide war, and Rogue Trooper undertakes a mission to distant world on his return to Milli-Com. Many planets have larger civilian populations and wealth compared to Nu Earth. The vacuum of space and many planets are hostile environments, but there are plenty of worlds where travellers can move around in safe atmospheres. Military groups can complete various assignments in warzones, though quieter areas of the galaxy might appeal to deserters or other types of adventurers. Criminal gangs will find rich pickings maintaining elaborate cons or pulling off daring heists. Many alien races are quite happy to make a profit through contact with humans but will often view such a virulent and aggressive species with suspicion. If the players acquire a vessel of their own, space travel adventures will benefit from PCs learning a few useful skills to enable them to pilot and maintain their spacecraft. The Rogue Trooper comic strips are mainly set on Nu Earth, so GMs might need to put some time into creating worlds and alien races for themselves but can choose to adopt material found in the EN Publishings NEW setting. OTHER DIMENSIONS The different worlds presented in the enthralling stories of 2000 AD include a myriad of dimensions. Occasionally, cataclysmic events or complex technical devices create a portal between these dimensions. It is quite feasible for a Rogue Trooper campaign to involve journeys between different worlds, including another dimension where mutant bounty hunters of the S.D. Agency sometimes take missions outside their native reality. There are also several variations of Earth where the lawman Judge Dredd deals with the guilty citizens of Mega-City One and helps to defeat invaders from other regions of time and space. Inspiration and rules can be found in Judge Dredd and the Worlds of 2000 AD, Strontium Dog, and other WOIN publications. MEGA-CITY ONE When dimensional or time-travelling vessels arrive in the vicinity of Mega City-One, its Justice Department is prepared to offer provisions and medical assistant to time or dimensional travellers in return for forty-eight hours unrestricted access to investigate the travellers’ technologies. In 2116, a vessel from a Souther faction made use of these terms. During an invasion of Sector One by combatants from several different dimensions in 2123, a unit of the Seventh Khashan from one dimension ended up in a four-way conflict with a force of Judge Cal’s invading Judges, Judge Dredd and a tyrannosaur. NU EARTH ENCOUNTERS The following tables can be used by the GM to help determine the conditions, locations and inhabitants that adventurers encounter on Nu Earth. They can be read through to suggest a selection or randomly generated using dice and can be enriched for tactical actions through devising appropriate stunt areas. The bones and corpses of dead men and the wreckage of tanks and troop transports men can always be added to colour any encounters made during a journey! Hazards listed here include damage that is normally inflicted on Player Characters unfortunate enough to encounter them. Many, however, have the potential to cause much greater damage rolls or simply end an individual’s existence in an instant. Such catastrophic events are best reserved for the NPCs’ structures and vehicles. Mechanisms used outside the sealed environments of Nu Earth are usually more prone to malfunctions as jolting journeys, sand, acid, moisture, radiation and extremes of temperature all effect equipment. Travellers will find that checking and cleaning equipment helps reduce the risk of breakdowns, and the GM can request skill rolls for relevant weapon skills, engineering, electronics or survival to keep equipment in good order or to fix problems. Weather, radiation, jamming and obstacles will often make the use of communication devices and scanners extremely unreliable or impossible.
97 RADIATION LEVELS Much of the land mass of Nu Earth beyond the shielded Nucities and Forts is radioactive. 2D6 LEVEL OF RADIATION EFFECTS 2 Uncontaminated Miraculously clear environment 3-8 Tainted Light levels that effect crops and human fertility levels, life expectancy, and so on 9-10 Contaminated Inflicts damage as per illness table 11-12 Heavily contaminated Inflicts damage as per illness table with a -2d6 penalty on checks made to treat it CHEM-CLOUDS The thick fog of chemical and biological weapons shrouds most of Nu Earth’s landmass and coastlines outside the shielded and decontaminated settlements though some mountainous areas remain clear of the deadly mists. The conditions in a locality can be generated using the table below. The GM can also invent new chemical agents and could adapt and rename the 2T(Fru)T disease (Judge Dredd and the Worlds of 2000AD, page 149). Intact chemsuits and equipment are usually proof against these conditions, whilst ones that are not fully working will provide partial protection, lengthening the time factor before a condition takes a full level of effect. 2D6 CHEM-CLOUD CONDITION 2 Sick 3-9 Poisoned 10 Poisoned and Burning (acid) 11 Burning (acid) 12 Psychotropic and Re-roll PSYCHOTROPIC AGENT Some of these are particularly potent and cannot be filtered by chemsuits. Even G.I.s are affected by them, though they gain a +1d6 to checks to resist the effects and shake off the associated condition on a 3,4,5, or 6 (instead of a 5 or 6). The improved G.I. clone bodies used to house biochips after the Quartz Zone massacre are totally immune. Conditions are usually random to each individual, though individuals will often perceive the hallucination as similar to the image described by another onlooker. 1D6 PSYCHOTROPIC CONDITION 1 Afraid 2 Confused 3 Dazed 4 Manic 5 Placid 6 Sick WEATHER Extreme changes of weather occur throughout large areas of the continent, the product of nuclear and chemical warfare. The GM can introduce extreme weather as desired or could roll 1d6 each day with a 1 resulting in a roll on the table below, ignoring any that seem inappropriate to climate and terrain. The exact effect of weather will vary with terrain type and temperatures. 2D6 EXTREME WEATHER TYPE 2 Hurricane or Twister 3 Black Rain 4 Extreme Heat or Cold 5 Storm 6 Heat Haze or Fog 7 Heat Haze or Fog 8 Acid Rain 9 Clear Skies 10 Lightning Storm 11 Flash Flood, Avalanche or Mudslide 12 Earthquake or Volcanic Eruptions and Lava Flows CH/5: ROGUE TROOPER CAMPAIGNS //NU EARTH ENCOUNTERS
98 Acid Rain. Downpours of blistering chemicals create an Acidic environment (Judge Dredd and the Worlds of 2000AD, page 153). Severe acid rain is unlikely to ever occur in areas of abundant flora unless they have some mutated adaptions to protect themselves. Avalanche. Perilous torrent of rocks or snow that tumble onto travellers are caused by vibrations or cunning ambushers. Those who cannot evade are potentially battered, swept off high passes or buried alive. GMs can assign 2d6 blunt damage, though heavy deluges might inflict anywhere between 3d6 and 10d6 damage. Black Rain. Downpours of rain sometimes occur when chemicals in the atmosphere merge with the water to form black droplets. Showers give dim conditions and heavier downpours can count as the second stage of the blind condition. Mud and snow on the ground becomes a noxious black sludge. Clear Skies. Occasionally pockets of Nu Earth are clear of toxic atmosphere. Earthquake. Use Tremors rules (Judge Dredd and the Worlds of 2000AD, page 153). Sometimes deep crevasses can appear in the vicinity of the disturbance. Extreme Cold or Heat. Treat these as cold and hot environments (Judge Dredd and the Worlds of 2000AD, page 153). Some chemicals may freeze or ignite. Flash Flood. Sweeping down hillsides or suddenly filling dry riverbeds, they can drown individuals or carry them along for great distances. Heat Haze or Fog. The chem-clouds of Nu Earth often form thick, low lying banks. Use Dim environment rule (Judge Dredd and the Worlds of 2000AD, page 153). Hurricane. Use Windy environment rule (Judge Dredd and the Worlds of 2000AD, page 153). Extremely fierce winds in deserts can pick up sand that fiercely abrades exposed flesh, clogs up unprotected machinery, destroys shelters and blows over vehicles. Lava Flow. Treat as a scorching environment. Lightning Storm. Fierce storms can feature lightning strikes inflicting 2d6 electricity damage that cannot be dodged. Mudslide. Mudslides can occur in wet conditions and are avalanches of waterborne rocks or liquid mud. Storm. Storms can be assigned features such as rain, snow, dust clouds, and fierce winds. Twister. Swirling vortexes of wind that can snatch up men and vehicles, inflicting 2d6 piercing damage per round. Volcanic Eruptions. Extremely hot environments of pumice and magma. RANDOM TERRAIN (See table on p.99) Much of the terrain generated can be adjudged to be difficult terrain. Bodies of water are usually polluted and count as inflicting the poisoned condition on those who swallow it, though purification chemicals carried in survival kits can produce drinkable water. Many of them count as an acidic environment and some bodies, including the Scum Seas, have concentrations that cause the burning condition. Ash Desert. Grey, dry wastes of lifeless ground. When the ground is arid, travellers raise plumes of dust, and winds can whip up blinding clouds. During rain storms the surface turns into mud. Geysers. These areas are usually indicated by craters and an ever-present haze of smoke or steam. Eruptions can be of scalding of boiling water, hot mud or magma. Objects caught in the main burst of an eruption typically take 2d6+4 Heat damage and are tossed in a random direction. The air in their vicinity is often free of chem-clouds. Meltdown Zones. Glass-like surfaces of ground created by thermo-nuclear weapons sometimes scattered with melted structures of rocks and buildings. Occasionally the ground is a crust that caps cavernous spaces into which unfortunate individuals or vehicles might tumble. Petrified Forest. Chemical weapons have turned swathes of forest into silent sculptures of stone trees, normally a process taking millions of years.
99 CH/5: ROGUE TROOPER CAMPAIGNS //NU EARTH ENCOUNTERS D66 TERRAIN 11 Abyss 12 Craters 13 Mountains 14 Mesas 15 Mesas 16 Canyons 21 Low Hills 22 Low Hills 23 Low Hills 24 Hills 25 Hills 26 Mountains D66 TERRAIN 31 Plains 32 Flats 33 Scrub 34 Petrified Forest 35 Jungle or Small Forest 36 Funkus Zone 41 Desert 42 Desert 43 Ash Desert with Pyramid Structures 44 Ash Desert 45 Ash Desert 46 Ash Desert D66 TERRAIN 51 Petro-Stream 52 Creek 53 River 54 Lake or Oasis 55 Salt Pan 56 Dry Riverbed 61 Mud Flats 62 Swamp 63 Glass Zone 64 Acid Pools 65 Volcanoes 66 Geysers D66 SETTLEMENT FEATURE 11 Ghost Town 12 Weapons Silo 13 Fall-Out Shelter 14 Guerrilla Camp 15 Wrecked Vehicle 16 Mine 21 Abandoned Mine 22 Abandoned Farmstead 23 Hamlet 24 Ruined Hamlet 25 Village 26 Ruined Village 31 Town 32 Ruined Town D66 SETTLEMENT FEATURE 33 Ruined City 34 Research Station 35 War Debris 36 Way Station 41 Aquaponic Farm [1-5 Ruined, 6 Working] 42 Ruined Fort 43 Ferry or Bridge 44 Old Gas Station/Diner 45 Caves 46 Strip of Highway [1-2 Ruined, 3-4 Fab-Way, 5-6 Highway] 51 Rail Track [1-3 Ruined, 4-6 In Use] 52 Old Pipelines D66 SETTLEMENT FEATURE 53 Ruined Industrial Zone 54 Shack 55 Subterranean Settlement 56 Church or Monastery 61 Cemetery 62 Abandoned Leisure Site [1-3 Parkland, 4 Animal Park, 5 Amusement Park, 6 Museum] 63 Pueblo Pyramid 64 War Debris from Space 65 Stockade 66 Nu-City
100 D66 MILITARY FEATURE 11 Booby trap/I.E.D. 12 Half buried, but live munition 13-14 Minefield with anti-personnel mines 15 Minefield with anti-personnel and anti-vehicle mines 16 1-3: Bio-wire 4-6: Decapitator swarm 21 Fox holes [small pit to hold a soldier] 22 Breastwork or sangars [low barricades of sandbags or rocks] 23 Slit trenches 24-26 Trench system 31-32 Las machinegun nest D66 MILITARY FEATURE 33-34 Sniper post 35-36 Observation post 41-42 Block house/fortified house 43-44 Pill Box 45 Automated pillbox 46 Deep ditch designed to immobilize or deter wheeled vehicles and all but the largest tracked vehicles. 51 Bogus position made to resemble a military area determined by rolling d6 as last digit of number preceded by 6. 52-54 Military Camp D66 MILITARY FEATURE 55 Field Hospital 56 Fort 61 Artillery Position 62 Supply dump 63 Vehicle park 64 Command Post 65 1 to 3: Training ground, 4 to 6: Prison camp 66 Airstrip D66 TRAVELLER OR DENIZEN 11 Military Scouts 12 Recce Vehicle and Crew 13 Recce Vehicles and Crews 14 Military Squad 15 Military Platoon 16 Military Company 21 Military Column 22 Supply Column 23 Combat Happy Soldier 24 Deserters or Escaped POWs 25 Sniper 26 Tank 31 Hopper D66 TRAVELLER OR DENIZEN 32 Flier 33 Unmanned Probe Craft 34 War Droids 35 Milli-Fuzz 36 Auxiliary Droids 41 Military Army 42 Colonists 43 Refugees 44 Lost Survivor 45 Plague Victims 46 War Correspondent or Propaganda Unit 51 Bounty Hunter or Mercenary Unit 52 Scrap Hunters D66 TRAVELLER OR DENIZEN 53 Smugglers 54 Bandits 55 Ghouls or Cultists 56 Well-Armed Marauders 61 Scientific Researchers 62 Spy or Filth Columnist 63 Sims 64 Waldo 65 G.I. or Doll 66 Roll 1d6: 1 Aliens, 2 Psyker, 3 Supernatural Manifestation, 4 Scientific Experiment, 5 Cyborg, 6 Blue Mooners